%rainfall:1040 %latitude:60 %mobiles Name = armadillo PName = "Armadillo" Location = camelot1 Strength = 200 Damage = 15 Armor = 99 Aggression = 0 Speed = 100 Description = "A Spanish armadillo is here, looking for pickles." End = armadillo Name = gareth PName = "Gareth" Location = camelot10 Strength = 125 Damage = 15 Armor = 0 Aggression = 98 Speed = 0 Description = "Sir Gareth says 'Why have you disturbed my rest?'" End = gareth Name = gawaine PName = "Gawaine" Location = camelot11 Strength = 150 Damage = 15 Armor = 0 Aggression = 97 Speed = 0 Description = "Sir Gawaine has been sharpening his sword. He would like to test it now." End = gawaine Name = galahad PName = "Galahad" Location = camelot13 Strength = 140 Damage = 15 Armor = 0 Aggression = 96 Speed = 0 Description = "Sir Galahad, the White Knight, is here." End = galahad Name = lamorak PName = "Lamorak" Location = camelot14 Strength = 145 Damage = 15 Armor = 0 Aggression = 95 Speed = 0 Description = "Sir Lamorak stands before you, ready to do battle." End = lamorak Name = palomides PName = "Palomides" Location = camelot16 Strength = 155 Damage = 15 Armor = 0 Aggression = 94 Speed = 0 Description = "Sir Palomides the Saracen draws his scimitar and turns to meet you." End = palomides Name = pellinore PName = "Pellinore" Location = camelot17 Strength = 185 Damage = 15 Armor = 0 Aggression = 93 Speed = 0 Description = "King Pellinore is looking for Questor, The Questing Beast." End = pellinore Name = tristam PName = "Tristam" Location = camelot19 Strength = 190 Damage = 15 Armor = 0 Aggression = 92 Speed = 0 Description = "Sir Tristam of Lyoness is here, thinking about his Lady, Isolde." End = tristam Name = launcelot PName = "Launcelot" Location = camelot20 Strength = 400 Damage = 15 Armor = 0 Aggression = 91 Speed = 0 Description = "Sir Launcelot Du Lake is here, ready to defend his King against all comers." End = launcelot Name = morgana PName = "Morgana" Location = camelot25 Sflags {Female} Strength = 300 Damage = 15 Armor = 0 Aggression = 50 Speed = 0 Description = "You have interupted Morgana Le Fay in one of her plots against Arthur!" End = morgana Name = ector PName = "Ector" Location = camelot4 Strength = 250 Damage = 15 Armor = 0 Aggression = 90 Speed = 0 Description = "Sir Ector has a new sword. He wants to try it out on you!" End = ector Name = ewaine PName = "Ewaine" Mflags { BarN BarE } Location = camelot8 Strength = 225 Damage = 15 Armor = 0 Aggression = 89 Speed = 0 Description = "Duke Ewaine says 'Stop! None may pass save with the Kings leave!'" End = ewaine Name = hector PName = "Hector" Location = camelot28 Strength = 220 Damage = 15 Armor = 0 Aggression = 88 Speed = 0 Description = "Sir Hector hates it when people interupt his meditations." End = hector Name = kay PName = "Kay" Mflags { BarN BarE BarW } Location = camelot1 Strength = 275 Damage = 15 Armor = 0 Aggression = 87 Speed = 0 Description = "Sir Kay, Seneschal, bids you welcome and asks your business here." End = kay Name = lionel PName = "Lionel" Location = camelot5 Strength = 200 Damage = 15 Armor = 0 Aggression = 86 Speed = 0 Description = "Sir Lionel is practicing his swordplay. Would you like to play?" End = lionel Name = percivale PName = "Percivale" Location = camelot7 Strength = 175 Damage = 15 Armor = 0 Aggression = 85 Speed = 0 Description = "Sir Percivale is here, thinking about the Grail Quest." End = percivale Name = uwaine PName = "Uwaine" Location = camelot29 Strength = 200 Damage = 15 Armor = 0 Aggression = 84 Speed = 0 Description = "Sir Uwaine sits here quietly, lost in his thoughts." End = uwaine Name = mordred PName = "Mordred" Location = camelot6 Strength = 350 Damage = 15 Armor = 0 Aggression = 75 Speed = 0 Description = "Sir Mordred wants Arthurs Crown. He thinks you may have it." End = mordred Name = andred PName = "Andred" Location = camelot59 Strength = 250 Damage = 15 Armor = 0 Aggression = 50 Speed = 0 Description = "Sir Andred wants to go pillage the village. He'll start with you!" End = andred Name = damas PName = "Damas" Location = camelot61 Strength = 225 Damage = 15 Armor = 0 Aggression = 25 Speed = 0 Description = "Sir Damas is here, checking on his horse." End = damas Name = gringamore PName = "Gringamore" Location = camelot63 Strength = 200 Damage = 15 Armor = 0 Aggression = 45 Speed = 0 Description = "Sir Gringamore is here, and man does he look mean!" End = gringamore Name = phelot PName = "Phelot" Location = camelot73 Strength = 200 Damage = 15 Armor = 0 Aggression = 40 Speed = 0 Description = "Sir Phelot has a hangover, and the icy water is not helping any!" End = phelot Name = helius PName = "Helius" Location = camelot68 Strength = 210 Damage = 15 Armor = 0 Aggression = 45 Speed = 0 Description = "Sir Helius has had a bit much to drink. Such a nasty drunk too!" End = helius Name = hue PName = "Hue" Location = camelot67 Strength = 190 Damage = 15 Armor = 0 Aggression = 90 Speed = 0 Description = "Sir Hue raises a hue and cry about the lack of provisions!" End = hue Name = pinell PName = "Pinell" Location = camelot72 Strength = 195 Damage = 15 Armor = 0 Aggression = 50 Speed = 0 Description = "Sir Pinell has wandered in." End = pinell Name = questor PName = "Questor" Location = camelot2 Strength = 450 Damage = 15 Armor = 0 Aggression = 99 Speed = 2 Description = "The Questing Beast is here, trying to hide from King Pellinore." End = questor Name = millionaire PName = "Millionaire" Location = camelot69 Strength = 200 Damage = 15 Armor = 0 Aggression = 50 Speed = 0 Description = "The millionaire sure seems bored, despite all the money people are giving him." End = millionaire Name = bankguard PName = "Bankguard" Location = camelot70 Strength = 300 Damage = 15 Armor = 0 Aggression = 55 Speed = 0 Description = ^The Bankguard says "Hold it right there buddy! Where do you think you're going?"^ End = bankguard Name = someone PName = "Someone" Mflags { BarN } Location = camelot3 Strength = 200 Damage = 15 Armor = 0 Aggression = 98 Speed = 0 Description = "Sir Garlon the invisible knight has just disappeared!" End = someone Name = dumbar PName = "Dumbar" Location = camelot64 Strength = 250 Damage = 15 Armor = 0 Aggression = 56 Speed = 0 Description = "Dumbar the blacksmith comes to see if he can help you." End = dumbar Name = katar PName = "Katar" Location = camelot62 Strength = 100 Damage = 15 Armor = 0 Aggression = 57 Speed = 0 Description = "Katar wants to sell you some Dragon bits. What sort of dragon do you have?" End = katar Name = mirlyn PName = "Mirlyn" Location = camelot65 Strength = 75 Damage = 15 Armor = 0 Aggression = 58 Speed = 0 Description = "Mirlyn the Magician is looking for a woman to saw in half. Know of any?" End = mirlyn Name = bartender PName = "Bartender" Location = camelot78 Strength = 125 Damage = 15 Armor = 0 Aggression = 80 Speed = 0 Description = "Bart the Bartender asks what you'd like to drink." End = bartender Name = raccoon PName = "Raccoon" Location = camelot79 Strength = 75 Damage = 15 Armor = 0 Aggression = 50 Speed = 0 Description = "There is a raccoon digging through the trash looking for his lunch." End = raccoon Name = misha PName = "Misha" Location = camelot108 Strength = 75 Damage = 15 Armor = 0 Aggression = 90 Speed = 0 Description = "Misha the Kobold Guardsman is here." End = misha Name = masha PName = "Masha" Location = camelot108 Strength = 75 Damage = 15 Armor = 0 Aggression = 90 Speed = 0 Description = "Masha the Kobold Guardsman is here." End = masha Name = marsha PName = "Marsha" Location = camelot108 Strength = 75 Damage = 15 Armor = 0 Aggression = 90 Speed = 0 Description = "Marsha the Kobold Guardsman is here." End = marsha Name = morsha PName = "Morsha" Location = camelot108 Strength = 75 Damage = 15 Armor = 0 Aggression = 90 Speed = 0 Description = "Morsha the Kobold Guardsman is here." End = morsha Name = bertha PName = "Bertha" Location = camelot109 Strength = 75 Damage = 15 Armor = 0 Aggression = 90 Speed = 0 Description = "Bertha the off-duty guardsman is here." End = bertha Name = bella PName = "Bella" Location = camelot109 Strength = 75 Damage = 15 Armor = 0 Aggression = 90 Speed = 0 Description = "Bella the off-duty guardsman is here." End = bella Name = bulla PName = "Bulla" Location = camelot109 Strength = 75 Damage = 15 Armor = 0 Aggression = 90 Speed = 0 Description = "Bulla the off-duty guardsman is here." End = bulla Name = baasheeba PName = "Baasheeba" Location = camelot109 Strength = 75 Damage = 15 Armor = 0 Aggression = 90 Speed = 0 Description = "Baasheeba the off-duty guardsman is here." End = baasheeba Name = kurtulmak PName = "Kurtulmak" Location = camelot124 Strength = 425 Damage = 15 Armor = 0 Aggression = 93 Speed = 0 Description = "Kurtulmak the Supreme Kobold sneers contemptuously at you." End = kurtulmak Name = cavebear PName = "Cavebear" Location = camelot150 Strength = 500 Damage = 15 Armor = 0 Aggression = 91 Speed = 0 Description = "There is a huge Cave Bear in here. And he's hungry!" End = cavebear Name = corledge PName = "Corledge" Location = camelot151 Strength = 500 Damage = 15 Armor = 0 Aggression = 92 Speed = 0 Description = "Corledge the Cave Wight blacksmith looks angry at your intrusion." End = corledge Name = alligator PName = "Alligator" Location = camelot83 Strength = 80 Damage = 15 Armor = 0 Aggression = 22 Speed = 0 Description = "There's a big, hungry alligator sitting here." End = alligator Name = falcon PName = "Falcon" Location = camelot98 Strength = 80 Damage = 15 Armor = 0 Aggression = 75 Speed = 0 Description = "You've come too near this falcon's roost." End = falcon Name = cara PName = "Cara" Location = camelot113 Strength = 10 Damage = 15 Armor = 0 Aggression = 80 Speed = 0 Description = "Cara the baby kobold lies here. He thinks your fingers look yummy." End = cara Name = bruce PName = "Bruce" Location = camelot119 Strength = 200 Damage = 15 Armor = 0 Aggression = 80 Speed = 0 Description = "Bruce the kobold butler looks at you and raises his eyebrow scornfully." End = bruce Name = firedemon PName = "Firedemon" Location = camelot142 Strength = 280 Damage = 15 Armor = 0 Aggression = 85 Speed = 0 Description = "There is a Fire Demon here, and he wants your soul!" End = firedemon Name = leech PName = "Leech" Location = camelot144 Strength = 175 Damage = 15 Armor = 0 Aggression = 75 Speed = 0 Description = "Gross! There's a huge disgusting leech in here!" End = leech Name = cavelion PName = "Cavelion" Location = camelot146 Strength = 225 Damage = 15 Armor = 0 Aggression = 85 Speed = 0 Description = "You are just in time to join the Cave Lion for lunch." End = cavelion Name = centipede PName = "Centipede" Location = camelot148 Strength = 250 Damage = 15 Armor = 0 Aggression = 88 Speed = 0 Description = "There is a giant centipede crawling down the wall towards you." End = centipede Name = juba PName = "Juba" Location = camelot217 Strength = 250 Damage = 15 Armor = 0 Aggression = 11 Speed = 0 Description = "Juba the Gatekeeper stands watch." End = juba Name = gromph PName = "Gromph" Location = camelot215 Strength = 200 Damage = 15 Armor = 0 Aggression = 98 Speed = 0 Description = "Oh no! The moat monster is about to eat you!" End = gromph Name = gramph PName = "Gramph" Location = camelot216 Strength = 200 Damage = 15 Armor = 0 Aggression = 98 Speed = 0 Description = "On no! The moat monster is about to eat you!" End = gramph Name = mika PName = "Mika" Location = camelot217 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Mika is here, on his patrol." End = mika Name = erkki PName = "Erkki" Location = camelot217 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Erkki is here, making his rounds." End = erkki Name = pelle PName = "Pelle" Location = camelot218 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Pelle the guardsman is here." End = pelle Name = kalle PName = "Kalle" Location = camelot219 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Kalle looks at you in suprise." End = kalle Name = jussi PName = "Jussi" Location = camelot220 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Jussi wonders what you are doing in here." End = jussi Name = vuno PName = "Vuno" Location = camelot221 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Vuno takes this guard job seriously, doesn't he..." End = vuno Name = ensio PName = "Ensio" Location = camelot222 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Ensio thinks you look mighty suspicious." End = ensio Name = katriina PName = "Katriina" Location = camelot223 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Katriina leaps to bar your way and asks 'What do you think you're doing?'." End = katriina Name = tapi PName = "Tapi" Location = camelot224 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Tapi is very angry. You've interrupted his lunch." End = tapi Name = hannu PName = "Hannu" Location = camelot225 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Hannu the guardsman is here." End = hannu Name = keijo PName = "Keijo" Location = camelot226 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Keijo is daydreaming. He hates to be bothered." End = keijo Name = koski PName = "Koski" Location = camelot227 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Koski thinks you look like the person who cheated him at cards last night." End = koski Name = jarmo PName = "Jarmo" Location = camelot228 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "I'm Sgt Jarmo. Who the hell are you?" End = jarmo Name = koorina PName = "Koorina" Location = camelot229 Strength = 200 Damage = 15 Armor = 0 Aggression = 11 Speed = 0 Description = "Koorina the Groundskeeper says 'Hey, watch your big feet!'" End = koorina Name = jalovoara PName = "Jalovoara" Location = camelot230 Strength = 200 Damage = 15 Armor = 0 Aggression = 11 Speed = 0 Description = "Jalovoara the Orcharder is picking fresh fruit for dessert tonight." End = jalovoara Name = talonen PName = "Talonen" Location = camelot231 Strength = 200 Damage = 15 Armor = 0 Aggression = 11 Speed = 0 Description = "Talonen the Gardener says 'Watch your step, there's veggies there!'" End = talonen Name = kirtesnie PName = "Kirtesnie" Location = camelot232 Strength = 200 Damage = 15 Armor = 0 Aggression = 11 Speed = 0 Description = "Kirtesnie the Carpenter says 'I'll be done here in a minute.'" End = kirtesnie Name = jyri PName = "Jyri" Location = camelot233 Strength = 300 Damage = 15 Armor = 0 Aggression = 11 Speed = 0 Description = "Jyri the Armorer is here, forging a new sword." End = jyri Name = eki PName = "Eki" Location = camelot234 Strength = 200 Damage = 15 Armor = 0 Aggression = 11 Speed = 0 Description = "Eki the Hostler just finished polishing the tack." End = eki Name = palli PName = "Palli" Location = camelot235 Strength = 200 Damage = 15 Armor = 0 Aggression = 11 Speed = 0 Description = "Palli the Dog Trainer says 'Bruno! Fang! Spike! Sic 'em boys!'" End = palli Name = taru PName = "Taru" Location = camelot236 Strength = 200 Damage = 15 Armor = 0 Aggression = 11 Speed = 0 Description = "Taru the Falconer is ready to feed his birds." End = taru Name = kirsi PName = "Kirsi" Location = camelot237 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Kirsi the guardsman paces out his patrol." End = kirsi Name = tiina PName = "Tiina" Location = camelot238 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Tiina is standing vigilant watch here." End = tiina Name = teuvo PName = "Teuvo" Location = camelot239 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Teuvo was resting here. Until you walked in and disturbed him." End = teuvo Name = aki PName = "Aki" Location = camelot240 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Aki grabs his sword in suprise when you walk in." End = aki Name = panu PName = "Panu" Location = camelot241 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Panu watches you suspiciously." End = panu Name = pallo PName = "Pallo" Location = camelot242 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Pallo says 'Hey you! Hold it right there!'" End = pallo Name = reisi PName = "Reisi" Location = camelot243 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Reisi says 'Go ahead, make my reset...'" End = reisi Name = kuppi PName = "Kuppi" Location = camelot244 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Kuppi got demoted yesterday, and boy is he mad!" End = kuppi Name = poro PName = "Poro" Location = camelot245 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Poro the guard is here." End = poro Name = mira PName = "Mira" Location = camelot246 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Mira looks at you and growls 'What're you doing in here bub?'" End = mira Name = kati PName = "Kati" Location = camelot247 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "You have interrupted Kati's coffee break." End = kati Name = jallu PName = "Jallu" Location = camelot248 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Jallu draws his sword and says 'And where do you think you're going?'" End = jallu Name = make PName = "Make" Location = camelot249 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Make is napping in the corner. Must be his break huh?" End = make Name = mikko PName = "Mikko" Location = camelot250 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Mikko is here, looking mean." End = mikko Name = mikka PName = "Mikka" Location = camelot251 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Mikka holds his pike ready, baring your path." End = mikka Name = spede PName = "Spede" Location = camelot252 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Spede sneers at you in contempt." End = spede Name = tomi PName = "Tomi" Location = camelot253 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Tomi asks if you are lost." End = tomi Name = asko PName = "Asko" Location = camelot254 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Asko thinks you are here to practice swordsmanship with." End = asko Name = himo PName = "Himo" Location = camelot217 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Himo the guard is here, protecting his masters property." End = himo Name = pomo PName = "Pomo" Location = camelot218 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Pomo takes one look at you and falls down laughing." End = pomo Name = hoppari PName = "Hoppari" Location = camelot228 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Hoppari thinks you look like a wandering bum, and wants to throw you out." End = hoppari Name = bultsi PName = "Bultsi" Location = camelot250 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Bultsi the guard watches you suspiciously." End = bultsi Name = kamu PName = "Kamu" Location = camelot254 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Kamu says 'Hey, aren't you the thief we chased out of here last week?'" End = kamu Name = jussy PName = "Jussy" Location = camelot252 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Jussy is on patrol here. He doesn't seem to trust you." End = jussy Name = seapas PName = "Seapas" Location = camelot251 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Seapas woke up in a really bad mood today. Don't bug him." End = seapas Name = naaras PName = "Naaras" Location = camelot237 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Naaras smiles happily as he walks his rounds." End = naaras Name = vesa PName = "Vesa" Location = camelot248 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Vesa is here, polishing his sword." End = vesa Name = vaino PName = "Vaino" Location = camelot247 Strength = 250 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Vaino is sharpening his sword. I wonder how it got dulled?" End = vaino Name = jeeves PName = "Jeeves" Eflags { Shock } Location = camelot255 Strength = 200 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Jeeves says 'You may wait in the sitting room until the Master arrives.'" End = jeeves Name = chef PName = "Chef" Location = camelot262 Strength = 150 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Jean-Claude the Chef is fixing a marvelous feast for tonight!" End = chef Name = percy PName = "Percy" Eflags { Shock } Location = camelot265 Strength = 200 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Percy the Major Domo looks down his nose at you." End = percy Name = helsa PName = "Helsa" Eflags { Shock } Sflags { Female } Location = camelot260 Strength = 100 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Helsa, Merlin's maid is bustling around cleaning everything." End = helsa Name = jerome PName = "Jerome" Eflags { Shock } Location = camelot268 Strength = 125 Damage = 15 Armor = 0 Aggression = 25 Speed = 2 Description = "Jerome the Valet is considering what to lay out for the feast tonight." End = jerome Name = bedmonster PName = "BedMonster" Location = camelot271 Strength = 100 Damage = 15 Armor = 0 Aggression = 98 Speed = 0 Description = "The monster under the bed leaps out and grabs your ankles!" End = bedmonster Name = brunno PName = "Brunno" Location = camelot235 Strength = 60 Damage = 15 Armor = 0 Aggression = 79 Speed = 0 Description = "Brunno growls deep in his throat." End = brunno Name = fang PName = "Fang" Location = camelot235 Strength = 60 Damage = 15 Armor = 0 Aggression = 79 Speed = 0 Description = "Fang snarls as he leaps for your throat!" End = fang Name = spike PName = "Spike" Location = camelot235 Strength = 60 Damage = 15 Armor = 0 Aggression = 79 Speed = 0 Description = "Spike looks ready to eat you for lunch." End = spike Name = peregrine PName = "Peregrine" Location = camelot236 Strength = 60 Damage = 15 Armor = 0 Aggression = 67 Speed = 0 Description = "A Peregrine falcon swoops down from the sky." End = peregrine Name = arrow PName = "Arrow" Location = camelot236 Strength = 60 Damage = 15 Armor = 0 Aggression = 67 Speed = 0 Description = "Arrow, Merlin's favorite bird, dives at your face." End = arrow Name = crusher PName = "Crusher" Eflags { Shock } Location = camelot285 Strength = 125 Damage = 15 Armor = 0 Aggression = 0 Speed = 2 Description = "Crusher, Merlin's latest creation, is waiting here." End = crusher Name = duergar PName = "Duergar" Location = camelot288 Strength = 100 Damage = 15 Armor = 0 Aggression = 83 Speed = 0 Description = "A Duergar climbs out of the slimy water and attacks." End = duergar Name = grippli PName = "Grippli" Location = camelot289 Strength = 125 Damage = 15 Armor = 0 Aggression = 83 Speed = 0 Description = "A Grippli leaps at you from atop the rocks!" End = grippli Name = tarrasque PName = "Tarrasque" Location = camelot290 Strength = 200 Damage = 15 Armor = 0 Aggression = 83 Speed = 0 Description = "The Tarrasque is hungry. You'd make a nice snack." End = tarrasque Name = mongrelman PName = "Mongrelman" Location = camelot291 Strength = 150 Damage = 15 Armor = 0 Aggression = 83 Speed = 0 Description = "The favorite sport of the Mongrelman is killing." End = mongrelman Name = glasya PName = "Glasya" Eflags { Shock } Sflags { Female } Location = camelot292 Strength = 200 Damage = 15 Armor = 0 Aggression = 83 Speed = 0 Description = "Glasya thinks you look tasty." End = glasya Name = bael PName = "Bael" Eflags { Shock } Location = camelot293 Strength = 225 Damage = 15 Armor = 0 Aggression = 83 Speed = 0 Description = "Bael hasn't killed anybody in weeks. He'll try to remember how..." End = bael Name = moloch PName = "Moloch" Eflags { Shock } Location = camelot294 Strength = 250 Damage = 15 Armor = 0 Aggression = 83 Speed = 0 Description = "Moloch snarls and reaches for your throat." End = moloch Name = titivilus PName = "Titivilus" Eflags { Shock } Location = camelot295 Strength = 300 Damage = 15 Armor = 0 Aggression = 83 Speed = 0 Description = "Uh Oh, looks like Merlin forgot to feed the demons this morning..." End = titivilus Name = amon PName = "Amon" Eflags { Shock } Location = camelot296 Strength = 350 Damage = 15 Armor = 0 Aggression = 83 Speed = 0 Description = "Amon snarls at you and leaps forward to the attack." End = amon Name = marilith PName = "Marilith" Eflags { Shock } Sflags { Female } Location = camelot297 Strength = 375 Damage = 15 Armor = 0 Aggression = 83 Speed = 0 Description = "Marilith smiles happily and reaches for you. Not for a hug though..." End = marilith Name = balor PName = "Balor" Eflags { Shock } Location = camelot298 Strength = 400 Damage = 15 Armor = 0 Aggression = 83 Speed = 0 Description = "Balor climbs down off his rock and rushes towards you." End = balor Name = yeenoghu PName = "Yeenoghu" Eflags { Shock } Location = camelot299 Strength = 450 Damage = 15 Armor = 0 Aggression = 83 Speed = 0 Description = "Yeenoghu sneers at you." End = yeenoghu Name = nalfeshnee PName = "Nalfeshnee" Eflags { Shock } Location = camelot300 Strength = 500 Damage = 15 Armor = 0 Aggression = 83 Speed = 0 Description = "Look out! He was hiding beside the door behind you!" End = nalfeshnee Name = demogorgon PName = "Demogorgon" Eflags { Shock } Location = camelot301 Strength = 600 Damage = 15 Armor = 0 Aggression = 83 Speed = 0 Description = "Demogorgon doesn't look like he's in the mood to play today..." End = demogorgon %objects Name = armor_platemail PName = platemail AltName = armor Location = WORN_BY:launcelot Oflags { Container Wearable Armor } Aflags { Chest Back Arms Legs Hands } BValue = 500 Armor = 54 Size = 50 Weight = 10 Desc[0] = "A shiny set of platemail armor lies here, waiting to be worn." Examine = "You've never seen such bright armor. Somebody must have spent weeks polishing it. It's a shame you're going to get it all dented and scratched. " End = armor_platemail Name = scabbard Location = WORN_BY:pellinore Oflags { Wearable Armor } Aflags { Leg } BValue = 150 Armor = 55 Size = 15 Weight = 10 Desc[0] = "A jeweled scabbard lies here, it looks like it would fit your blade." Examine = "The jewels are small, but real, and the scabbard itself seems light and comfortable to wear. " End = scabbard Name = shield Location = WORN_BY:mordred Oflags { Wearable Armor Shield } BValue = 50 Armor = 65 Size = 20 Weight = 10 Desc[0] = "A dark shield, painted with Mordreds coat of arms, lies here." Examine = "It's a shield. It's big, heavy, and will make your arm tired. What do you expect? " End = shield Name = beef Location = IN_ROOM:camelot7 Oflags { Food } BValue = 10 Size = 10 Weight = 10 Desc[0] = "A haunch of beef has been left here." End = beef Name = gauntlets_gloves PName = gloves AltName = gauntlets Location = IN_ROOM:camelot5 Oflags { Wearable } Aflags { Hands } BValue = 75 Size = 5 Weight = 5 Desc[0] = "There is a pair of beautifully embroidered gloves laying here." Examine = "The embroidery is of Arthurs Dragon. Rampant across the cuffs, its gold thread shimmers in the light. " End = gauntlets_gloves Name = displacement_cloak PName = cloak AltName = displacement Location = IN_ROOM:camelot25 Oflags { Wearable Armor } Aflags { Chest Legs Arms Back } BValue = 100 Armor = 67 Size = 25 Weight = 10 Desc[0] = "A heavy cloak has been dropped here. It looks nice and warm." Examine = "Your eyes have a hard time focusing on it. For some reason, it always seems that the thing is a couple of feet further away from you then you know it to be. " End = displacement_cloak Name = wine Location = IN_ROOM:camelot5 Oflags { Food } BValue = 10 Size = 10 Weight = 10 Desc[0] = "There is a full wineskin sitting here." Examine = "Well, it's not Dom Perignon, but it'll do! " End = wine Name = sword_galatine PName = galatine AltName = sword Location = WIELDED_BY:gawaine Oflags { Weapon } BValue = 300 Damage = 15 Size = 20 Weight = 10 Desc[0] = "Gawaine's sword Galatine lies here. I wonder why he would leave it?" Examine = "It's obvious that this sword has seen a lot of use, and a lot of care. It's edges are extremely sharp! If you don't stop playing around with it, you'll end up a few fingers short! " End = sword_galatine Name = holy_grail PName = grail AltName = holy Location = CARRIED_BY:galahad BValue = 2000 Size = 10 Weight = 10 Desc[0] = "You've found the Holy Grail! Now if only you can give it to Arthur!" Examine = "The Holy Grail has been the object of a long quest by all of King Arthurs knights. Surely if you give it to him, there will be a great reward for you! " End = holy_grail Name = arthurs_throne PName = throne AltName = arthurs Location = IN_ROOM:camelot6 Oflags { Container Openable NoGet } Size = 100 Weight = 10 MaxState = 1 State = 1 Desc[0] = "The is an open panel in the base of the throne." Desc[1] = "The throne is carved in the shape of a dragon about to take wing." Examine = "Hmmmmm it looks like that panel there could be moved! Is there a secret compartment in here? " End = arthurs_throne Name = warning_sign PName = sign AltName = warning Location = IN_ROOM:camelot21 Oflags { NoGet } Size = 10 Weight = 10 Desc[0] = "There is a large sign hanging on the wall." Examine = "+-------------------------------------+ ! WARNING! ! ! Authorised personal ONLY beyond ! ! this point. ! ! This means YOU buddy! ! +-------------------------------------+ " End = warning_sign Name = warning_voice_1 PName = voice Location = IN_ROOM:camelot22 Oflags { NoGet } Size = 10 Weight = 10 Desc[0] = "A voice says 'This is not a good idea....'" End = warning_voice_1 Name = warning_voice_2 PName = voice Location = IN_ROOM:camelot23 Oflags { NoGet } Size = 10 Weight = 10 Desc[0] = "A voice says 'OK, don't say you weren't warned....'" End = warning_voice_2 Name = death_voice PName = voice Location = IN_ROOM:camelot24 Oflags { NoGet } Size = 10 Weight = 10 Desc[0] = "The voice says 'Some people just won't listen to good advice!'" End = death_voice Name = arthurs_crown PName = crown AltName = arthurs Location = IN_CONTAINER:arthurs_throne Oflags { Wearable } Aflags { Head } BValue = 1000 Size = 15 Weight = 10 Desc[0] = "The Crown of Britany is here!" Examine = "This is King Arthurs crown! It sure is valuable, but don't you think he may want it? " End = arthurs_crown Name = gems Location = IN_ROOM:camelot22 BValue = 1000 Size = 10 Weight = 10 Desc[0] = "A sack of gems has been carelessly dropped here." End = gems Name = gold_bullion PName = bullion AltName = gold Location = IN_ROOM:camelot23 BValue = 1000 Size = 10 Weight = 10 Desc[0] = "A bar of gold bullion is just sitting there, waiting to be taken." End = gold_bullion Name = coins Location = IN_ROOM:camelot21 BValue = 800 Size = 10 Weight = 10 Desc[0] = "A few gold coins have been scattered here." End = coins Name = compass Location = IN_ROOM:camelot135 BValue = 50 Size = 5 Weight = 5 Desc[0] = "Look! An official Cowboy Bob Compass!" Examine = "Isn't it amazing? No matter how much you twist and turn, it always points north! " End = compass Name = kobold_club PName = club AltName = kobold Location = WIELDED_BY:kurtulmak Oflags { Weapon } BValue = 75 Damage = 10 Size = 12 Weight = 10 Desc[0] = "A large heavy club lies here. It looks very stout." Examine = ^There is some sort of writing on it. After a struggle, you manage to read it. It says "National Champions, Gnomeball, 785". ^ End = kobold_club Name = meat Location = IN_ROOM:camelot114 Oflags { Food } BValue = 10 Size = 8 Weight = 8 Desc[0] = "The roast looks overcooked, but edible." Examine = "Food cooked by Kobolds is usually best eaten without too close an examination... " End = meat Name = bread Location = IN_ROOM:camelot114 Oflags { Food } BValue = 10 Size = 8 Weight = 8 Desc[0] = "There is a loaf of bread here." End = bread Name = cheese Location = IN_ROOM:camelot114 Oflags { Food } BValue = 10 Size = 8 Weight = 8 Desc[0] = "The odor of Limburger cheese fills the air." Examine = "What do you expect? Some sort of divine revelation carved in the cheese? " End = cheese Name = rotten Location = IN_ROOM:camelot139 Oflags { NoGet } Size = 10 Weight = 10 Desc[0] = "There is a half rotten corpse lying here." Examine = "Your scavenger instincts overcoming your revultion, you search the body. Other then a few maggots, you find nothing of interest hidden on it. Now go wash your hands. " End = rotten Name = journal_diary PName = diary AltName = journal Location = IN_ROOM:camelot139 Oflags { GetFlips } BValue = 15 Size = 5 Weight = 5 MaxState = 1 State = 1 Desc[0] = "There is a small diary here." Desc[1] = "There is a small diary next to the corpse." Examine = ^This is the diary of the mighty Whut Juzsae. Glancing through it, you quickly read of his adventures, such as when he challenged the Great Worm of Newurk to single combat. And his description of the destruction of the Temple of Balzuv in the conflagration known as the "Great Balsuv Fire". Most of it seems pretty silly, but the final entry seems important. Beware traveler. Before you lies a challenge of near insurmountable danger. Of all our party, only I escaped, and I write this with my last strength, knowing I will die soon. Fear not the fire, but no matter what, avoid th... At that point, the writing trails off. ^ End = journal_diary Name = pack Location = IN_ROOM:camelot143 Oflags { Container Wearable } Aflags { Back } BValue = 10 Size = 25 Weight = 10 Desc[0] = "There is a small but well made pack here." Examine = "I'll bet you could put stuff in it... " End = pack Name = coins_1 PName = coins Location = IN_CONTAINER:pack BValue = 50 Size = 5 Weight = 5 Desc[0] = "A few small coins have been scattered here." End = coins_1 Name = gems_1 PName = gems Location = IN_CONTAINER:pack BValue = 50 Size = 5 Weight = 5 Desc[0] = "A matched pair of gems have been left here." Examine = "A jewler could make a lovely pair of earrings out of such perfectly matched stones. " End = gems_1 Name = wighthammer_hammer PName = hammer AltName = wighthammer Location = WIELDED_BY:corledge Oflags { Weapon } BValue = 200 Damage = 12 Size = 15 Weight = 10 Desc[0] = "A large heavy hammer has been left here." Examine = "A snith might have used this hammer to forge with. It's certainly heavy enough. " End = wighthammer_hammer Name = sign_poster PName = poster AltName = sign Location = IN_ROOM:camelot78 Oflags { NoGet } Desc[0] = "There is a large sign nailed to the wall." Examine = "+-------------------------------------+ | WANTED | | Brave adventurers needed. Must be | | willing to risk lives in an attempt | | to clear the western mountains of | | the band of Kobolds which have been | | raiding our village lately. | | Success will entitle you to keep | | any and all treasures found. The | | town council has waived all taxes | | on goods confiscated during a raid | | on the Kobold stronghold. | | Interested parties should proceed | | at their leisure. | | Thank You for your support, | | Mayor Numma Juanbos | +-------------------------------------+ " End = sign_poster Name = Footlocker_Chest PName = chest AltName = footlocker Location = IN_ROOM:camelot303 Oflags { Container Openable NoGet } Size = 100 Weight = 10 MaxState = 2 State = 2 Desc[0] = "A large, heavy, metal bound chest is here. The chest is open." Desc[1] = "A large, heavy, metal bound chest is here. The chest in closed." Desc[2] = "A large, heavy, metal bound chest is here. The chest is locked." Examine = "It looks heavy, solid, and well locked. I don't think Merlin would appreciate anybody poking their nose in it without permission. " End = Footlocker_Chest Name = key Location = IN_ROOM:camelot303 Oflags { key } BValue = 10 Size = 5 Weight = 5 Desc[0] = "A large key carved of gold lies here." End = Key Name = rope_Rope PName = rope AltName = rope Location = IN_CONTAINER:Footlocker_Chest Oflags { Wearable } Aflags { Back } Size = 10 Weight = 10 Desc[0] = "A coiled rope lies here." End = rope_Rope Name = cuffs_Handcuffs PName = handcuffs AltName = cuffs Location = IN_CONTAINER:Footlocker_Chest Oflags { Wearable } Aflags { Arms } Size = 10 Weight = 10 Desc[0] = "A pair of shiny handcuffs, lined with velvet lay here." Examine = "Velvet lined handcuffs? I think the police are being too easy on criminals these days, don't you? " End = cuffs_Handcuffs Name = tickler_Feather PName = feather AltName = tickler Location = IN_CONTAINER:Footlocker_Chest Linked = cat Size = 10 Weight = 10 Desc[0] = "There is a large feather here." Examine = "Don't look too close! It'll tickle your nose! " End = tickler_Feather Name = cat PName = whip AltName = nine Location = IN_CONTAINER:Footlocker_Chest Linked = tickler_Feather Size = 10 Weight = 10 Desc[0] = "There is a long black leather whip here." Examine = "Beat me, whip me, make me write bad checks! " End = cat Name = null_Pearls PName = pearls AltName = null Location = IN_CONTAINER:Footlocker_Chest Oflags { Wearable } Aflags { Neck } Size = 10 Weight = 10 Desc[0] = "A perfect string of pearls rests here." Examine = "These are Raptures pearls. I don't think it would be wise to take them... " End = null_Pearls Name = merlinbed PName = bed Location = IN_ROOM:camelot303 Oflags { NoGet } Size = 50 Weight = 10 MaxState = 1 Desc[0] = "There is a large silk covered bed here." Desc[1] = "The bed is a mess! Somebody must have had a wild time in here!" Examine = "The bed is large, and covered with silken sheets of a deep crimson. It looks inviting and comfortable. " End = merlinbed Name = Sofa_Couch PName = couch AltName = sofa Location = IN_ROOM:camelot302 Oflags { NoGet } Size = 30 Weight = 10 Desc[0] = "There is a soft couch here, inviting you to rest a while." End = Sofa_Couch Name = Recliner_Chair PName = chair AltName = recliner Location = IN_ROOM:camelot302 Oflags { NoGet } Size = 10 Weight = 10 Desc[0] = "An overstuffed chair in the corner looks very inviting." End = Recliner_Chair Name = gag Location = IN_CONTAINER:Footlocker_Chest Oflags { Wearable } Aflags { Face } Size = 5 Weight = 5 Desc[0] = "If you want to shut somebody up, gag them." End = gag Name = Guestbed_Bed PName = bed AltName = guestbed Location = IN_ROOM:camelot273 Oflags { Key Openable NoGet Container } Size = 50 Weight = 10 MaxState = 1 Desc[0] = "The bed is neatly made." Desc[1] = "The bed clothes are a shambles! Somebody must have had a good time!" Examine = "Oh my, there seems to be something in the bed... " End = Guestbed_Bed Name = Chamber_Pot PName = pot AltName = chamber Location = IN_CONTAINER:Guestbed_Bed Oflags { Openable } BValue = 15 Size = 30 Weight = 10 Desc[0] = "There is a clean chamber pot here." Examine = "Well, if you don't know what a chamber pot is, let me explain it... Take it, and you can put your shit in it... " End = Chamber_Pot Name = Bag_Bookbag PName = bookbag AltName = bag Location = IN_ROOM:camelot257 Oflags { Wearable Openable Container } Aflags { Back } BValue = 10 Size = 20 Weight = 10 Desc[0] = "There is a large bookbag here, just waiting to be filled." End = Bag_Bookbag Name = Mirror_Portal PName = portal AltName = mirror Location = IN_ROOM:camelot302 Oflags { NoGet } Size = 20 Weight = 10 Desc[0] = "There is a large shimmering mirror on the east wall." Examine = "As you look into the mirror, your image pales, and you see the Temple of Paradise reflected instead. It looks so real, you think you could walk right into it. " End = Mirror_Portal Name = Helmet_Helm PName = helm AltName = helmet Location = WORN_BY:spede Oflags { Lightable Wearable } Aflags { Head } BValue = 10 Size = 10 Weight = 10 Desc[0] = "There is a brass and steel helm here." Examine = "It's not much, but it'll help keep you from loosing your head in a battle. " End = Helmet_Helm Name = ZoneMap_Merlin PName = merlin AltName = zoneMap Location = IN_ROOM:camelot284 Oflags { NoGet } Size = 10 Weight = 10 Desc[0] = "The map of the zone MERLIN is hung on the wall." Examine = "Awww, you almost had it. Too bad this map is encypted so that nobody but Merlin himself could read it. " End = ZoneMap_Merlin Name = Map_Camelot PName = camelot AltName = map Location = IN_ROOM:camelot284 Oflags { NoGet } Size = 10 Weight = 10 Desc[0] = "The map of the zone CAMELOT is pinned to the table." Examine = "This zone is currently under expansion, and as such, the map must be protected from the prying eyes of interlopers. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Oh dear, you seem to be slightly dead... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Connection closed by remote machine. % OK, so you aren't dead. But you can't read my map either. " End = Map_Camelot Name = Book_Tome PName = tome AltName = book Location = IN_ROOM:camelot285 BValue = 50 Size = 10 Weight = 10 Desc[0] = "There is a large tome sitting here." Examine = "The tome describes the construction of monsters in general, and of Crusher in particular. Unfortunately, the technical language is far beyond your comprehension. " End = Book_Tome Name = Sword_SuperSword PName = SuperSword AltName = sword Location = IN_ROOM:camelot286 Oflags { NoGet } Size = 10 Weight = 10 Desc[0] = "Merlin's new SuperSword is sitting here." Examine = "This has got to be the ultimate MUD weapon. It does 255 damage, and is ten times more likely to hit then any other weapon you can find. Do you really think a mortal could handle it? " End = Sword_SuperSword Name = Armor_ArmorAll PName = ArmorAll AltName = armor Location = IN_ROOM:camelot286 Oflags { Lightable Wearable NoGet } Aflags { Chest } Size = 10 Weight = 10 Desc[0] = "Merlin's new mega-armor is here." Examine = "It fits everybody, never gets dirty or needs polished, and nothing any mortal ever swung has a chance of hurting you in it. Now if only you could pick it up... " End = Armor_ArmorAll Name = Warning_Sign2 PName = sign AltName = warning Location = IN_ROOM:camelot287 Oflags { NoGet } Size = 10 Weight = 10 Desc[0] = "There is a large sign fastened to the wall." Examine = "+-------------------------------------+ | WARNING! | | This area is filled with all the | | captured or experimental monsters | | I have. They are quite powerful, | | and not at all friendly. Many of | | them use magic, and all of them | | will attack almost instantly. | | Thank you for using caution. | | Merlin | +-------------------------------------+ " End = Warning_Sign2 Name = warning_sign3 PName = sign AltName = warning Location = IN_ROOM:camelot291 Oflags { NoGet } Size = 10 Weight = 10 Desc[0] = "There is a large sign on the wall, with a flashing red light on it." Examine = " +--------------------------------------+ | WARNING!!! | | In case one warning wasn't enough | | let me say it again. | | The rooms beyond this point are | | filled with captured demons and | | devils. They are very strong, very | | mean, and very anxious to escape. | | If you choose to travel beyond this | | point, I suggest you call all your | | friends and ask them to help. | | You will need it... | | Merlin | +--------------------------------------+ " End = warning_sign3 Name = red_rose PName = rose AltName = red Location = IN_ROOM:camelot280 Oflags { NoGet } Size = 10 Weight = 10 Desc[0] = "A single perfectly formed red rose has been placed here." Examine = "Under the rose is a card which reads: I brought this rose because it's beauty reminded me of you. But in my heart I know that even the beauty of the rose pales next to you. " End = red_rose %locations camelot n:camelot1 s:Rocky@moor; Altitude = 850 lflags { Outdoors NoMobiles } Narrowing Path^ You have followed this narrow path to this huge structure you could see far to the south. Before you stands the fabled castle of Camelot. An entryway leads into the castle to the north. A narrow path leads back to the south from here. ^ camelot1 n:camelot3 e:camelot8 s:camelot w:camelot2; lflags { } Entry to Camelot^ You stand in the entrance to the fabled castle of Camelot, seat of power for King Arthur Pendragon. Looking about you, you see hallways leading to the east and west, and the great hall to the north. ^ camelot2 n:camelot5 e:camelot1 w:camelot4; lflags { } Hallway^ The walls are covered with tapestries showing the valor and chivalry of King Arthur's knights. Here you see King Arthur and Sir Launcelot at there first meeting, there you see Sir Percivale, at his knighting ceremony. ^ camelot3 n:camelot6 s:camelot1; lflags { } Great Hall^ Banners displaying the coats of arms of King Arthur's knights hang from the walls. You stare in wonder at the myriad colors. You can almost see the hall as it would be, filled with the knights and their ladies, celebrating another of King Arthur's victories. ^ camelot4 e:camelot2; lflags { } The Camelot Armory^ Racks of unfinished weapons and armor fill the room, while one entire wall is taken up by the massive forges used by the castle armorers in the pursuit of their craft. The heat here is incredible, and you marvel that the smiths are able to work so hard in such heat. ^ camelot5 s:camelot2; lflags { } Weapons Training Hall^ Here the knights and their squires practice at all sort of weapons play, free from worry about weather rusting and dulling the tools of their honor. The only exit is to the south. ^ camelot6 s:camelot3 w:camelot7; lflags { } Throne Room^ Although the entire room is filled with wonders, your eyes are drawn again and again to the mighty war banner of King Arthur, hanging on the wall behind his throne. The dragon, worked in gold thread, ripples as a draft moves the cloth, and it seems to you that it is almost alive, ready to spring down from it's perch to defend it's master. ^ camelot7 n:camelot26 e:camelot6; lflags { } The Hall of the Round Table^ Before you stands the legendary round table of King Arthur. Behind each of the chairs hangs a portrait of an honored Knight. Looking at the portraits, you can see honor and chivalry in their eyes. All but one. The painting of Mordred is as realistic as the others, and from his eyes you see only a cold calculating evil. ^ camelot8 n:camelot9 e:camelot21 w:camelot1; lflags { } Branching Hall^ The hall branches here, going west to the castle entry, north past a series of doors, and east. To the east you see a faint glow, which reminds you of the play of light on gems. ^ camelot9 n:camelot12 e:camelot11 s:camelot8 w:camelot10; lflags { } Hallway^ The hallway continues to the north. To the east and west lie small rooms, apparently bedrooms for the knights when they are in residence in Camelot. ^ camelot10 e:camelot9; lflags { } Sir Gareth's Room^ A small room, but very comfortable looking. It is apparent that the knight who lives here spends more time on quest then lounging here. Such is the life of one of Arthur's knights. ^ camelot11 w:camelot9; lflags { } Sir Gawaine's Room^ A small room, but very comfortable looking. It is apparent that the knight who lives here spends more time on quest then lounging here. Such is the life of one of Arthur's knights. ^ camelot12 n:camelot15 e:camelot14 s:camelot9 w:camelot13; lflags { } Hallway^ The hallway continues to the north. To the east and west lie small rooms, apparently bedrooms for the knights when they are in residence in Camelot. ^ camelot13 e:camelot12; lflags { } Sir Galahad's Room^ A small room, but very comfortable looking. It is apparent that the knight who lives here spends more time on quest then lounging here. Such is the life of one of Arthur's knights. ^ camelot14 w:camelot12; lflags { } Sir Lamorak's Room^ A small room, but very comfortable looking. It is apparent that the knight who lives here spends more time on quest then lounging here. Such is the life of one of Arthur's knights. ^ camelot15 n:camelot18 e:camelot17 s:camelot12 w:camelot16; lflags { } Hallway^ The hallway continues to the north. To the east and west lie small rooms, apparently bedrooms for the knights when they are in residence in Camelot. ^ camelot16 e:camelot15; lflags { } Sir Palomides' Room^ A small room, but very comfortable looking. It is apparent that the knight who lives here spends more time on quest then lounging here. Such is the life of one of Arthur's knights. ^ camelot17 w:camelot15; lflags { } King Pellinore's Room^ Considering that he is fated to forever hunt the Questing Beast, it is not too surprising that King Pellinore rarely spends much time here. with such a fate, it is difficult to ever stay in one place long. ^ camelot18 n:camelot25 e:camelot20 s:camelot15 w:camelot19; lflags { } Hallway^ The hallway continues to the south. North of you lies the entrance to King Arthur's chambers, while bedrooms for two of his knights lay east and west. ^ camelot19 e:camelot18; lflags { } Sir Tristam's Room^ A small room, but very comfortable looking. It is apparent that the knight who lives here spends more time on quest then lounging here. Such is the life of one of Arthur's knights. ^ camelot20 w:camelot18; lflags { } Sir Launcelot's Room^ A small room, but very comfortable looking. It is apparent that the knight who lives here spends more time on quest then lounging here. Such is the life of one of Arthur's knights. ^ camelot21 n:camelot22 w:camelot8; lflags { } Hallway^ The hallway turns to the north here. You can see ahead of you a bright glow, which still seems to most resemble the shimmer and shine of a great treasure horde. ^ camelot22 n:camelot23 s:camelot21; lflags { } Hallway^ The glow is brighter now, and you hear a faint clinking sound. It almost sounds like coins and bullion being counted and stacked. ^ camelot23 n:camelot24 s:camelot22; lflags { } Hallway^ You are certain now that you hear somebody ahead counting their treasure. Could it be that you have discovered the treasury? Perhaps so, but should there not be more defenses? Could King Arthur be so trusting as to leave his money out where anyone can pick it up? ^ camelot24 s:camelot23; lflags { Death } Treasury^ Yes, it is indeed the treasury, but of course, Merlin has seen to it's defenses. And death is always the punishment for greed. ^ camelot25 s:camelot18 w:camelot27; lflags { } King Arthur's Chambers^ Arthur's chambers are somewhat larger then those of his knights, but they still show a lack of concern for the mearly material wealth of this world. ^ camelot26 n:camelot28 e:camelot27 s:camelot7; Altitude = 850 lflags { Outdoors } Garden Path^ The path wanders in all directions through a lush garden. The castle gardeners are obviously quite skilled at their craft. The lawn is carefully manicured, the flowers growing seemingly at random, and yet none ever impedes the view of another. ^ camelot27 e:camelot25 s:camelot33 w:camelot26; Altitude = 850 lflags { Outdoors } The Fountain^ Sitting in the middle of a small clearing, a lovely fountain chuckles and sparkles in the sunlight. Examining it, you see that it is carved to show King Arthur pulling the sword from the stone. ^ camelot28 n:camelot29 s:camelot26 w:camelot30; Altitude = 850 lflags { Outdoors } Gazebo^ You can picture in your mind King Arthur, with his Lady and court, sitting here in the gazebo while watching some traveling troop of performers, or judging a joust. ^ camelot29 s:camelot28 w:camelot31; Altitude = 850 lflags { Outdoors } Secluded Clearing^ >From the feeling of isolation, you are sure that this is where Arthur and his court come when they need peace and quiet. The only sounds are those of birds and insects. A feeling of peace, almost of sanctity fills the air. ^ camelot30 n:camelot31 e:camelot28 s:camelot26 w:camelot32; Altitude = 850 lflags { Outdoors } Forest Path^ Your wanderings have brought you to a wilder place in the garden. The path continues in all directions. To the north you spy a gateway, to the east, a lovely gazebo. South lies the garden, and eventually, Camelot itself. To the west is a deep dense forest. ^ camelot31 n:camelot57 e:camelot29 s:camelot30; Altitude = 850 lflags { Outdoors } The Gateway^ You have reached the rear gateway of the castle grounds. To the north you see a long road, leading to a small hamlet, east lies a small, quiet clearing. South can be seen a path through a dense forest. ^ camelot32 n:camelot32 e:camelot30 s:camelot32 w:camelot33; Altitude = 850 lflags { Outdoors } Forests Edge^ You are on the edge of a deep dense forest. East of you is the path leading back to the gardens. All about you is the forest. ^ camelot33 n:camelot34 e:camelot32 s:camelot36 w:camelot33; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot34 n:camelot34 e:camelot35 s:camelot33 w:camelot34; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot35 n:camelot35 e:camelot35 s:camelot35 w:camelot34; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot36 n:camelot33 e:camelot37 s:camelot36 w:camelot36; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot37 n:camelot38 e:camelot37 s:camelot37 w:camelot36; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot38 n:camelot38 e:camelot39 s:camelot38 w:camelot38; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot39 n:camelot39 e:camelot39 s:camelot40 w:camelot39; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot40 n:camelot40 e:camelot40 s:camelot41 w:camelot40; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot41 n:camelot41 e:camelot41 s:camelot41 w:camelot42; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot42 n:camelot42 e:camelot42 s:camelot43 w:camelot41; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot43 n:camelot43 e:camelot44 s:camelot43 w:camelot43; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot44 n:camelot44 e:camelot44 s:camelot45 w:camelot44; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot45 n:camelot45 e:camelot45 s:camelot46 w:camelot45; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot46 n:camelot46 e:camelot46 s:camelot46 w:camelot47; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot47 n:camelot48 e:camelot47 s:camelot47 w:camelot47; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot48 n:camelot48 e:camelot48 s:camelot48 w:camelot49; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot49 n:camelot49 e:camelot49 s:camelot50 w:camelot49; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot50 n:camelot50 e:camelot50 s:camelot50 w:camelot51; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot51 n:camelot52 e:camelot51 s:camelot51 w:camelot51; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot52 n:camelot53 e:camelot52 s:camelot52 w:camelot52; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot53 n:camelot53 e:camelot54 s:camelot53 w:camelot53; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot54 n:camelot55 e:camelot54 s:camelot54 w:camelot54; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot55 n:camelot55 e:camelot55 s:camelot55 w:camelot56; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot56 n:camelot56 e:camelot56 s:camelot56 w:camelot32; Altitude = 850 lflags { Outdoors } Deep in the forest^ The woods are quiet, dark and deep, and you have miles to go before you sleep. ^ camelot57 n:camelot58 s:camelot31; Altitude = 850 lflags { Outdoors } Long Winding Road^ You are on a carefully cobbled road, leading north towards a small village, and south to the gardens, and, eventually castle of Camelot. ^ camelot58 n:camelot59 s:camelot57; Altitude = 850 lflags { Outdoors } Outside the Village^ The road you are on leads north into a tiny village, and south winds it's way towards a huge castle set atop a hill. ^ camelot59 n:camelot60 e:camelot72 s:camelot58 w:camelot76; Altitude = 850 lflags { Outdoors } A Crossing of the Ways^ Your feet walk a smooth road, carefully cobbled and maintained. Roads lead in all directions from here. ^ camelot60 n:camelot63 e:camelot62 s:camelot59 w:camelot61; Altitude = 850 lflags { Outdoors } Main Street^ Your path leads north along a wide avenue, south to an intersection of several roads, or into the buildings to the east and west. ^ camelot61 e:camelot60; lflags { } The Stables^ Numerous stalls line the walls, and at the rear of the building you see a stack of hay and bags of grain. The horses seem well tended, and you know that, had you a horse, this would be a good place to leave him. ^ camelot62 w:camelot60; lflags { } Feed Lot^ The shop you have entered provides all manner of animal feed. Everything you could want, from hay and oats to Purina Dragon Chow can be had here. You even see a stack of bags labeled "Low Cal Dragon bits, for the hefty dragon in your life". I wonder who would need that? ^ camelot63 n:camelot66 e:camelot65 s:camelot60 w:camelot64; Altitude = 850 lflags { Outdoors } Main Street^ The street continues north and south, and you see buildings to the east and west. ^ camelot64 e:camelot63; lflags { } Blacksmith Shop^ You are in a tiny blacksmith shop, where you can have a pot mended, a horse shod, or a blade mended. Heavy hammers and tongs hang from the walls, and a fire roars in the forge. Steam rises from the barrel being used to quench the metals as they come out of the forge. ^ camelot65 w:camelot63; lflags { } Alchemists Shop^ You cannot for the life of you imagine what all this junk is for. Everything from Albatross lips to Zebra stripes seems to be sold here. You imagine it is used by alchemists and mages in their work, but this place is really creepy! ^ camelot66 n:camelot69 e:camelot68 s:camelot63 w:camelot67; Altitude = 850 lflags { Outdoors } Main Street^ The main part of the hamlet is south of you. There is a shop to the west, a tavern to the east, and something called a bank to the north. Judging from the traffic in and out, you suspect it may be some sort of temple. ^ camelot67 e:camelot66; lflags { } Grocery Store^ Oh, the meals you could cook with the food here! If only the delivery had been on time. As it is, the shelves are pretty much picked bare, except for a few cans of Kangaroo Tail Soup, and some Gargoyle Steaks at the meat counter. ^ camelot68 w:camelot66; lflags { } The Tavern^ Ah, what a lovely place to sit of an evening, while the sun sets slowly and the wenches rise. The air smells of a robust brew which reminds you how long it's been since you last settled down for a leisurely drink. ^ camelot69 e:camelot71 s:camelot66 w:camelot70; lflags { } CREDIT^ What a place! People are standing in lines just to give their money to other people who are sitting in little cages. On the wall is a sign which reads "Camelot Royal Employee Depository for Installments and Taxes". You aren't sure what that means, but you'd sure like to go sit in one of those cages for awhile! ^ camelot70 e:camelot69; lflags { } The Vault^ You've never seen a room like this before. The very walls are made of steel, and the metal door was so thick, you are sure it takes at least 3 people to open and close it. Whatever they keep in here, it must be pretty important to them. ^ camelot71 w:camelot69; lflags { } Managers Office^ A large mahogany desk, a plush chair, and a secretary. What more could a bank manager ask for? Now if you only knew what a "Bank Manager" did... ^ camelot72 n:camelot214 s:camelot73 w:camelot59; Altitude = 850 lflags { Outdoors } Paved Road^ The road you are on leads east, west towards the main village, and south to a small village square. ^ camelot73 n:camelot72; Altitude = 850 lflags { Outdoors } Fountain Square^ A small, lively fountain bubbles in front of you. Here animals and villagers alike come to quench their thirsts, and perhaps engage in a bit of gossip. ^ camelot76 n:camelot77 e:camelot59 w:camelot78; Altitude = 850 lflags { Outdoors } The Western Road^ The uncobbled road stretches out into the distance. To the east lies a small village, while far to the west you can see a tavern. Brambles and nettles prevent you from exiting to the south, but it might be possible to leave the road on the north side. ^ camelot77 n:camelot77 e:camelot77 s:camelot76 w:camelot76; Altitude = 850 lflags { Outdoors } The Unending Forest^ You are lost in the depths of the forest. There are no paths, but you can struggle through the trees and brush in any direction. ^ camelot78 e:camelot76 w:camelot79; lflags { Party Soundproof Peaceful } The Red Gem Tavern^ Walking into the tavern, you are struck by a feeling of warmth and comfort. The smell of good food cooking, and the sight of good drink being passed around makes you long to stay awhile. ^ camelot79 n:camelot80 e:camelot78; Altitude = 850 lflags { Outdoors } The Back Yard^ Standing on a thick lawn, you enjoy the view. All around you lies a majestic landscape, the sort artists kill to paint. To the east, a tavern offers rest and comfort, while a trail winds off to the north. ^ camelot80 n:camelot82 s:camelot79 w:camelot81; Altitude = 850 lflags { Outdoors } The Trail Head^ You are standing at the end of a long trail. Branches of the trail lead north, west and south. ^ camelot81 e:camelot80 w:camelot84; Altitude = 850 lflags { Outdoors } The Western Branch^ You stand on an east-west portion of the trail. To the west lie foothills, with mountains beyond. To the east the trail flattens. Off to the southeast, you can see some sort of buildings, perhaps a village or a large farm. ^ camelot82 n:camelot83 s:camelot80; Altitude = 850 lflags { Outdoors } The Northern Branch^ You are standing on a north-south trail. To the south, the trail seems to end near a large building. To the north lies a low marshy region, full of reeds. ^ camelot83 n:camelot93 s:camelot82; Altitude = 850 lflags { Outdoors } The Edge of the Swamp^ You are pushing your way through tall reeds and grasses, following a faint trail. The way to the south grows easier, climbing gradually onto dryer land. East and west the way is blocked by tough thick reeds. ^ camelot84 n:camelot85 e:camelot81 s:camelot86 w:camelot87; Altitude = 1000 lflags { Outdoors } In the Foothills^ You are climbing in low foothills adjoining high mountains. The trail here runs east and west, although it looks like you might be able to leave the trail here and go north or south. ^ camelot85 s:camelot84; Altitude = 850 lflags { Outdoors } The Rivers Shore^ You have climbed down from the foothills to the banks of a river. The rapids before you are obviously impassable. The only exit is back into the foothills. ^ camelot86 n:camelot84; Altitude = 1000 lflags { Outdoors } Dense Underbrush^ You have managed to force your way into the underbrush along the trail. But it is apparent that you can go no further. The thorns on the bushes before you promise to prevent any further progress. ^ camelot87 e:camelot84 w:camelot88; Altitude = 1150 lflags { Outdoors } The Trail Steepens^ The trail here rises steeply to the west as it enters the mountains, and drops to the east. Far off to the east you see smoke, perhaps rising from a farm of tavern. ^ camelot88 e:camelot87 s:camelot91 w:camelot89; Altitude = 1500 lflags { Outdoors } Climbing into the Mountains^ To the south, the trail climbs rapidly into the rugged mountains. East of you lies the foothills, and, you hope, rest from your travels. There is a faint, half washed out trail going to the west into a wild rough area. ^ camelot89 n:camelot90 e:camelot88 s:camelot90 w:camelot90; Altitude = 1750 lflags { Outdoors } Rough Wilderness^ The terrain here is very rough, and it is easy to believe that nobody has been here in years. To the east, a faint trail leads down from the mountain. Wilderness lies in all other directions. ^ camelot90 n:camelot90 e:camelot90 s:camelot90 w:camelot90; Altitude = 1700 lflags { Outdoors } Lost in the Wilds^ You have wandered too far from known territories, and are completely lost. It will be a miracle if you find your way out of here. ^ camelot91 n:camelot88 s:camelot92; Altitude = 1650 lflags { Outdoors } The Trail Turns South^ As the miles of trail fall behind you, you start to climb higher towards the mountains. You are beginning to wonder if this trail will ever lead anywhere. ^ camelot92 n:camelot91 s:camelot94; Altitude = 1800 lflags { Outdoors } The Trail Continues^ Exhausted from your hike, you pause to reset a moment. Looking around, you see, far to the east, some sort of settlement. To the west, the mountains rear high above you, their peaks lost in the clouds. ^ camelot93 s:camelot83; Altitude = 850 lflags { Outdoors Death } Swampland^ Oh no! You've went too far into the swamp! As you sink into the mire, you have a few moments to consider your life. Pity it's been such a short one isn't it? ^ camelot94 n:camelot92 w:camelot95; Altitude = 1900 lflags { Outdoors } More Trail^ You have reached the edge of the foothills. From here, your only choices are to climb into the mountains, or down into the valley below. ^ camelot95 e:camelot94 w:camelot96; Altitude = 2300 lflags { Outdoors } The Trail Climbs^ You are climbing a steep part of the trail. Above you the trail meets a cliff face. Below, it winds away towards a distant valley. ^ camelot96 e:camelot95 u:camelot97; Altitude = 2550 lflags { Outdoors } The End Of The Trail (Finally!)^ You didn't think you'd make it, but here you are, at the end of the trail at last. Above you is a sheer cliff face. From here it looks climbable, but just barely. ^ camelot97 n:camelot98 e:camelot99 s:camelot99 w:camelot99 u:camelot99 d:camelot96; Altitude = 2700 lflags { Outdoors } Climbing The Mountain^ You struggle along a tiny ledge, moving slowly up the face of the cliff. You examine the rock face carefully, knowing that if you make the slightest error, you will plunge to your death. ^ camelot98 n:camelot99 e:camelot99 s:camelot97 w:camelot99 u:camelot100 d:camelot99; Altitude = 2800 lflags { Outdoors } Clinging To The Ledge^ You are following a narrow ledge across and up the cliff face. Hanging from miniscule finger and toe holds, you pray to all the gods to keep you safe. ^ camelot99; Altitude = 2800 lflags { Outdoors Death } The Ledge Gets Smaller...^ You reach out for another hold, and your grip slips! You plummet to the ground far far below. Maybe in your next life you'll be a mountain goat... ^ camelot100 n:camelot101 e:camelot99 s:camelot99 w:camelot99 u:camelot99 d:camelot98; Altitude = 3000 lflags { Outdoors } Hanging By Your Fingertips^ You don't know how, but you are managing to keep a grip on the rocks before you. Below you is the most difficult part of the climb, while to the north you can see what looks like a small cavemouth. ^ camelot101 s:camelot100 w:camelot102; lflags { } Small Cavemouth^ You are resting in a small cave. The dirt floor is scuffed and it is obvious that many feet have passed this way in recent weeks. To the south, there is a treacherous climb down the cliff face. ^ camelot102 e:camelot101 w:camelot103; lflags { Dark } Rough Tunnel^ You stand in a narrow, roughly formed tunnel. To the east you see the mouth of the cave, while to the west the tunnel seems to branch. ^ camelot103 n:camelot104 e:camelot102 s:camelot138 d:camelot136; lflags { Dark } Branching Tunnel^ The tunnel you are in branches in many directions. To the east you see a tunnel, and light far away. To the north and south lie small caves. A hole, narrow but passable, leads down. ^ camelot104 n:camelot106 e:camelot105 s:camelot103; lflags { Dark } Small Cavern^ While the cavern you are standing in seems natural, the newly opened tunnel to the north most certainly does not. East of you is another cave, and a branching tunnel lies south. ^ camelot105 w:camelot104; lflags { Dark } Sparkling Grotte^ What a wonderous sight to behold! The walls, floor and ceiling of this room are encrusted with a myriad of tiny crystals. Your light reflects off of them, turning the room into a dazzling rainbow of light. ^ camelot106 e:camelot107 s:camelot104; lflags { Dark } New Tunnel^ There are signs of digging here, as if the tunnel had been recently enlarged. From the roughness of the walls, you are willing to bet that either the workers are not finished, or that they are just very poor workers. ^ camelot107 e:camelot108 w:camelot106; lflags { Dark } Rough Worked Tunnel^ Looking at the poor condition of the tunnel, you find it hard to believe it was built by civilized people. To the east you can see a small room, where there seems to be some sort of light. ^ camelot108 n:camelot109 w:camelot107; lflags { } Guard Room^ The light of candles illuminates the room well enough for you to see. There are a few tables and chairs scattered about the room. Obviously, this is where the guards wait while waiting for someone foolish to invade their home. ^ camelot109 s:camelot108 w:camelot110; lflags { Dark } Recreation Room^ >From the furnishings, it seems that this is where off-duty Kobolds while away their time. Various hobby gear lies on the tables. Things like thumbscrews, clamps, eye gougers. Fun stuff huh? ^ camelot110 n:camelot112 e:camelot109 w:camelot111; lflags { Dark } Corridor^ >From the looks of things, this is nothing more then a way to get from one room to another. The walls are the usual rough hewn stone you've grown used to seeing in this dismal place. ^ camelot111 e:camelot110; lflags { Dark } Small Room^ This room is filled with all the various bits of junk and trash that creatures like Kobolds would find valuable. None of it is worth the trouble of picking up though. ^ camelot112 n:camelot114 e:camelot113 s:camelot110 w:camelot115; lflags { Dark } Large Cavern^ You are standing in a large, roughly rectangular cavern. The walls show some sign of having been worked, but poorly. It looks like some sort of communal chamber. There are exits in all directions. ^ camelot113 w:camelot112; lflags { Dark } Sleeping Chamber^ There are a large number of dirty ragged bed rolls here. Congratulations, you've found the barracks. Now what are you going to do? ^ camelot114 s:camelot112; lflags { Dark } Food Trough^ Judging from the bones and scraps of gristle tossed aside here, is seems you've found the dining room where the pi... errr Kobolds come to dine on whatever they've managed to capture. ^ camelot115 e:camelot112 w:camelot116; lflags { Dark } Rough Corridor^ The walls here are slightly smoother, but it is difficult to say if this is from more highly skilled workers, or if they've just been worn smooth by the passage of time. It is a little cleaner, so perhaps the second is true. ^ camelot116 n:camelot117 e:camelot115 w:camelot118; lflags { Dark } Dirty Hallway^ The stone corridors have always been dusty and dirty, but here, it literally stinks. Either something died near here, or you're close to the Kobold trash heap. ^ camelot117 s:camelot116; lflags { Dark } Storage Cave^ Ahha! You've found it! It's... The Trash Room! The most notable feature of this room is the odor. In fact, if you don't leave, you are liable to lose your lunch. ^ camelot118 e:camelot116 w:camelot119; lflags { Dark } Winding Tunnel^ You are walking down a long winding east-west tunnel. To the east you can see a narrow tunnel. To the west you see a larger tunnel, or a small cavern. ^ camelot119 n:camelot120 e:camelot118 s:camelot122 w:camelot121; lflags { Dark } North End Of The Tunnel^ You have entered a newer, smooth walled tunnel. It extends far off to the south. Exits lead in all directions. ^ camelot120 s:camelot119; lflags { Dark } Empty Cavern^ Judging from the unfinished walls and floor, and the tools stacked along the walls, this room must not be in use yet. ^ camelot121 e:camelot119 w:camelot123; lflags { Dark } Moldy Cavern^ The walls of this cavern are covered with a thick green fungus. Strangely enough, it seems to have been harvested in a few places. Do you think these nasty creatures actually eat this stuff? ^ camelot122 n:camelot119 s:camelot125; lflags { Dark } Center Of The Tunnel^ You have reached the center of the smooth tunnel. There is a small hole in the western wall which seems to indicate some new tunneling going on, but it is impassable as of yet. ^ camelot123 n:camelot124 e:camelot121; lflags { Dark } Rubble Filled Cavern^ The small cave you have entered is about half full of rubble. It seems to be piled primarily in north end of the room. A bit of looking explains why. There is an opening in that wall, and from the looks of things, the rubble has been piled here in a rather simple minded attempt to conceal the opening. ^ camelot124 s:camelot123; lflags { Dark } Secret Store Room^ Oh, the piles of Kobold treasure! You can jsut imagine the throngs of adoring Kobolds come to give their tithe to their leader here. For such creatures, this must be a great treasure chamber. ^ camelot125 n:camelot122 s:camelot126; lflags { Dark } South End Of The Tunnel^ You are at the south end of a long north-south tunnel. There is an exit south, leading to another corridor, or you can go north. ^ camelot126 n:camelot125 e:camelot127; lflags { Dark } Long Twisting Tunnel^ You are standing at the end of a long twisting tunnel. At this point, it runs more or less east-west. The walls seem not to have been worked at all, except for a few places where it may have been widened enough to allow passage. ^ camelot127 e:camelot128 w:camelot126; lflags { Dark } In The Tunnel^ You are walking down an apparently endless east-west tunnel. The floor is covered by loose gravel and dirt, but it is not possible to tell if others have come this way. Or if they returned. ^ camelot128 e:camelot129 w:camelot127; lflags { Dark } The Tunnel Continues^ Your feet and legs are beginning to protest at this crazy hike. Do you think there will be something worth all this at the end of the tunnel? ^ camelot129 n:camelot130 w:camelot128; lflags { Dark } Yes, It's More Tunnel!^ Yes, you are still wandering in this apparently never ending tunnel. But don't worry, after all this, would I be mean enough to put a death room at the end? ^ camelot130 n:camelot131 s:camelot129; lflags { Dark } At Least It's Changed Directions...^ This tunnel does have an end, doesn't it? By this time, you are beginning to wonder. ^ camelot131 s:camelot130 w:camelot132; lflags { Dark } Some More Tunnel^ Oh Gods, is there never to be an end to this tunnel? Your legs grow tired, but you refuse to stop until you reach the end. ^ camelot132 e:camelot131 w:camelot133; lflags { Dark } Ummmmmmmm^ Will you give up and turn back? Or will you stick with it? Surely, there must be an end, and it must be soon. ^ camelot133 e:camelot132 s:camelot134; lflags { Dark } Another Corner!^ Some variation at least! The tunnel from here goes south and east. Perhaps this is a good sign? Is the end near? ^ camelot134 n:camelot133 e:camelot135; lflags { Dark } Well, I told you it was a long tunnel...^ Have you ever heard of a tunnel with no end? No? Well, trust me, anything is possible... ^ camelot135 w:camelot134; lflags { Dark } The Tunnel Ends^ -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Oh dear, you seem to be slightly dead... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Connection closed by remote host. % HA! Fooled you! It's not really a death room! ^ camelot136 u:camelot103 d:camelot137; lflags { Dark } Down The Hole^ You have climbed down a long narrow hole in the tunnel floor. The hole contines down, and seems to come out in the ceiling of a large room below. You think you can climb down, but are not sure if you can climb back out again. ^ camelot137; lflags { Dark Party NoMagic NoMobiles NoSummon } The Bottom Of The Hole^ You fall from the end of the hole into the room below. Luckily, you are not hurt. Looking around you see no exits except the one far (too far) above your head. You seem to be rather stuck. But don't worry. This is a party room, like Warm Haven. Get your friends to come join you here, and have some fun. At least you'll have company... ^ camelot138 n:camelot103 s:camelot139; lflags { Dark } Southern Cave^ You are in a naturally formed cavern, with exits to the north and south. North of you is an intersection of several cave tunnels, while to the south you see another cavern. ^ camelot139 n:camelot138 w:camelot140; lflags { Dark } Skull Cavern^ The walls of this cave are covered with carvings of skulls, perhaps as a warning to those who consider entering. ^ camelot140 e:camelot139 w:camelot141 d:camelot144; lflags { Dark } Mist Filled Room^ This room is filled with mists rising from a hot sulpur spring in the floor. It reminds you of an expensive sauna (you wonder if Puff knows about this...). ^ camelot141 e:camelot140 s:camelot145 w:camelot142; lflags { Dark } Hot Cave^ At first, you thik that the reason for the heat in this room is the hot spring to the eat, but you change your mind as soon as you look around. The entire western wall is covered with flames. ^ camelot142 e:camelot141; lflags { Dark } In The Flames^ You have shown great courage to walk into the flames. Either that, or you're a suicidal idiot... In any case, you discover that the flames do not consume you as you might expect them to. ^ camelot143 e:camelot142; lflags { Dark } Hidden Cavern^ You are in a small room, completely hidden by the flames to the east. There is no other way out save back through the flames. Do you think you can walk the fire a second time? ^ camelot144 u:camelot140; lflags { Dark } In The Hot Spring^ Ahhhhhh that feels good! Soaking in a hot tub could never feel better. I sure hope you removed any metal armor or weapons before you got in... ^ camelot145 n:camelot141 s:camelot146; lflags { Dark } Cool Cavern^ Away from the fires to the north, the air cools quickly. Further to the south you can see still another cavern. ^ camelot146 n:camelot145 w:camelot147; lflags { Dark } Dark Cavern^ The walls of this cave are covered in a slimey black fungus which seems to suck up the light of your torch. Despite it's brightness, the rooms seems to be growing darker. ^ camelot147 e:camelot146 w:camelot148; lflags { } Glowing Cave^ The cave walls here are covered with a strange moss. It gives off a dim green light of it's own. To the eat is a dark cave, and there is a crumbling tunnel to the west. ^ camelot148 n:camelot149 e:camelot147; lflags { Dark } Crumbling Tunnel^ The walls here are battered and crumbling, bu they don't seem to be in any real danger of collapse. It seems more like somebody has been beating them with a hammer while bored. A small tunnel leads north, and a glow from the east shows a small cave in that direction. ^ camelot149 e:camelot150 s:camelot148 w:camelot151; lflags { Dark } Small Tunnel^ You are in a small tunnel. To the south is a wider tunnel. You can see large caves to the east and west. Strange odors fill the air, but you cannot identify them. ^ camelot150 w:camelot149; lflags { Dark } Cave Bears Lair^ Bones and scraps lie scattered all around the cave. It is obvious tha tthe creature who lives here is not terribly fastidious. But it's a safe bet he won't like finding you here... ^ camelot151 e:camelot149; lflags { } Cave Wight Lair^ Anvils, hammers, and a huge forge set this room apart from the rest of the caves you've seen. There is a pile of metal and barrels of ore stacked around the walls, just waiting to be forged into tools and weapons by the wight. ^ camelot214 n:camelot217 e:camelot216 s:camelot72 w:camelot215; Altitude = 850 lflags { Outdoors NoMobiles } The Drawbridge^ You stand on a massive drawbridge outside Merlin's castle. Looking east and west you see a deep moat, and you seem to see something moving in the depths. To the north lies a portcullis and beyond, the yards and keep. ^ camelot215 e:camelot214; Altitude = 850 lflags { Outdoors } In The Moat^ You are in a deep moat. The water swirls around you, and you struggle to remain afloat. Finding some slippery rocks on the bottom, you manage to keep your head above water. ^ camelot216 w:camelot214; Altitude = 850 lflags { Outdoors } Standing In The Moat^ You are in a deep moat. The water swirls around you, and you struggle to remain afloat. Finding some slippery rocks on the bottom, you manage to keep your head above water. ^ camelot217 n:camelot229 e:camelot228 s:camelot214 w:camelot218; Altitude = 850 lflags { Outdoors } The Portcullis^ You stand in a huge archway leading south to a drawbridge and north to the castle yards. East and west of you lie gatetowers, from which guards can shoot down on invaders. ^ camelot218 e:camelot217 w:camelot219 u:camelot237; lflags { } West Gatetower^ Standing in the bottom of the gatetower, guards can easily watch the front of the castle, the drawbridge, and the portcullis. Arrow slits line the outer walls, and there are several high windows on the inner wall providing light and fresh air. ^ camelot219 e:camelot218 w:camelot220; lflags { } Inside The Western Wall^ The corridor inside the wall has arrow slits in the outer wall, and high windows in the inner. You can imagine how difficult it would be to scale the wall outside while someone in here was poking a spear at you through the slits. ^ camelot220 n:camelot221 e:camelot219; lflags { } The Southwest Tower^ The guardroom you are in has arrow slits allowing coverage of the south and west sides of the castle. There are a few chairs and tables here, so that guards may rest in their off hours. ^ camelot221 n:camelot222 s:camelot220; lflags { } In the Western Wall^ You are walking down the inside of the wall. To the east are narrow windows looking out over a large garden area. The western wall is pierced with arrow slits at regular intervals. ^ camelot222 e:camelot223 s:camelot221 u:camelot241; lflags { } The Bottom of the Northwest Tower^ You have reached the base of the northwestern tower. The large room you are in has a weapons rack on the wall, which is used in time of battle to provide extra weapons as needed to the fighters in this area. ^ camelot223 e:camelot224 w:camelot222; lflags { } In the North Wall^ This long corridor streatches the full length of the castle grounds. Looking through the windows on the inner wall, you can see a tournament field and, off to the east, the stables. ^ camelot224 s:camelot225 w:camelot223 u:camelot243; lflags { } The base of the Northeast Tower^ You are in a large guardroom in the base of the tower. From here you can go up, higher in the tower. Or you can follow the walls to the west and south. ^ camelot225 n:camelot224 s:camelot226; lflags { } In the East Wall^ You hear barking and look out the windows to the west. There you see the kennels, an a number of large canines. Towers await you to the north and south. ^ camelot226 n:camelot225 w:camelot227 u:camelot245; lflags { } The Base of the Southeast Tower^ The guardroom you are in looks out over the moat to the south and east, while corridors run off through the walls to the north and west. ^ camelot227 e:camelot226 w:camelot228; lflags { } In the Southeast Wall^ You are in an east-west section of corridor in the walls between two tall towers. There are no exits save east and west into the towers. ^ camelot228 e:camelot227 w:camelot217 u:camelot247; lflags { } The Base of the Eastern Gatetower^ The gatetower provides excellent protection for the portcullis, above and beyond that provided by the drawbridge. There is a fireplace and several chairs here for guards who are off duty. ^ camelot229 n:camelot255 e:camelot236 s:camelot217 w:camelot230; Altitude = 850 lflags { Outdoors } The Front Lawn^ Lush green grass streatches out before you, leading you north to the keep. You feel an intense desire to take off your shoes and let your toes play in the grass. ^ camelot230 n:camelot231 e:camelot229; Altitude = 850 lflags { Outdoors } Shade Trees^ Oaks and Elms grow in a dense thicket here, providing shade for those who wish it, and a sheltered, private nook for those who desire that. ^ camelot231 n:camelot232 e:camelot264 s:camelot230; Altitude = 850 lflags { Outdoors } Vegetable Garden^ You are standing in a huge vegetable garden. The crops are carefully tended, and you would estimate that they would be ample to provide food for a long seige. Obviously, the owners here don't want to suffer in an invasion. ^ camelot232 e:camelot233 s:camelot231; Altitude = 850 lflags { Outdoors Party } Gazebo^ What a lovely gazebo! A snug little romantic spot for lovers to pass away an hour, or an entire afternoon. A large garden lies south, and a tournament field is to the west. ^ camelot233 e:camelot234 w:camelot232; Altitude = 850 lflags { Outdoors } List Field^ The ground in this large empty field has been packed hard as rock by the passing of countless riders and footmen practicing their skills of war. There are weapons racks and score boards on the edges, for use during tournaments. Spectators can watch from the benches placed all around the field. ^ camelot234 s:camelot235 w:camelot233; Altitude = 850 lflags { Outdoors } Stables^ Many horses and their gear are kept here. Enough to mount all the guardsmen in time of war. Carefully maintained tack hangs all along the north wall, and stalls for the war horses line the other walls. ^ camelot235 n:camelot234 s:camelot236; Altitude = 850 lflags { Outdoors } Kennels^ Several large doghouses are placed along the inner wall. There are a few old, well gnawed bones scattered about, some of which look suspciously like those of the occasional burgler... ^ camelot236 n:camelot235 w:camelot229; Altitude = 850 lflags { Outdoors } Falcon's Mews^ You are standing before the roosts of several falcons. They are kept here for those who enjoy the hunt. There are kennels to the north, and a spacious lawn to the west. ^ camelot237 e:camelot248 w:camelot238 u:camelot251 d:camelot218; lflags { } The West Gatetower^ Exits from the guardroom allow you to go up to the top of the tower, west along the top of the wall, or east, to the wall above the portcullis. ^ camelot238 e:camelot237 w:camelot239; Altitude = 850 lflags { Outdoors } Atop the Southwestern Wall^ Standing behind the tall embrassures, you look out over the moat to the village beyond. Exits lead east into the Gatetower, or west into another tower. ^ camelot239 n:camelot240 e:camelot238 u:camelot249 d:camelot220; lflags { } The Southwestern Tower^ In addition to being a guard room, it looks as if this room is used as a mess hall by the guardsmen. There are exits east and north, to the top of the walls, or up, to the roof of the tower. ^ camelot240 n:camelot241 s:camelot239; Altitude = 850 lflags { Outdoors } Atop the Western Wall^ The tall merlons provide exellent protection for the bowmen and soldiers who might man this wall in time of war. To the north and south lie tall towers. ^ camelot241 e:camelot242 s:camelot240 u:camelot250 d:camelot222; lflags { } The Northwestern Tower^ This portion of the tower seems to be used as office space for the guard commanders. Watch schedules, training duty lists and other administrative paperwork is hung on the walls, or placed on desks. ^ camelot242 e:camelot243 w:camelot241; Altitude = 850 lflags { Outdoors } Atop the Northern Wall^ Looking out over the wall, you gaze at the forests and fields beyond. Away off in the misty distances, you can see a single mountain, rising alone from the plains. ^ camelot243 s:camelot244 w:camelot242 u:camelot254 d:camelot224; lflags { } The Northeastern Tower^ Besides providing shelter and protection for guardsmen, this room also has an excellent view of the list field. From the palcement of several benches before the windows, you suspect there have been spectators here recently. ^ camelot244 n:camelot243 s:camelot245; Altitude = 850 lflags { Outdoors } Atop the Eastern Wall^ Below you you see kennels on the inner wall, while outside there is a long drop to the moat below. North and south of you are towers. ^ camelot245 n:camelot244 w:camelot246 u:camelot253 d:camelot226; lflags { } The Southeastern Tower^ You are in the guardroom on the second level of the tower. West and north you can go atop the walls, or you can climb to the tower roof above. ^ camelot246 e:camelot245 w:camelot247; Altitude = 850 lflags { Outdoors } Atop the Southeastern Wall^ Standing on the walls certainly gives you a wonderful view of the sourrounding countryside. There are towers to the east and west. ^ camelot247 e:camelot246 w:camelot248 u:camelot252 d:camelot228; lflags { } The Eastern Gatetower^ This room contains the winches and chains that control both the drawbridge and the portcullis. Looking at their size, it is obvious that it takes several strong men to raise and lower them. ^ camelot248 e:camelot247 w:camelot237; Altitude = 850 lflags { Outdoors } Above The Portcullis^ You are standing on the section of wall immediately above the portcullis. Chains and ropes pass through holes cut in the stone to allow the operation of the drawbridge and portcullis. ^ camelot249 d:camelot239; Altitude = 850 lflags { Outdoors } Atop The Southwest Tower^ Guardsmen perched atop the tower here have a commanding view of the surrounding lands. With a few bows, and a ballista or two, you could hold off an army for months. ^ camelot250 d:camelot241; Altitude = 850 lflags { Outdoors } Atop The Northwest Tower^ Guardsmen perched atop the tower here have a commanding view of the surrounding lands. With a few bows, and a ballista or two, you could hold off an army for months. ^ camelot251 d:camelot237; Altitude = 850 lflags { Outdoors } Atop The Western Gatetower^ Guardsmen perched atop the tower here have a commanding view of the surrounding lands. With a few bows, and a ballista or two, you could hold off an army for months. ^ camelot252 d:camelot247; Altitude = 850 lflags { Outdoors } Atop The Eastern Gatetower^ Guardsmen perched atop the tower here have a commanding view of the surrounding lands. With a few bows, and a ballista or two, you could hold off an army for months. ^ camelot253 d:camelot245; Altitude = 850 lflags { Outdoors } Atop the Southeast Tower^ Guardsmen perched atop the tower here have a commanding view of the surrounding lands. With a few bows and a ballista or two, you could hold off an army for months. ^ camelot254 d:camelot243; Altitude = 850 lflags { Outdoors } Atop The Northeast Tower^ Guardsmen perched atop the tower here have a commanding view of the surrounding lands. With a few bows and a ballista or two, you could hold off an army for months. ^ camelot255 n:camelot258 e:camelot256 s:camelot229 w:camelot257; lflags { } Anteroom^ If the entryway to the Keep is any indication, the owners are truely wealthy people. The walls are paneled in rich, well oiled oak. Hand woven carpets cover the floors, and beautiful tapestries hang from the walls. ^ camelot256 w:camelot255; lflags { } Waiting Room^ You are in a comfortable looking waiting area. There are several soft chairs placed about the room. Along the south wall, below the windows, there is a table set with a number of trays bearing food and drink of various sorts. The northern wall is dominated by a fireplace, which looks quite large enough to keep the room warm, even in the coldest weather. ^ camelot257 e:camelot255; lflags { } Merlin's Library^ You are in Merlin's library. Or at least, the part of it he allows mortals to see. While the number and range of books is vast, you quickly ascertain that all of his works of magic must be kept elsewhere. The room is well lit by tall windows on the south and west walls, and there are a number of soft chairs placed around the room. ^ camelot258 n:camelot260 e:camelot259 s:camelot255 w:camelot261 u:camelot268 d:camelot266; lflags { NoMobiles } The Grand Staircase^ Exits lead in all directions from here, but you are not in any hurry to take any of them. You would much prefer to stand awhile and look at the works of art filling this room. From statuary and paintings to tapestries and carpets, this room is filled with the treasures gathered from a lifetime of adventure. ^ camelot259 n:camelot265 w:camelot258; lflags { Party } The Ballroom^ Though the floor here is of stone, it has been polished to a high gloss by the passing of countless dancing feet. Beside the open dance floor, there are numerous small, private nooks behind the pillars for those desiring more private conversation. Across the western wall, a bandstand sits, before the huge floor to ceiling windows which let in the light. The stained glass window depicts two scenes, one of a tall, lordly man building a castle, the other of a beautiful young woman zapping a troll. ^ camelot260 n:camelot267 e:camelot265 s:camelot258 w:camelot262; lflags { } The Great Hall^ You walk down the wide hall, amazed. The walls are paneled with walnut, and on the walls hang paintings. Looking at them, you see pictures of Merlin, Rapture, and all their closest friends. The northern wall is dominated by a painting showing their marriage. ^ camelot261 n:camelot262 e:camelot258; lflags { } The Dining Hall^ The most prominent item in the room is the table placed in the middle of the floor. Carved and inlaid with ivory, it could easily seat 50 guests. The room is lighted by a massive chandelier suspended above the table. ^ camelot262 e:camelot260 s:camelot261 w:camelot263; lflags { } The Kitchen^ This is truely a marvel of a kitchen. Spacious, well stocked and equiped with everythign a chef could need to prepare a meal, or a feast fit for a king. ^ camelot263 e:camelot262 w:camelot264; lflags { Cold } The Pantry^ Walking through the door, you are struck by the cold air of this room. Some great magic is at work here, apparently to better preserve the haunches of beef and venison, the hams, and the other foods stored here. Moving towards the exit, you realise that the cold is only intense near the foods. Staying away from them, the room is at a normal tempurature. ^ camelot264 e:camelot263 w:camelot231; lflags { } The Mud Room^ There are several muddy boot racks along the western wall, obviously for the use of servants who have been working in the gardens beyond. Various tools for the tending of the garden are stored here, close at hand when they are needed. ^ camelot265 s:camelot259 w:camelot260; lflags { Private Party Soundproof } The Sitting Room^ This large, plush room is used as a place to sit in the quiet and meet with visitors. There is a sense of quiet, of privacy, that makes you feel quite comfortable. The floor is heavily carpeted, and your steps make no sound. And no sounds penetrate from the world outside either. ^ camelot266 u:camelot258 d:camelot283; lflags { } Under The Stairs^ This small room, tucked under the staircase, seems to be intended as the entry to the cellars below the castle. Though the rooms below are lit by torches, still you feel uneasy at the thought og entering without an invitation. ^ camelot267 s:camelot260; lflags { } The Conservatory^ The north wall is filled by a fireplace large enough to roast an ox in. The rest of the room is filled with chairs, couches, and decorative plants. The air is filled with the sound of birds and the perfume of rare flowers. ^ camelot268 n:camelot272 e:camelot273 s:camelot269 w:camelot271 u:camelot279 d:camelot258; lflags { } Second Floor Landing^ This level of the Keep seems to be devoted to living quarters for guests. Exits North, East, and West lead to rooms, while a balcony lies south. Above you lies the entrance to Merlin private apartments. A glance up the stairs shows that it is well guarded, and probably not a wise place to intrude. ^ camelot269 n:camelot268; Altitude = 850 lflags { Outdoors } The Balcony^ Standing on the balcony, you can look out over the yards below, and over the wall. Far off to the south, there lies the castle of Camelot, the seat of King Arthur. Nearer at hand lies a small village, to the southwest. ^ camelot270 n:camelot271; lflags { } Dressing Room^ Guests are provided with all the comforts of home. The dressing room contains a table, chair, and a tub which can be filled with steaming water at any time. ^ camelot271 n:camelot274 e:camelot268 s:camelot270; lflags { Private Party } The Green Bedroom^ The entire room is decorated in shades of green. Soft pastels on the walls, a deep forest green carpet, and dark green satin sheets on the bed all combine to make you feel as if you are resting deep in a quiet woods. ^ camelot272 e:camelot277 s:camelot268 w:camelot278; lflags { Private Party } The Blue Bedroom^ The entire room is decorated in shades of blue. Soft pastels on the walls, a carpet so deep it is almost black, and rich royal blue sheets on the bed all combine to give the room a warm, restful atmosphere. ^ camelot273 n:camelot276 s:camelot275 w:camelot268; lflags { Private Party } The Red Bedroom^ The vivid reds of wall and carpet, combined with the scarlet sheets of the bed, make this room feel invigorating and stirs the blood. ^ camelot274 s:camelot271; lflags { } The Closet^ The closet provides ample space for guests to store their garments, whether they plan to stay overnight, or a month. Drawers for smaller items fill one wall, and racks line the others. ^ camelot275 n:camelot273; lflags { } Dressing Room^ Guests are provided with all the comforts of home. The dressing room contains a table, chair, and a tub which can be filled with steaming water at any time. ^ camelot276 s:camelot273; lflags { } The Closet^ The closet provides ample space for guests to store their garments, whether they plan to stay overnight, or a month. Drawers for smaller items fill one wall, and racks line the others. ^ camelot277 w:camelot272; lflags { } The Closet^ The closet provides ample space for guests to store their garments, whether they plan to stay overnight, or a month. Drawers for smaller items fill one wall, and racks line the others. ^ camelot278 e:camelot272; lflags { } Dressing Room^ Guests are provided with all the comforts of home. The dressing room contains a table, chair, and a tub which can be filled with steaming water at any time. ^ camelot279 n:camelot302 d:camelot268; lflags { NoMobiles Death } Where mortals should not go...^ As you step onto the landing, you are grabbed by several extremely large, extremely strong, and very protective guards. As they have orders to kill anyone who ignores the warnings and enters here, you are quickly executed. ^ camelot280 n:camelot303 w:camelot281; lflags { Private Party } Rapture's Dressing Room^ Such a beautiful, airy room can only belong to Rapture. There is a large table with a mirror on the wall above it against the south wall. The table is covered with a litter of brushes, perfumes, and other womanly necessities. ^ camelot281 n:camelot282 e:camelot280; lflags { Private Party } The Solarium^ The entire south and west walls of this room are transparent. But oddly, when you looked at the Keep from outside, they seemed to be made of solid stone. The floor is covered by a thick carpet, and the room is filled with rare flowering plants. There are several lounge chairs around the room, and on a small table by one is a vase of white roses. ^ camelot282 e:camelot303 s:camelot281; lflags { Private Party } Bathing Room^ You are in what could easily be the most luxurious bathing room you have ever heard of. The walls and floor are of white marble. The floor is warmed to a comfortable tempurature by some magic. In the center of the room is a huge sunken tub. Water flows continually in and out of it, and the steam rising from it makes you long to immerse yourself. Along the western side of the tub is a shelf holding bottles of various soaps, oils, and lotions. A small stand holds a stack of thick, soft towels. ^ camelot283 n:camelot287 e:camelot284 s:camelot285 w:camelot286 u:camelot266; lflags { } The Base Of The Stairs^ After climbing down a long spiral stair, you find yourself in a large room, hewn from the bedrock itelf. The walls are smoothly finished, but bare stone. ^ camelot284 w:camelot283; lflags { } Merlin's Planning Room^ This is where Merlin comes for privacy when he needs to build some new trap for mortals who invade his home. The walls are covered with maps of all of AberMUD, with notations on them describing the various traps and puzzles, and their solutions. A large table fills the floor, and is covered with maps and diagrams for areas that are currently under construction. ^ camelot285 n:camelot283; lflags { } Merlin's Laboratory^ In this room, the monsters which have terrorised so many mortals are constructed. The room is filled with vats and casks, vials and philters, retorts and alembics. And the remains of a few monsters which didn't quite work right and are being recycled (Merlin may kill people, but he is always mindful of the ecology). ^ camelot286 e:camelot283; lflags { } Room of Enchantments^ In this room all of the various items with which survivor are rewarded are created. There is a forge for the creation of new weapons and armor, jewelers tools and such for building the gifts the Gods so love, and various spell components for the enchantments which are placed on so many of these items. ^ camelot287 n:camelot288 s:camelot283; lflags { NoMobiles } Entrance To The Dungeon^ Although the walls of this room are nicely finished, the rooms beyond are less carefully worked. They are dark, dingy, and have all the slime and drips you would expect in a dungeon. ^ camelot288 s:camelot287 w:camelot289; lflags { Dark } Duergar's Room^ This room is shaped to resemble the home of the Duergar, a race of extremely evil dwarves. The walls are rough worked stone, and there is a stagnant puddle of water in the corner. ^ camelot289 e:camelot288 w:camelot290; lflags { Dark } Grippli Room^ The Grippli are a race brought about by the magical joining of humans and tree frogs. This room provides them with the watery environment that their amphibious race needs. ^ camelot290 e:camelot289 w:camelot291; lflags { Dark } Tarrasque Room^ The huge Tarrasque is a creature brought into existance totally by magic. It's skin is as hard as steel, and it's teeth are both as long, and as sharp, as daggers. ^ camelot291 e:camelot290 w:camelot292; lflags { Dark } Mongrelman Room^ The Mongrelman is the sad result of too much inter-species breeding. Bearing the blood of literally dozens of non-human races, he seems to have the worst characteristics of each. ^ camelot292 e:camelot291 w:camelot293; lflags { Dark } Glasya's Room^ Glasya is the consort of Mammon, and as such she is one of the most powerful female devils in existance. She is incredibly lovely, but her wings and tail reveal her origins. Her father is Asmodeus. ^ camelot293 e:camelot292 s:camelot294; lflags { Dark } Bael's Room^ Bael is one of the Dukes of Hell. He appears as a well formed humanoid with golden skin, although his appearance is rather spoiled by his bovine features and forward curving horns. ^ camelot294 n:camelot293 e:camelot295; lflags { Dark } Moloch's Room^ Moloch is a Grand Duke of Hell. He is a great, square-bodied creature with red-orange skin, short thick arms and legs, and huge square hands and feet. His feet and head are horned. His head is huge with slanting eyes and a gaping, fang filled mouth. ^ camelot295 e:camelot296 w:camelot294; lflags { Dark } Titivilus' Room^ Titivilus is one of the most cunning of the Dukes of Hell. He appears very similar to a satyr, but he is actually more human looking, save for his bat like wings. His skin is pale, but his cheeks are slightly ruddy. ^ camelot296 e:camelot297 w:camelot295; lflags { Dark } Amon's Room^ Amon is wolf-headed but otherwise appears human. He is considered one of the weaker of Hell Dukes, as he is a vassal of Geryon. His greatest power is the ability to summon and control all wolves, including werewolves. ^ camelot297 s:camelot298 w:camelot296; lflags { Dark } Marilith's Room^ Marilith could almost pass as human, if you stopped looking after seeing her lovely face and bare torso (be honest, you did, didn't you?). But looking further reveals that her body is serpantine, and she has 6 arms. When armed, she is capable of wielding a weapon with each hand. ^ camelot298 n:camelot297 w:camelot299; lflags { Dark } Balor's Room^ Balor and other demons of his class are classically demonic, with scaly green hides, large fangs and horns, bat-like wings, and a terrible disposition. ^ camelot299 e:camelot298 w:camelot300; lflags { Dark } Yeenoghu's Room^ At first glance, Yeenoghu resembles a human. But his head is that of a hyena, his chest is rather canine in form, his feet are paws, and his hands are clawed. He is thin to the point of being skeletal, and his only body hair is a putrid yellow crest running to mid-back. His skin is dead gray, and his amber eyes glow evilly in the darkness. ^ camelot300 e:camelot299 w:camelot301; lflags { Dark } Nalfeshnee's Room^ Nasty demons of this ilk combine the worst features of an ape and a boar. Their wings are small, but somehow manage to carry their weight in flight. ^ camelot301 e:camelot300 w:camelot283; lflags { Dark } Demogorgon's Room^ Demogorgon could be the most powerful of all demons. He is reptilian and 18 feet tall. He has two heads, with baboon-like faces, scaley blue-green skin and tentacles instead of arms. ^ camelot302 e:Temple@start s:camelot279 w:camelot303; lflags { Private Party } Family Room^ The furniture in this room seems to be slightly less opulent then in other parts of the Keep, as if it was selected more for comfort then for style or appearances. A large stone fireplace is set into the north wall, and the furniture is arranged around it, so that all guests will be comfortable and at a conversational distance. ^ camelot303 e:camelot302 s:camelot280 w:camelot282; lflags { Private Party Soundproof Peaceful } Master Bedroom^ This room was obviously designed with one thing in mind. Pleasure. The walls are of white marble, and the floor is covered by a thick white rug, made from some sort of fur. The draperies over the windows are red, and give a warm glow to the rest of the room. The single item of furniture takes up almost all available floor space. ^