#AREADATA Name The Castle Naytil~ Author Draiden~ Levels 5 50 Security 1 VNUMs 10601 10699 Builders ~ Recall 10601 Reset You hear the patter of little feet.~ Note ~ End #MOBDB #10601 Name vizier wizard companion Ifor~ Short the grand visier~ Long The kings boon companion, Ifor scrutinizes you. ~ Descr 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. ~ Act train practice~ AffectBy ~ Alignment 900 Level 50 Gold 100000 Race Human Sex male~ Spec spec_cast_mage End #10602 Name holy knight sergeant~ Short the holy knight~ Long The sergeant at arms challenges your passage. ~ Descr 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. ~ Act sentinel stay_area~ AffectBy protect-evil~ Alignment 800 Level 32 Gold 2000 Race Human Sex male~ Spec spec_guard End #10603 Name guard militia militiaman~ Short the militiaman~ Long A militiaman guards the streets in Baladur. ~ Descr 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. ~ Act scavenger stay_area~ AffectBy protect-evil~ Alignment 1000 Level 27 Gold 500 Race Human Sex male~ Spec spec_guard End #10604 Name janitor~ Short the janitor~ Long A janitor yells at you "Clean up your corpses". ~ Descr 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. ~ Act ~ AffectBy ~ Alignment 900 Level 3 Gold 34 Race Gnome Sex male~ End #10605 Name mutt hound dog~ Short the royal hound~ Long A royal hound stands here cautiously watching you. ~ Descr 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. ~ Act aggressive wimpy~ AffectBy ~ Alignment -200 Level 5 Gold 10 Race Animal Sex male~ End #10606 Name cutthroat muscle~ Short the mob muscle~ Long The mob muscle tries to intimidate you. ~ Descr 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. ~ Act scavenger~ AffectBy ~ Alignment -200 Level 5 Gold 47 Race Human Sex male~ End #10607 Name congressman man scum~ Short the congressman~ Long A congressman looks longingly at your pocketbook. ~ Descr 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. ~ Act scavenger stay_area~ AffectBy ~ Alignment 400 Level 13 Gold 85 Race Human Sex male~ End #10608 Name assemblyman woman scum~ Short the assemblywoman~ Long An assemblywoman is here, asking for all your coins. ~ Descr 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. ~ Act scavenger stay_area~ AffectBy ~ Alignment 400 Level 10 Gold 0 Race Human Sex female~ End #10609 Name kitten black smokey~ Short a black kitten~ Long A little, cute kitten purrs at you. ~ Descr 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. ~ Act aggressive wimpy~ AffectBy ~ Alignment -200 Level 2 Gold 10 Race Animal Sex male~ End #10610 Name militia guard officer~ Short the militia officer~ Long This officer watches you, and his troops intently. ~ Descr 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. ~ Act stay_area~ AffectBy protect-evil~ Alignment 1000 Level 35 Gold 500 Race Human Sex male~ Spec spec_guard End #10611 Name border guard~ Short the border guard~ Long A gruff guard stands his ground looking for intruders. ~ Descr 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. ~ Act sentinel stay_area~ AffectBy protect-evil~ Alignment 1000 Level 15 Gold 500 Race Dwarf Sex male~ Spec spec_guard End #10612 Name border guard~ Short the border guard~ Long A gruff guard stands his ground looking for intruders. ~ Descr 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. ~ Act sentinel stay_area~ AffectBy invisible protect-evil hide~ Alignment 1000 Level 20 Gold 500 Race Human Sex male~ Spec spec_guard End #10613 Name border guard~ Short the border guard~ Long A gruff guard stands his ground looking for intruders. ~ Descr 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. ~ Act sentinel scavenger aggressive~ AffectBy protect-evil~ Alignment 1000 Level 15 Gold 0 Race Human Sex male~ Spec spec_guard End #10614 Name wall guard~ Short the wall guard~ Long A gruff guard stands his ground looking for intruders. ~ Descr 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. ~ Act sentinel scavenger aggressive~ AffectBy protect-evil~ Alignment 1000 Level 15 Gold 0 Race Human Sex male~ Spec spec_guard End #10615 Name child sabrina princess~ Short the young princess~ Long A beautiful child is looking for something here. ~ Descr 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. ~ Act stay_area wimpy~ AffectBy sanctuary protect-evil~ Alignment 1000 Level 5 Gold 75 Race Human Sex female~ End #10616 Name dominatrix nanny nannie woman~ Short the nannie~ Long A buxom leather clad woman. ~ Descr 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. ~ Act aggressive wimpy~ AffectBy protect-evil~ Alignment -500 Level 12 Gold 75 Race Human Sex female~ End #10617 Name teacher marm woman schoolmarm~ Short the schoolmarm~ Long A pristine conservativily clad woman. ~ Descr 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. ~ Act wimpy~ AffectBy sanctuary protect-evil~ Alignment 1000 Level 12 Gold 75 Race Human Sex female~ End #10618 Name cook~ Short a cook~ Long A white clad man wearing a bakers hat. ~ Descr 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. ~ Act sentinel scavenger wimpy~ AffectBy flying~ Alignment 0 Level 20 Gold 75 Race Human Sex male~ End #10619 Name butler~ Short the butler~ Long A man in a black tuxedo carrying a tray. ~ Descr 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. ~ Act scavenger stay_area~ AffectBy detect-evil detect-invis detect-magic detect-hidden protect-evil flying~ Alignment 500 Level 28 Gold 75 Race Human Sex male~ End #10620 Name maid~ Short the maid~ Long A scullery maid. ~ Descr 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 ~ Act sentinel scavenger wimpy~ AffectBy hide~ Alignment 0 Level 6 Gold 75 Race Human Sex female~ End #10621 Name maid~ Short the maid~ Long An upstairs maid. ~ Descr 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. ~ Act scavenger stay_area wimpy~ AffectBy sneak hide~ Alignment 0 Level 8 Gold 75 Race Human Sex female~ End #10622 Name practice dummy~ Short the practice dummy~ Long The practice dummy ~ Descr 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. ~ Act sentinel aggressive~ AffectBy ~ Alignment 0 Level 10 Gold 75 Race Object Sex neutral~ End #10623 Name queen Salina~ Short our beloved queen~ Long Our beloved queen, Salina ~ Descr 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. ~ Act sentinel stay_area train~ AffectBy detect-evil detect-invis detect-magic detect-hidden sanctuary infrared protect-evil~ Alignment 1000 Level 43 Gold 75 Race Human Sex female~ Spec spec_cast_cleric End #10624 Name cleric Salderon~ Short the holy cleric~ Long Salderon the wise ~ Descr 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. ~ Act ~ AffectBy detect-evil detect-invis detect-magic detect-hidden sanctuary infrared protect-evil flying pass-door~ Alignment 1000 Level 45 Gold 75 Race Human Sex male~ Spec spec_cast_adept End #10625 Name enchanted chair~ Short an enchanted chair~ Long An enchanted chair stands here ~ Descr 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. ~ Act sentinel stay_area~ AffectBy detect-evil~ Alignment 0 Level 3 Gold 75 Race Object Sex neutral~ End #10626 Name Tehctah Demon spawn~ Short a huge demon~ Long A huge demon stands here ~ Descr 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. ~ Act sentinel aggressive stay_area~ AffectBy infrared~ Alignment -1000 Level 35 Gold 75 Race Vampire Sex neutral~ End #10627 Name bunny cute~ Short a cute little bunny~ Long A cute little bunny hops around here. ~ Descr 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. ~ Act ~ AffectBy sneak hide~ Alignment 0 Level 3 Gold 75 Race Animal Sex neutral~ End #10628 Name deer cuddly bambi~ Short a sweet cuddly deer~ Long A sweet cuddly deer eat grass here. ~ Descr 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. ~ Act ~ AffectBy ~ Alignment 0 Level 4 Gold 75 Race Animal Sex neutral~ End #10629 Name water elemental~ Short a water elemental~ Long A large water elemental peacefully sloshes around here. ~ Descr 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. ~ Act sentinel~ AffectBy ~ Alignment 500 Level 20 Gold 75 Race Elemental Sex neutral~ End #10630 Name clay golem~ Short a clay golem~ Long A clay golem stands here looking into the ether. ~ Descr 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 ~ Act sentinel~ AffectBy sanctuary protect-evil~ Alignment 1000 Level 35 Gold 75 Race Object Sex neutral~ End #10631 Name Severn weaponsmith man~ Short The weaponsmith~ Long A large man stand hammering on the hearth here. ~ Descr 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. ~ Act sentinel scavenger stay_area~ AffectBy sanctuary protect-evil~ Alignment 1000 Level 45 Gold 75 Race Human Sex male~ Shop weapon~ ~ ~ ~ ~ 120 75 0 23 End #10632 Name Argon armorer~ Short Argon the armorer~ Long Argon the armorer stands before you. ~ Descr 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. ~ Act sentinel scavenger stay_area~ AffectBy sanctuary protect-evil~ Alignment 1000 Level 46 Gold 75 Race Human Sex male~ Shop armor~ ~ ~ ~ ~ 110 65 0 23 End #10633 Name Varnar grocer~ Short Varnar the grocer~ Long The grocer greets you with a smile ~ Descr 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. ~ Act sentinel stay_area~ AffectBy sanctuary protect-evil~ Alignment 1000 Level 39 Gold 75 Race Human Sex male~ Shop light~ treasure~ trash~ container~ food~ 120 80 0 23 End #10634 Name Kamar proprietor~ Short Kamar the proprietor~ Long Kamar looks carefully at your items when you enter ~ Descr 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. ~ Act sentinel scavenger stay_area~ AffectBy detect-evil detect-invis detect-magic detect-hidden infrared~ Alignment 0 Level 35 Gold 75 Race Human Sex male~ Shop treasure~ ~ ~ ~ ~ 110 80 7 20 End #10635 Name Sheila kennelkeeper~ Short Sheila the kennelkeeper~ Long Sheila is caring for her dogs ~ Descr 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. ~ Act sentinel stay_area~ AffectBy detect-hidden sanctuary protect-evil~ Alignment 1000 Level 37 Gold 75 Race Human Sex female~ End #10636 Name stableboy boy~ Short a stableboy~ Long A stableboy carefully tends his horses here. ~ Descr 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. ~ Act sentinel scavenger stay_area wimpy~ AffectBy protect-evil~ Alignment 400 Level 27 Gold 75 Race Human Sex male~ End #10637 Name horse warstallion~ Short a huge stallion~ Long A huge warstallion stomps and snorts at you. ~ Descr 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. ~ Act sentinel stay_area~ AffectBy protect-evil~ Alignment 0 Level 18 Gold 75 Race Animal Sex male~ End #10638 Name mother hound bitch~ Short the mother dog~ Long A mother hound is here taking care of her litter. ~ Descr 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. ~ Act sentinel stay_area~ AffectBy protect-evil~ Alignment 0 Level 8 Gold 75 Race Animal Sex female~ End #10639 Name puppy~ Short royal puppies~ Long A cute puppy suckles on it mother here. ~ Descr 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. ~ Act sentinel stay_area~ AffectBy ~ Alignment 0 Level 2 Gold 75 Race Animal Sex male~ End #10640 Name guard militia militiaman~ Short the militiaman~ Long A militiaman stands guard here. ~ Descr 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. ~ Act sentinel scavenger stay_area~ AffectBy protect-evil~ Alignment 1000 Level 15 Gold 500 Race Human Sex male~ End #10641 Name citizen baladurian~ Short a Baladurian citizen~ Long A citizen wanders past minding his own business. ~ Descr 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. ~ Act wimpy~ AffectBy ~ Alignment 650 Level 9 Gold 75 Race Human Sex male~ End #10642 Name inmate prisoner~ Short an inmate~ Long A wretched inmate sits silently in his cell ~ Descr 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. ~ Act sentinel stay_area wimpy~ AffectBy curse~ Alignment -400 Level 4 Gold 75 Race Human Sex male~ End #10643 Name troll beast~ Short a huge troll~ Long A huge troll claws viciously at you. ~ Descr 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. ~ Act scavenger aggressive~ AffectBy detect-invis detect-hidden infrared protect-evil~ Alignment -1000 Level 22 Gold 75 Race Troll Sex male~ End #10644 Name trollette troll~ Short a female troll~ Long The female troll here decides you will be lunch. ~ Descr 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. ~ Act sentinel scavenger aggressive~ AffectBy detect-invis detect-hidden infrared protect-evil~ Alignment -1000 Level 17 Gold 75 Race Troll Sex female~ End #10645 Name trolling troll~ Short A little troll~ Long A little troll here thinks you would be a good snack. ~ Descr 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. ~ Act sentinel scavenger aggressive~ AffectBy detect-invis detect-hidden infrared protect-evil~ Alignment -1000 Level 9 Gold 75 Race Troll Sex female~ End #10646 Name keywords~ Short descriptor~ Long What you see when you enter room ~ Descr What you see when you look at creature. ~ Act sentinel stay_area~ AffectBy detect-evil detect-invis detect-magic detect-hidden sanctuary infrared protect-evil~ Alignment 1000 Level 43 Gold 75 Race Human Sex female~ End #0 #OBJDB #10601 Name sword shining broadsword~ Short a shining broadsword~ Descr 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.~ Type weapon~ Extra magic bless~ Wear take wield~ Values 0~ 0~ 0~ 1~ 0~ Weight 14 Cost 0 Affect damroll~ 5 ~ Affect hitroll~ 5 ~ Affect constitution~ 1 ~ Affect strength~ 2 ~ End #10602 Name breast shining breastplate~ Short a shining breastplate~ Descr 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.~ Type armor~ Extra glow hum magic~ Wear take body~ Values 1~ 0~ 0~ 0~ 0~ Weight 24 Cost 0 Affect damroll~ 2 ~ Affect hitroll~ 2 ~ Affect hp~ 40 ~ Affect height~ 1 ~ End #10603 Name shining helm~ Short a shining helm~ Descr 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.~ Type armor~ Extra glow magic~ Wear take head~ Values 4~ 0~ 0~ 0~ 0~ Weight 4 Cost 0 Affect wisdom~ 3 ~ End #10604 Name shining gauntlets~ Short a pair of shining gauntlets~ Descr 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.~ Type armor~ Extra glow hum magic~ Wear take body~ Values 4~ 0~ 0~ 0~ 0~ Weight 8 Cost 0 Affect dexterity~ 2 ~ End #10605 Name belt pride~ Short a belt of pride~ Descr 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.~ Type armor~ Extra glow bless~ Wear take waist~ Values 2~ 0~ 0~ 0~ 0~ Weight 4 Cost 0 Affect saving-petri~ 5 ~ Affect saving-para~ 5 ~ End #10606 Name purple cloak dark~ Short a dark purple cloak~ Descr 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.~ Type armor~ Extra dark bless anti-evil anti-neutral~ Wear take about~ Values 0~ 0~ 0~ 0~ 0~ Weight 5 Cost 0 Affect mana~ -50 ~ Affect ac~ 10 ~ Affect saving-rod~ 10 ~ Affect saving-spell~ 10 ~ ExtraDescr 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. ~ End #10607 Name cladding arm~ Short an arm cladding~ Descr 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.~ Type armor~ Extra anti-evil anti-neutral noremove~ Wear take arms~ Values 10~ 0~ 0~ 0~ 0~ Weight 34 Cost 0 Affect ac~ 10 ~ ExtraDescr cladding~ Unfortunately the armor is heavy and the armorers are looking for some way to make it a little lighter. ~ End #10608 Name leggings shining chain~ Short shining leggings~ Descr 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.~ Type armor~ Extra magic anti-evil anti-neutral~ Wear take legs~ Values 0~ 0~ 0~ 0~ 0~ Weight 9 Cost 0 Affect dexterity~ 1 ~ Affect ac~ 5 ~ Affect move~ 50 ~ ExtraDescr 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. ~ ExtraDescr 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. ~ End #10609 Name baladurian pendant~ Short a baladurian pendant~ Descr 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.~ Type armor~ Extra glow bless anti-evil anti-neutral~ Wear take neck~ Values 0~ 0~ 0~ 0~ 0~ Weight 2 Cost 0 Affect saving-spell~ -10 ~ Affect hitroll~ 4 ~ Affect wisdom~ 1 ~ Affect intelligence~ 1 ~ ExtraDescr 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. ~ End #10610 Name neck guard neckguard~ Short a shining neckguard~ Descr 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.~ Type armor~ Extra glow magic noremove~ Wear take neck~ Values 0~ 0~ 0~ 0~ 0~ Weight 5 Cost 0 Affect ac~ 5 ~ Affect strength~ 2 ~ Affect wisdom~ -1 ~ Affect intelligence~ -1 ~ ExtraDescr 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 ~ End #10611 Name shield cross sword~ Short a cross and sword shield~ Descr 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.~ Type armor~ Extra glow magic anti-evil anti-neutral~ Wear take shield~ Values 0~ 0~ 0~ 0~ 0~ Weight 18 Cost 0 Affect hp~ 50 ~ Affect dexterity~ -2 ~ Affect move~ -50 ~ Affect ac~ 10 ~ ExtraDescr 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. ~ ExtraDescr 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.~ End #10612 Name robe white bright~ Short a bright white robe~ Descr 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.~ Type armor~ Extra glow magic anti-evil anti-neutral~ Wear take body~ Values 0~ 0~ 0~ 0~ 0~ Weight 6 Cost 0 Affect saving-spell~ 5 ~ Affect saving-breath~ 5 ~ Affect saving-petri~ 5 ~ Affect saving-rod~ 5 ~ Affect saving-para~ 5 ~ Affect damroll~ -1 ~ Affect hitroll~ -1 ~ Affect mana~ 100 ~ Affect hp~ -50 ~ Affect constitution~ -2 ~ Affect strength~ -4 ~ ExtraDescr cost~ The robe artificially enhances the wizards magic abilities, but it does this by drawing the strength from the wizard himself. ~ End #10613 Name staff ifor~ Short the staff of Ifor~ Descr 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.~ Type weapon~ Extra glow hum magic bless anti-evil anti-neutral noremove~ Wear take wield~ Values 0~ 0~ 0~ 7~ 0~ Weight 5 Cost 0 Affect damroll~ 5 ~ Affect hitroll~ 5 ~ Affect wisdom~ 3 ~ ExtraDescr 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. ~ ExtraDescr 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." ~ End #10614 Name ball striped~ Short sabrina's red striped ball~ Descr 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.~ Type weapon~ Extra hum magic noremove~ Wear take wield~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Affect damroll~ 3 ~ Affect hitroll~ 3 ~ Affect wisdom~ -6 ~ End #10615 Name bed~ Short Sabrina's pink canopied bed~ Descr Sabrina's pink canopied bed~ Type container~ Extra ~ Wear ~ Values 11200~ 5~ 0~ 0~ 0~ Weight 10000 Cost 0 End #10616 Name pillow satin fluffy~ Short a soft fluffy pillow~ Descr 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.~ Type treasure~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 2 Cost 0 End #10617 Name drawers dresser~ Short Dresser drawers~ Descr Dresser drawers~ Type container~ Extra ~ Wear ~ Values 11200~ 5~ 0~ 0~ 0~ Weight 10000 Cost 0 End #10618 Name pink panties~ Short a pair of pink panties~ Descr Pink panties are what all little girls wear for comfort and protection.~ Type armor~ Extra hum noremove~ Wear take waist~ Values 0~ 0~ 0~ 0~ 0~ Weight 2 Cost 0 Affect ac~ 10 ~ Affect saving-breath~ 25 ~ End #10619 Name training bra~ Short a lace trimmed training bra~ Descr For a young girl coming of age this is a necessary item.~ Type armor~ Extra noremove~ Wear take body~ Values 0~ 0~ 0~ 0~ 0~ Weight 2 Cost 0 Affect sex~ 2 ~ Affect ac~ 10 ~ End #10620 Name chest toychest~ Short A toy chest~ Descr A toy chest~ Type container~ Extra ~ Wear ~ Values 11200~ 5~ 0~ 0~ 0~ Weight 10000 Cost 0 End #10621 Name chest toychest~ Short A toy chest~ Descr A toy chest~ Type container~ Extra lock~ Wear ~ Values 11200~ 13~ 10623~ 0~ 0~ Weight 10000 Cost 0 End #10622 Name magazine~ Short a magazine called "The Young Lady"~ Descr 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.~ Type scroll~ Extra glow magic~ Wear take hold~ Values 13~ change sex~ charm person~ know alignment~ ~ Weight 2 Cost 0 End #10623 Name golden key~ Short golden key~ Descr This key may fit something, but not Sebrina's chastity belt.~ Type key~ Extra ~ Wear take hold~ Values 10621~ 0~ 0~ 0~ 0~ Weight 2 Cost 0 End #10624 Name wand brush ivory~ Short an ivory handled brush~ Descr 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.~ Type wand~ Extra glow invis~ Wear take hold~ Values 14~ 10~ 1~ dispel magic~ 0~ Weight 2 Cost 0 ExtraDescr pattern~ This intricate pattern is a sword and a cross done in a filigreed gold.~ End #10625 Name jacks~ Short a set of jacks~ Descr 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.~ Type treasure~ Extra inventory~ Wear take hold~ Values 0~ 0~ 0~ 0~ 0~ Weight 2 Cost 0 End #10626 Name pink pill~ Short a pink pill~ Descr 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.~ Type pill~ Extra ~ Wear take~ Values 31~ destroy cursed~ remove curse~ blindness~ ~ Weight 1 Cost 0 End #10627 Name black teddy~ Short a black teddy~ Descr This nanny must have a skeleton or two in the closet. Perhaps this skimpy leather outfit is a sign of upcoming fun.~ Type armor~ Extra ~ Wear take body~ Values 0~ 0~ 0~ 0~ 0~ Weight 2 Cost 0 End #10628 Name whip bullwhip~ Short a long black bullwhip~ Descr 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.~ Type weapon~ Extra evil poisoned~ Wear take wield~ Values 0~ 0~ 0~ 4~ 0~ Weight 3 Cost 0 End #10629 Name collar black leather~ Short a black leather collar~ Descr 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.~ Type armor~ Extra noremove~ Wear take neck~ Values 0~ 0~ 0~ 0~ 0~ Weight 3 Cost 0 Affect damroll~ 3 ~ Affect hitroll~ 3 ~ Affect ac~ 10 ~ Affect wisdom~ -5 ~ Affect intelligence~ -5 ~ End #10630 Name yard stick yardstick wooden~ Short a wooden yardstick~ Descr 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.~ Type weapon~ Extra ~ Wear take wield~ Values 0~ 0~ 0~ 7~ 0~ Weight 2 Cost 0 End #10631 Name chalk piece~ Short a piece of chalk~ Descr 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.~ Type weapon~ Extra ~ Wear take wield~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 End #10632 Name refridgerator fridge icebox~ Short an icebox~ Descr An icebox sits here~ Type container~ Extra lock~ Wear ~ Values 11200~ 5~ 0~ 0~ 0~ Weight 10000 Cost 0 End #10633 Name tray~ Short a silver tray~ Descr A beautiful silver tray lies here.~ Type treasure~ Extra ~ Wear take~ Values 0~ 0~ 0~ 0~ 0~ Weight 4 Cost 0 ExtraDescr 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.~ End #10634 Name turkey~ Short a cold turkey~ Descr This cold turkey looks like it might be tomorrows meal.~ Type food~ Extra ~ Wear take~ Values 8~ 0~ 0~ 0~ 0~ Weight 2 Cost 0 End #10635 Name roast beef~ Short a cold roast beef~ Descr This delicious roast beef has been prepared for the mid day meal.~ Type food~ Extra ~ Wear take~ Values 8~ 0~ 0~ 0~ 0~ Weight 2 Cost 0 End #10636 Name flour sack~ Short a sack of flour~ Descr The sack of flour stands here.~ Type food~ Extra ~ Wear take~ Values 5~ 0~ 0~ 0~ 0~ Weight 4 Cost 0 End #10637 Name water pool~ Short a pool of cool water~ Descr A pool of cool water silently calls to you.~ Type fountain~ Extra ~ Wear ~ Values 0~ 0~ 0~ 0~ 0~ Weight 10000 Cost 0 End #10638 Name hat~ Short a chefs hat~ Descr A white chefs hat lies here.~ Type armor~ Extra ~ Wear take head~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 ExtraDescr 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.~ End #10639 Name duster featherduster~ Short a feather duster~ Descr You see a feather duster laying here.~ Type trash~ Extra ~ Wear take hold~ Values 8~ 0~ 0~ 0~ 0~ Weight 2 Cost 0 Affect mana~ 35 ~ ExtraDescr 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.~ End #10640 Name slippers~ Short a pair of soft cotton slippers~ Descr A pair of soft cotton slippers lie here.~ Type armor~ Extra glow magic~ Wear take feet~ Values 0~ 0~ 0~ 0~ 0~ Weight 2 Cost 0 Affect move~ 100 ~ ExtraDescr cotton slippers~ This pair of slippers was made for comfort and silence so the maid can glide along without upsetting anyone at night.~ End #10641 Name key iron~ Short an iron key~ Descr A huge iron key lies forgotten here.~ Type key~ Extra ~ Wear take hold~ Values 10632~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 ExtraDescr key iron~ This chunk of iron was wrought into an iron key that could not be lost.~ End #10642 Name key iron~ Short an iron key~ Descr A huge iron key lies forgotten here.~ Type key~ Extra ~ Wear take hold~ Values 10604~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 ExtraDescr key iron~ This heavy key has the words "Naytil" scribed upon it.~ End #10643 Name sword broadsword~ Short a broadsword~ Descr A sharp broadsword lies here.~ Type weapon~ Extra dark~ Wear take wield~ Values 0~ 0~ 0~ 1~ 0~ Weight 8 Cost 0 ExtraDescr sword broadsword~ This sword is what the regulars use to protect their town. ~ End #10644 Name mace iron~ Short an iron mace~ Descr A nice iron mace lies here.~ Type weapon~ Extra dark~ Wear take wield~ Values 0~ 0~ 0~ 7~ 0~ Weight 8 Cost 0 ExtraDescr mace iron~ This iron mace is used by the town regulars to protect their town. ~ End #10645 Name spear bronze~ Short a bronze spear~ Descr A bronze spear lays glistening here.~ Type weapon~ Extra poisoned~ Wear take wield~ Values 0~ 0~ 0~ 11~ 0~ Weight 8 Cost 0 ExtraDescr spear~ This bronze spear is used by the town regulars to protect their town ~ End #10646 Name staff nyrobia~ Short the cursed staff of Nyrobia~ Descr The cursed staff of Nyrobia is kept here out of the hands of evil wizards.~ Type staff~ Extra dark evil magic nodrop anti-good noremove~ Wear take hold~ Values 35~ 25~ 25~ blindness~ 0~ Weight 8 Cost 0 Affect move~ -100 ~ Affect constitution~ -5 ~ Affect strength~ -4 ~ Affect ac~ 75 ~ Affect wisdom~ 4 ~ Affect intelligence~ 4 ~ Affect hp~ -100 ~ Affect mana~ 100 ~ Affect damroll~ -5 ~ Affect hitroll~ -5 ~ End #10647 Name breast bronze breastplate~ Short a bronze breastplate~ Descr This bronze breastplate protects the body of the regulars.~ Type armor~ Extra ~ Wear take body~ Values 1~ 0~ 0~ 0~ 0~ Weight 18 Cost 0 End #10648 Name shield hex~ Short a hex etched shield~ Descr These shields protect the regulars from distance spells.~ Type armor~ Extra magic~ Wear take shield~ Values 4~ 0~ 0~ 0~ 0~ Weight 7 Cost 0 Affect saving-spell~ 8 ~ Affect saving-breath~ 8 ~ Affect saving-petri~ 8 ~ Affect saving-rod~ 8 ~ Affect saving-para~ 8 ~ End #10649 Name shinguards bronze~ Short a pair of bronze shinguards~ Descr These bronze shinguards are used by the local regulars.~ Type armor~ Extra ~ Wear take legs~ Values 4~ 0~ 0~ 0~ 0~ Weight 3 Cost 0 End #10650 Name armguards bronze~ Short bronze armguards~ Descr These bronze armguards are used by the local regulars.~ Type armor~ Extra ~ Wear take wrist~ Values 2~ 0~ 0~ 0~ 0~ Weight 3 Cost 0 End #10651 Name bed masterbed~ Short a large master bed~ Descr A large canopied bed stands here~ Type furniture~ Extra ~ Wear ~ Values 0~ 0~ 0~ 0~ 0~ Weight 10000 Cost 0 ExtraDescr 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 ~ End #10652 Name hammer~ Short a large hammer~ Descr A large hammer lies here.~ Type weapon~ Extra ~ Wear take wield~ Values 0~ 0~ 0~ 8~ 0~ Weight 5 Cost 300 Affect damroll~ 10 ~ Affect hitroll~ 5 ~ Affect hp~ 100 ~ ExtraDescr hammer~ This well worn hammer must have been a wonderful item at one time because is still looks like a very potent weapon. ~ End #10653 Name potion blue~ Short a blue potion~ Descr A blue potion has been left here.~ Type potion~ Extra magic~ Wear take~ Values 15~ poison~ poison~ harm~ ~ Weight 2 Cost 1000 ExtraDescr potion blue~ It has a sick blue vomit color and a smell like death. ~ End #10654 Name potion red~ Short a bright red potion~ Descr A bright red potion is here.~ Type potion~ Extra magic~ Wear take~ Values 15~ harm~ poison~ harm~ ~ Weight 2 Cost 1500 ExtraDescr potion red~ It has a blood red cast to it that spells death ~ End #10655 Name potion green~ Short a green potion~ Descr A green potion is here.~ Type potion~ Extra magic~ Wear take~ Values 20~ blindness~ poison~ harm~ ~ Weight 2 Cost 1500 ExtraDescr potion green~ This sick green potion has an oily cast that spells death to the one it touches. ~ End #10656 Name white towel~ Short a blue embrodered white towel~ Descr A blue embroidered white towel lies here~ Type weapon~ Extra ~ Wear take wield~ Values 0~ 0~ 0~ 6~ 0~ Weight 1 Cost 0 Affect damroll~ 5 ~ Affect hitroll~ 4 ~ ExtraDescr sigel~ The sword and cross emblem is on that signifies holiness and the willingness to back up your believes with action if necessary.~ ExtraDescr towel white~ This neatly folded white towel is embroidered with a blue sigel of the paladins of Naytil.~ End #10657 Name sheet white~ Short a starched white sheet~ Descr A neatly folded white bed sheet lies here~ Type armor~ Extra ~ Wear take about~ Values 2~ 0~ 0~ 0~ 0~ Weight 3 Cost 0 Affect strength~ 2 ~ ExtraDescr 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.~ End #10658 Name key iron~ Short an iron key~ Descr A huge iron key lies forgotten here.~ Type key~ Extra ~ Wear take hold~ Values 10685~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 ExtraDescr key iron~ This heavy key has the words "Cells" scribed upon it.~ End #10659 Name teeth necklace~ Short a human teeth necklace~ Descr A heap of human teeth are lying in a heap here~ Type armor~ Extra dark evil anti-good~ Wear take neck~ Values 0~ 0~ 0~ 0~ 0~ Weight 1 Cost 0 Affect damroll~ 5 ~ Affect hitroll~ 5 ~ ExtraDescr teeth necklace~ This string of teeth is a remnant of some of the missing prisoners~ End #10660 Name wand command willow stick~ Short a wand of command~ Descr A straight willow stick lies here.~ Type wand~ Extra glow magic anti-neutral~ Wear take hold~ Values 45~ 10~ 10~ charm person~ 0~ Weight 1 Cost 0 ExtraDescr 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.~ End #0 #ROOMDB #10601 Name Baladurs Throne Room~ Descr 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. ~ Flags no_mob indoors safe~ Sector inside~ Regen 100 100 ExtraDescr plaque~ The City of Baladur was dedicated to Pedrin and Melana on 1995 September 27 ~ Reset M 10602 2 100 Reset E 10601 16 100 Reset E 10602 5 100 Reset E 10603 6 100 Reset E 10604 9 100 Reset E 10605 13 100 Reset E 10606 12 100 Reset E 10607 10 100 Reset E 10608 7 100 Reset E 10609 3 100 Reset E 10610 4 100 Reset E 10611 11 100 Reset M 10601 1 100 Reset E 10612 5 100 Reset E 10613 16 100 Reset M 10624 1 100 Door south~ ~ -1 10602 You see the a large banquet hall to the south. ~ ~ End #10602 Name The Great Hall, north end~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ ~ -1 10601 You see the throne of his majesty, Draiden Bansted. ~ ~ Door east~ ~ -1 10605 You see the magnificent banquet hall of Naytil. ~ ~ Door south~ ~ -1 10603 You see the center of the Great Entrance Hall. ~ ~ Door west~ ~ -1 10611 YA large sweeping marble staircase disappears into the second floor. ~ ~ End #10603 Name The Great Entrance Hall, Center~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10603 4 100 Reset E 10611 11 100 Reset E 10609 3 100 Reset E 10610 4 100 Reset E 10601 16 100 Reset E 10602 5 100 Reset E 10642 -1 100 Reset M 10604 2 100 Door north~ ~ -1 10602 You see the north end of the Great Entrance Hall. ~ ~ Door south~ ~ -1 10604 You see the beginning of the Great Entrance Hall. ~ ~ End #10604 Name Beginning of the Great Entrance Hall~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ ~ -1 10603 You see the center of the Great Entrance hall. ~ ~ Door south~ door closed locked bashproof passproof~ 10642 10662 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. ~ ~ Door west~ door closed~ -1 10652 A plain door with a sign on it reading "Staff Only Please" leads to the west. ~ ~ End #10605 Name the Great Banquet Hall, North End~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door south~ ~ -1 10606 The banquet hall continues to the south. ~ ~ Door west~ ~ -1 10602 You see the great entrance hall of the castle Naytil. ~ ~ End #10606 Name The Great Banquet Hall, South End~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10619 2 100 Reset E 10601 16 100 Reset E 10609 3 100 Door north~ ~ -1 10605 The dining hall continues north. ~ ~ Door east~ door closed~ -1 10607 You finally discover where the wonderful smells are coming from. ~ ~ End #10607 Name a huge kitchen.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10618 4 100 Reset M 10618 4 100 Reset E 10638 6 100 Reset M 10618 4 100 Reset M 10620 3 100 Reset M 10620 3 100 Reset O 10635 0 100 Door north~ door closed~ -1 10608 You see a door marked 'Water Stores" to the north. ~ ~ Door east~ door closed~ -1 10609 You see a door marked 'Cold Storage' to the east. ~ ~ Door south~ door closed~ -1 10610 You see a door marked 'Pantry' to the south. ~ ~ Door west~ door closed~ -1 10606 You see a large dining hall. ~ ~ End #10608 Name A water cistern~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 10637 0 100 Door south~ door~ -1 10607 You see a huge kitchen. ~ ~ End #10609 Name a cold room~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 10634 0 100 Door west~ door~ -1 10607 You see a huge kitchen. ~ ~ End #10610 Name the Pantry of Naytil~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 10636 0 100 Door north~ door~ -1 10607 You see a huge kitchen. ~ ~ End #10611 Name a grandois sweeping marble staircase~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door east~ ~ -1 10602 The Great Hall is off to the east. ~ ~ Door up~ ~ -1 10612 The staircase continues up from here. ~ ~ End #10612 Name a grandois sweeping marble staircase~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door up~ ~ -1 10613 The top of the stairs lead into a hallway. ~ ~ Door down~ ~ -1 10611 The bottom of the staircase extends below you. ~ ~ End #10613 Name The upstairs hallway~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10615 1 100 Reset E 10614 16 100 Reset E 10623 17 100 Door east~ ~ -1 10614 A fine oak paneled hallway extends to the east. ~ ~ Door west~ ~ -1 10618 A fine oak paneled hallway extends to the west. ~ ~ Door down~ ~ -1 10612 A large marble staircase extends into the floor from this level. ~ ~ End #10614 Name An oak paneled hallway.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ door closed~ -1 10634 A fine polished cherrywood inlaid ash door is here. ~ ~ Door east~ ~ -1 10615 A fine oak paneled hallway extends to the east. ~ ~ Door south~ door closed locked bashproof passproof~ 10641 10633 An armored door blocks the way to the south. ~ ~ Door west~ ~ -1 10613 You see an area where a large stairway meets the hallway. ~ ~ End #10615 Name An oak paneled hallway.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ door closed~ -1 10635 A heavy black metal grate blocks your way north. ~ ~ Door east~ ~ -1 10616 A fine oak paneled hallway extends to the east. ~ ~ Door south~ door closed~ -1 10637 A pristine rosewood door has a sign reading 'Quiet Please' upon it. ~ ~ Door west~ ~ -1 10614 A fine oak paneled hallway extends to the west. ~ ~ End #10616 Name An oak paneled hallway.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr 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. ~ ExtraDescr 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. ~ ExtraDescr holy~ This symbol is that of a cross crossed with a sword. It is the symbol of the mighty god Owinpell. ~ Door north~ door closed~ -1 10638 A door with arcane symbols leads to the north. ~ ~ Door east~ ~ -1 10617 You see the end of the hallway to the east. ~ ~ Door south~ door closed~ -1 10639 A door with a holy symbol of Owinpell leads to the north. ~ ~ Door west~ ~ -1 10615 A fine oak paneled hallway extends to the west. ~ ~ End #10617 Name The end of the oak paneled hallway.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10621 2 100 Reset E 10640 8 100 Door north~ door closed~ -1 10640 You see a fine gold inlaid door to the north. The craftsmenship is superb. ~ ~ Door south~ door closed~ -1 10641 A beat up door leads the to south. ~ ~ Door west~ ~ -1 10616 A fine oak paneled hallway extends to the west. ~ ~ End #10618 Name An oak paneled hallway.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ door closed~ -1 10630 This door, though in good condition is still worn. ~ ~ Door east~ ~ -1 10613 You see an area where a large stairway meets the hallway. ~ ~ Door south~ door closed locked bashproof passproof~ 10641 10632 An armored door blocks the way to the south. ~ ~ Door west~ ~ -1 10619 A fine oak paneled hallway extends to the east. ~ ~ End #10619 Name An oak paneled hallway.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ door closed~ -1 10627 A wrought iron gate leads to a beautiful stairwell. ~ ~ Door east~ ~ -1 10618 A fine oak paneled hallway extends to the east. ~ ~ Door south~ door closed~ -1 10629 A oak door leads to a room. You hear sounds of chalk through the door. ~ ~ Door west~ ~ -1 10620 A fine oak paneled hallway extends to the west. ~ ~ End #10620 Name An oak paneled hallway.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ door closed~ -1 10625 You see a dark oak door to the north.~ ~ Door east~ ~ -1 10619 A fine oak paneled hallway extends to the east. ~ ~ Door south~ door closed~ -1 10624 A black laquered door with scratch marks on it is here. ~ ~ Door west~ ~ -1 10621 You see the west end of the hallway. ~ ~ End #10621 Name The west end of an oak paneled hallway.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10621 2 100 Reset E 10639 17 100 Door north~ door closed~ -1 10622 A pink painted door leads to the north. ~ ~ Door east~ ~ -1 10620 A fine oak paneled hallway extends to the east. ~ ~ Door south~ door closed~ -1 10623 A pink painted door with bears on it leads to the south. ~ ~ End #10622 Name Sebrina's bedroom.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 10615 0 100 Reset P 10616 10615 100 Reset O 10617 0 100 Reset P 10618 10617 100 Reset P 10619 10617 100 Door south~ door closed~ -1 10621 A pink painted door leads to the south. ~ ~ End #10623 Name Sebrinas Playroom.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 10620 0 100 Reset P 10622 10620 100 Reset P 10625 10620 100 Reset O 10621 0 100 Reset P 10624 10621 100 Door north~ door closed~ -1 10621 You see a pink door with bears on it to the north. ~ ~ End #10624 Name The black leather lined room.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10616 1 100 Reset E 10626 -1 100 Reset E 10627 5 100 Reset E 10628 16 100 Door north~ door closed~ -1 10620 A black leather lined door leads to the north. ~ ~ End #10625 Name the lavanderia.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ door closed~ -1 10626 a glass paneled door lead to the north. ~ ~ Door south~ door closed~ -1 10620 a dark oak door leads to the south.~ ~ End #10626 Name The shower room.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door south~ door closed~ -1 10625 A windowed door leaves this room. ~ ~ End #10627 Name The bottom of a slim long stairwell~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door south~ door closed~ -1 10619 A silverwrought barred door leads south into a hallway. ~ ~ Door up~ ~ -1 10628 A green carpeted stair leads upwards. ~ ~ End #10628 Name The top of a long slim staircase.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr sign~ This tower room has been preserved for those of you who love to sit and watch nature at its best. ~ Door north~ door closed~ -1 10646 A green door leads north. The door feels like it is made of coarse fiber. ~ ~ Door down~ ~ -1 10627 A green carpeted stairs lead to the landing of the second floor. ~ ~ End #10629 Name The classroom.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10617 1 100 Reset E 10630 16 100 Reset E 10631 18 100 Door north~ door closed~ -1 10619 An oak door is north. ~ ~ End #10630 Name a small kitchen.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10618 4 100 Reset E 10638 6 100 Reset M 10619 2 100 Reset E 10609 3 100 Reset E 10601 16 100 Reset E 10633 -1 100 Reset M 10620 3 100 Reset O 10635 0 100 Door east~ door closed~ -1 10631 A swinging door leads east. ~ ~ Door south~ door closed~ -1 10618 A worn, but well kept door, leads south. ~ ~ End #10631 Name a small pantry.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 10632 0 100 Reset P 10634 10632 100 Reset O 10636 0 100 Door west~ door closed~ -1 10630 A swinging door is made for quick entries and exits. ~ ~ End #10632 Name The weapons armory.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 10643 0 100 Reset O 10644 0 100 Reset O 10645 0 100 Reset O 10646 0 100 Door north~ door closed locked bashproof passproof~ 10641 10618 An armored door leads north. ~ ~ End #10633 Name The armory.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 10647 0 100 Reset O 10648 0 100 Reset O 10649 0 100 Reset O 10650 0 100 Door north~ door closed locked bashproof passproof~ 10641 10614 This heavily armored door is meant to keep intruders out. ~ ~ End #10634 Name The private dining hall.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door south~ door closed~ -1 10614 This ash door has been nicely polished and inset with cherrywood. ~ ~ End #10635 Name The bottom of the stairwell.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr warning~ Do not go further if you value your soul. There is a protective beast up the stairs to protect my workshop from pillagers. ~ Door south~ door closed~ -1 10615 A heavy black grate blocks your way south. ~ ~ Door up~ ~ -1 10636 Fine white stairs lead upwards. There is a warning on the steps. ~ ~ End #10636 Name The top of the stairwell.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr large sign~ DO NOT CROSS MY THRESHOLD, you have been warned. ~ ExtraDescr sigel~ The demon behind this door will kill you if you pass. ~ Door north~ door closed~ -1 10642 This ominous black door has a sigel attached to it. ~ ~ Door down~ ~ -1 10635 The white stairs down look very inviting to you, considering the sign. ~ ~ End #10637 Name The teachers quarters.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ door closed~ -1 10615 This pristine door resembles the rest of the room. It is bare and boring. ~ ~ End #10638 Name The wizards sleeping quarters.~ Descr 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 ~ Flags indoors safe no_recall~ Sector inside~ Regen 100 100 ExtraDescr protective~ This symbol protects anyone who is in this room. Things will be at peace in this room. The spell guarantees it. ~ Reset M 10625 2 100 Door south~ door closed~ -1 10616 A protective symbol is prominently displayed on this door. ~ ~ End #10639 Name The quarters of the Salderon.~ Descr 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. ~ Flags indoors private safe~ Sector inside~ Regen 100 100 ExtraDescr 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. ~ Door north~ door closed~ -1 10616 This door shows no signs of anything, fingerprints, wear, nothing. ~ ~ End #10640 Name The King and Queen's bedroom~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr 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. ~ ExtraDescr artistry~ The artistry in Baladur all tends towards things that are good. So do the paintings in this room. ~ Reset M 10623 1 100 Reset O 10651 0 100 Door south~ door closed~ -1 10617 A fine gold inlaid door leads to the south. ~ ~ End #10641 Name The exercise room.~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10622 4 100 Reset E 10643 16 100 Reset E 10647 5 100 Reset M 10622 4 100 Reset E 10644 16 100 Reset E 10650 10 100 Reset M 10622 4 100 Reset E 10649 7 100 Reset E 10645 16 100 Reset M 10622 4 100 Reset E 10649 7 100 Reset E 10650 10 100 Reset E 10647 5 100 Reset E 10645 16 100 Door north~ door closed~ -1 10617 This beat up door shows the signs of a huge struggle that took place here. ~ ~ End #10642 Name The pentagram~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10626 1 100 Door north~ ~ -1 10643 You see a large workbench with plenty of to the north. ~ ~ Door east~ ~ -1 10644 A large statue stands in the eastern part of this room. ~ ~ Door south~ door closed~ -1 10636 The black sigel on this door is a warning to those before they entered it. ~ ~ End #10643 Name The messy workbench~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr 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. ~ Door east~ ~ -1 10645 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. ~ ~ Door south~ ~ -1 10642 A huge pentagram made to contain a demon makes this area very undesirable to enter. ~ ~ End #10644 Name The golem creation area~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr 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. ~ Reset M 10630 1 100 Door north~ ~ -1 10645 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. ~ ~ Door west~ ~ -1 10642 A large pentagram that is made to contain a demon is directly east of you. ~ ~ End #10645 Name The potion creation laboratory~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 ExtraDescr 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. ~ Reset O 10653 0 100 Reset O 10654 0 100 Reset O 10655 0 100 Door south~ ~ -1 10644 A large statue stands silently to the south of you. ~ ~ Door west~ ~ -1 10643 You see a messy workbench with plenty of dangerous tools on it. ~ ~ End #10646 Name the meadow~ Descr 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. ~ Flags ~ Sector field~ Regen 100 100 Reset M 10628 5 100 Door north~ ~ -1 10647 A peaceful meadow lays to the north. ~ ~ Door east~ ~ -1 10648 You hear the roaring of water moving over a huge cliff. ~ ~ Door south~ door closed~ -1 10628 You see a green door that seeem to be made of plantlike material. ~ ~ End #10647 Name A light meadow~ Descr 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. ~ Flags ~ Sector field~ Regen 100 100 Reset M 10627 7 100 Door east~ ~ -1 10649 A sweet meadow rolls away from you to the south. ~ ~ Door south~ ~ -1 10646 A huge oldgrowth forest stretchs out to the east. ~ ~ End #10648 Name The Great Falls~ Descr 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. ~ Flags ~ Sector forest~ Regen 100 100 Reset M 10629 1 100 Door north~ ~ -1 10649 An old growth forest stretchs to the north. ~ ~ Door west~ ~ -1 10646 A beautiful meadow leads to the west from here. ~ ~ End #10649 Name Deep inside a heavy forest~ Descr 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. ~ Flags ~ Sector forest~ Regen 100 100 Door south~ ~ -1 10648 The sound of water from the south is deafening.. ~ ~ Door west~ ~ -1 10647 A light forest stretches out to the west. ~ ~ Door up~ ~ -1 10650 Wobbly boards are nailed into the tree making a very precarious ladder. ~ ~ End #10650 Name Up a tree~ Descr 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. ~ Flags ~ Sector forest~ Regen 100 100 Door up~ door closed~ -1 10651 A small trap door is set in the planking about your head. ~ ~ Door down~ ~ -1 10649 Down below you the trees and meadows of the arboreum lay.. ~ ~ End #10651 Name The treehouse~ Descr 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. ~ Flags indoors safe~ Sector inside~ Regen 100 100 Door down~ door closed~ -1 10650 A small trap door is set in the floor here. ~ ~ End #10652 Name The servants hallway~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ door closed~ -1 10656 This plain door has a pink rose fastened to the outside of it. ~ ~ Door east~ door closed~ -1 10604 You listen at this door and hear a bustling hallway on the otherside. ~ ~ Door south~ door closed~ -1 10655 This plain door has a sign on it that says "Please Knock" ~ ~ Door west~ ~ -1 10653 You see an immaculate hallway. ~ ~ End #10653 Name The center of the Servants hallway~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ door closed~ -1 10658 A plain door with flour powder on the knob leads north. ~ ~ Door east~ ~ -1 10652 You see an immaculate hallway. ~ ~ Door south~ door closed~ -1 10657 A plain door with a sign on it reading "Restroom" leads south. ~ ~ Door west~ ~ -1 10654 A faint puff of steam and the smell of lye come from this direction. ~ ~ End #10654 Name The end of the Servants Hallway~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ door closed~ -1 10660 a plain door with a sign reading "linen Closet" leads north. ~ ~ Door east~ ~ -1 10653 You see an imaculate hallway. ~ ~ Door south~ door closed~ -1 10659 a plain door with a sign reading "Showers" leads south. ~ ~ Door west~ door closed~ -1 10661 a plain door with a sign reading "laundry" leads west ~ ~ End #10655 Name The butlers room~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 10633 0 100 Door north~ door closed~ -1 10652 A plain door with a sign reading "Serve as you would like to be served" is neatly fastened to the door here. ~ ~ End #10656 Name The maids chambers~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 10640 0 100 Door south~ door closed~ -1 10652 This plain door has a sign on it reading "Cleanliness is happiness" ~ ~ End #10657 Name The servants bathroom~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ door closed~ -1 10653 a plain worn door with the word "Exit" stands here. ~ ~ End #10658 Name The cooks quarters~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 10638 0 100 Door south~ door closed~ -1 10653 This plain door has a logo on it reading "To cook well is to please the customer". ~ ~ End #10659 Name The servants showers~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 10656 0 100 Door north~ door closed~ -1 10654 a plain worn door with the word "Exit" stands here. ~ ~ End #10660 Name The castle linen closet~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 10656 0 100 Reset O 10657 0 100 Door south~ door closed~ -1 10654 a plain worn door with the word "Exit" stands here. ~ ~ End #10661 Name The laundry room~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset O 10657 0 100 Door east~ door closed~ -1 10654 a plain worn door with the word "Exit" stands here. ~ ~ End #10662 Name The courtyard gate~ Descr 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. ~ Flags ~ Sector inside~ Regen 100 100 Reset M 10640 1 100 Reset E 10649 7 100 Reset E 10650 10 100 Reset E 10647 5 100 Reset E 10645 16 100 Reset M 10640 2 100 Reset E 10602 5 100 Reset E 10601 16 100 Reset E 10641 -1 100 Door north~ door closed locked bashproof passproof~ 10642 10604 A large iron bound gate stands here waiting guarding the residents of the glorious castle Naytil. ~ ~ Door east~ ~ -1 10667 Sounds from the courtyard greet your ears. ~ ~ Door south~ ~ -1 10663 The large porticulus that guards the courtyard there. ~ ~ Door west~ ~ -1 10664 Sounds from the courtyard greet your ears. ~ ~ End #10663 Name The Entrance Courtyard~ Descr 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 ~ Flags ~ Sector inside~ Regen 100 100 Door north~ ~ -1 10662 The entrance proper to the castle looms ahead of you. ~ ~ Door east~ ~ -1 10666 The distant hawkings of a vendor trading riches becons you east. ~ ~ Door south~ door closed locked bashproof passproof~ 10642 10680 A heavy portculis is the castles first line of defense. ~ ~ Door west~ ~ -1 10665 You detect a faint smell of food coming from the west. ~ ~ End #10664 Name In the courtyard~ Descr 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. ~ Flags ~ Sector inside~ Regen 100 100 Reset M 10609 1 100 Door east~ ~ -1 10662 The entrance proper of Naytil looms ahead of you. ~ ~ Door south~ ~ -1 10665 The courtyard to the south bustles with activity. ~ ~ Door west~ ~ -1 10669 The courtyard continues along the sunlit wall. ~ ~ End #10665 Name Inside the courtyard~ Descr 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. ~ Flags ~ Sector inside~ Regen 100 100 Reset M 10607 2 100 Reset M 10641 7 100 Reset E 10644 16 100 Reset M 10641 7 100 Reset E 10644 16 100 Reset M 10641 7 100 Reset E 10644 16 100 Door north~ ~ -1 10664 The castle looms ahead of you. ~ ~ Door east~ ~ -1 10663 You see the entrance porticulus of Naytil rising to the east. ~ ~ Door west~ door closed~ -1 10668 A brown door has the sign "Grocer" nailed to the outside of it. ~ ~ End #10666 Name Inside the courtyard~ Descr 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. ~ Flags ~ Sector inside~ Regen 100 100 Reset M 10608 2 100 Door north~ ~ -1 10667 The walls of the keep loom ahead. ~ ~ Door east~ door closed~ -1 10671 A door with the sign "We buy and sell" stands here. ~ ~ Door west~ ~ -1 10663 The entrance portculis to Naytil is ahead of you. ~ ~ End #10667 Name Against the keep wall~ Descr 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. ~ Flags ~ Sector inside~ Regen 100 100 Door east~ ~ -1 10670 A well trodden ally heads to the east. ~ ~ Door south~ ~ -1 10666 The outer wall of the keep stands to the south. ~ ~ Door west~ ~ -1 10662 The entrance proper to Naytil looms ahead of you. ~ ~ End #10668 Name The Rich Bounty~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10633 1 100 Reset E 602 -1 100 Reset E 603 -1 100 Reset E 605 -1 100 Reset E 610 -1 100 Reset E 611 -1 100 Door east~ door closed~ -1 10665 A brown door leads back to the street. ~ ~ End #10669 Name Western Alley~ Descr 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. ~ Flags ~ Sector inside~ Regen 100 100 Door east~ ~ -1 10664 You feel the sun warmed courtyard to the east. ~ ~ Door west~ ~ -1 10672 You see the turn in the alley to the west of you. ~ ~ End #10670 Name Eastern Alley~ Descr 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. ~ Flags ~ Sector inside~ Regen 100 100 Reset M 10603 8 100 Reset E 10611 11 100 Reset E 10609 3 100 Reset E 10610 4 100 Reset E 10601 16 100 Reset E 10602 5 100 Reset E 10642 -1 100 Door east~ ~ -1 10675 The smell of dog and horse waft from the east to sting your nose. ~ ~ Door west~ ~ -1 10667 The warm sounds of the bartering in the courtyard entice your ears. ~ ~ End #10671 Name The Adamantium Piece~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10634 1 100 Door west~ door closed~ -1 10666 A door leads to the west. ~ ~ End #10672 Name A bend in the western alley.~ Descr 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. ~ Flags ~ Sector inside~ Regen 100 100 Door north~ ~ -1 10678 You hear the sounds of combat coming from the north. ~ ~ Door east~ ~ -1 10669 You see a safe exit from this area, and one you might consider taking ~ ~ Door south~ door closed~ -1 10674 The sound of a hammer on an anvil ring merrily to the south. ~ ~ Door west~ door closed~ -1 10673 The smell of a stoked fired drifts in on the wind. ~ ~ End #10673 Name The Double Irons~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10631 1 100 Reset E 10652 16 100 Reset E 10643 -1 100 Reset E 10645 -1 100 Door east~ door closed~ -1 10672 You see a door that leads back to the alley. ~ ~ End #10674 Name The Golden Shield~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10632 1 100 Reset E 10652 16 100 Reset E 10647 -1 100 Reset E 10649 -1 100 Reset E 10650 -1 100 Door north~ door closed~ -1 10672 The door leads north into the alley. ~ ~ End #10675 Name Eastern corner of Naytil~ Descr 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. ~ Flags ~ Sector inside~ Regen 100 100 ExtraDescr 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. ~ Reset M 10610 1 100 Reset E 10601 16 100 Reset E 10602 5 100 Reset E 10603 6 100 Reset E 10604 9 100 Reset E 10605 13 100 Reset E 10606 12 100 Reset E 10607 10 100 Reset E 10608 7 100 Reset E 10609 3 100 Reset E 10610 4 100 Reset E 10611 11 100 Reset E 10660 -1 100 Door north~ ~ -1 10677 You see horse stables running up the east side of the castle. ~ ~ Door south~ ~ -1 10676 The smell of canine wiffs from the open kennels to the south. ~ ~ Door west~ ~ -1 10670 The sounds of vendors and people echo in the alley to the west. ~ ~ End #10676 Name the kennels~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10635 1 100 Reset M 10605 5 100 Reset E 10629 3 100 Reset M 10638 2 100 Reset M 10639 10 100 Reset M 10639 10 100 Reset M 10639 10 100 Door north~ ~ -1 10675 The eastern corner of the castle looms ahead of you. ~ ~ End #10677 Name The stables~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10636 2 100 Reset M 10637 3 100 Door south~ ~ -1 10675 Looking around the horses you can barely make out the corner of the castle. ~ ~ End #10678 Name The practice grounds~ Descr 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. ~ Flags ~ Sector inside~ Regen 100 100 Reset M 10603 6 100 Reset E 10611 11 100 Reset E 10609 3 100 Reset E 10610 4 100 Reset E 10601 16 100 Reset E 10602 5 100 Reset E 10642 -1 100 Door north~ door closed bashproof~ -1 10679 A battered door with a sigh "Barracks, do not enter" blocks your way. ~ ~ Door south~ ~ -1 10672 The faint sound of hammering is heard. ~ ~ End #10679 Name The barracks~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Reset M 10602 1 100 Reset E 10601 16 100 Reset E 10602 5 100 Reset E 10603 6 100 Reset E 10604 9 100 Reset E 10605 13 100 Reset E 10606 12 100 Reset E 10607 10 100 Reset E 10608 7 100 Reset E 10609 3 100 Reset E 10610 4 100 Reset E 10611 11 100 Reset M 10603 1 100 Reset E 10611 11 100 Reset E 10609 3 100 Reset E 10610 4 100 Reset E 10601 16 100 Reset E 10602 5 100 Reset E 10641 -1 100 Reset O 10658 0 100 Door south~ door closed bashproof~ -1 10678 A battered door with the word "exit" leads to the practice field. ~ ~ Door down~ ~ -1 10681 The cells do not look like a place you want to be. ~ ~ End #10680 Name Owinpell Ave, in front of Naytil~ Descr 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 ~ Flags ~ Sector inside~ Regen 100 100 Reset M 10640 2 100 Reset E 10645 16 100 Reset E 10609 3 100 Reset E 10610 4 100 Reset M 10640 2 100 Reset E 10611 11 100 Reset E 10601 16 100 Reset E 10642 -1 100 Door north~ door closed locked bashproof passproof~ 10642 10663 The heavy portculis is the castles first line of defense. ~ ~ Door up~ ~ 0 3005 You see the Temple of Midgaard through this glowing portal. ~ ~ End #10681 Name holding cell corridor~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ door closed bashproof~ -1 10689 This wall echos softly as you tap on it. ~ ~ Door east~ ~ -1 10682 The east end of the corridor lies before you. ~ ~ Door west~ ~ -1 10683 The west end of the corridor lies before you. ~ ~ Door up~ ~ -1 10679 The nice clean air of the barracks tickles your nose. ~ ~ End #10682 Name The east end of the prison corridor~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ door closed locked bashproof pickproof~ 10658 10685 This yellow painted iron bound door has a sign on it saying "Cell #1". ~ ~ Door east~ door closed locked pickproof passproof~ 10658 10684 This blue painted iron bound door has a sign on it saying "Cell #2". ~ ~ Door south~ door closed locked~ 10658 10686 This orange painted iron bound door has a sign on it saying "Cell #3". ~ ~ Door west~ ~ -1 10681 The smell of fresh air come from the west. ~ ~ End #10683 Name The west end of the prison corridor~ Descr 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. ~ Flags indoors~ Sector inside~ Regen 100 100 Door north~ door closed locked bashproof passproof~ 10658 10687 This red painted iron bound door has a sign on it saying "Cell #4". ~ ~ Door east~ ~ -1 10681 A fresh breeze points the way out. ~ ~ Door south~ door closed locked bashproof pickproof passproof~ 10658 10688 This green painted iron bound door has a sign on it saying "Cell #5". ~ ~ End #10684 Name Blue Cell~ Descr 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. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Reset M 10642 1 100 Door west~ door closed locked pickproof passproof~ 10658 10682 An iron door leads to the prison corridor. ~ ~ End #10685 Name Yellow cell~ Descr 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. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Reset M 10642 1 100 Door south~ door closed locked bashproof pickproof~ 10658 10682 An iron door leads to the prison corridor. ~ ~ End #10686 Name Orange cell~ Descr 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. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Reset M 10642 1 100 Door north~ door closed locked~ 10658 10682 An iron door leads to the prison corridor. ~ ~ End #10687 Name Red cell~ Descr 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. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Reset M 10606 1 100 Door south~ door closed locked bashproof passproof~ 10658 10683 An iron door leads to the prison corridor. ~ ~ End #10688 Name Green cell~ Descr 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 ~ Flags dark indoors~ Sector inside~ Regen 100 100 Reset M 10642 1 100 Door north~ door closed locked bashproof pickproof passproof~ 10658 10683 An iron door leads to the prison corridor. ~ ~ End #10689 Name The rank passage~ Descr 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. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Door north~ ~ -1 10690 The rank passage continues to the north. ~ ~ Door south~ door closed bashproof~ -1 10681 A secret door leads to the prison corridor. ~ ~ End #10690 Name The rank passage~ Descr 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. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Door north~ ~ -1 10691 It looks like the passage turns right up ahead. ~ ~ Door south~ ~ -1 10689 The rank passage seems to end to the south. ~ ~ End #10691 Name The filthy corner~ Descr 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. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Door east~ ~ -1 10692 The corridor heads to an even darker corridor. ~ ~ Door south~ ~ -1 10690 The corridor continues to the south. ~ ~ End #10692 Name an even ranker passage~ Descr 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. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Door east~ ~ -1 10693 The filthy, dirty, rank east passage does not look very safe. ~ ~ Door west~ ~ -1 10691 The smell eminating from this corner is horrid. ~ ~ End #10693 Name South turn in a rank passage~ Descr 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. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Door south~ ~ -1 10694 You listen intently and hear a shuffling sound to the south. ~ ~ Door west~ ~ -1 10692 Even though the smell is bad it may be better than going south. ~ ~ End #10694 Name The horrid interchange~ Descr 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. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Door north~ ~ -1 10693 This smelly rank hallway is starting to look REAL inviting. ~ ~ Door east~ ~ -1 10696 The musty smell from this hallway leaves a sick taste in your mouth. ~ ~ Door west~ ~ -1 10695 Mired in muck and sludge this area shows a lot of those big tracks. ~ ~ Door up~ ~ -1 10697 A crude stone ladder has been carved into the sides of the shaft heading up. ~ ~ End #10695 Name The trolls den~ Descr 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. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Reset M 10644 1 100 Reset M 10645 2 100 Reset M 10645 2 100 Reset M 10643 3 100 Reset E 10649 7 100 Reset E 10650 10 100 Reset E 10659 3 100 Door east~ ~ -1 10694 The intersection looks safer than this joint.. ~ ~ End #10696 Name Hallway of mushrooms~ Descr 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. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Door west~ ~ -1 10694 The intersection now look VERY good. ~ ~ End #10697 Name In the shaft~ Descr 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. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Door up~ ~ -1 10698 The shaft continues upward. ~ ~ Door down~ ~ -1 10694 The shaft continues down to a disgusting intersection. ~ ~ End #10698 Name the mossy tunnel~ Descr 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. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Door east~ ~ -1 10699 You see a light at the end of this tunnel. ~ ~ Door down~ ~ -1 10697 You see a large airy shaft heading downwards. ~ ~ End #10699 Name mossy tunnel mouth~ Descr 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. ~ Flags dark indoors~ Sector inside~ Regen 100 100 Door south~ ~ -1 10649 a dangerous looking drop will land you in a thick forest. ~ ~ Door west~ ~ -1 10698 this nice safe passage leads back towards the depths. ~ ~ End #0 #$