/
Greed088/
Greed088/archive/
Greed088/backup/
Greed088/clans/
Greed088/classes/
Greed088/dict/
Greed088/doc/MSP/
Greed088/doc/MobProg2.1/
Greed088/doc/OLC11/
Greed088/doc/OLC11/doc/
Greed088/doc/OLC11/options/
Greed088/log/
Greed088/mobprogs/
Greed088/player/
Greed088/player/t/
#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

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