#AREA   The Keep of Valor~



#VERSION 1
#AUTHOR Uriel~

#RANGES
2 25 2 65
$

#RESETMSG A bell sounds across the land.~

#FLAGS
0

#ECONOMY 0 7447600

#CLIMATE 2 2 2

#MOBILES
#22000
master lugard blacksmith~
Master Lugard~
A soot coverd man with arms like trees stands here.
~
~
3 4194432 0 S
1 0 0 0d0+0 0d0+0
0 0
108 108 0
#22001
Ariad the Baker~
Ariad the Baker~
A dark skinned baker stands here, smiling.
~
~
3 0 0 S
1 0 0 0d0+0 0d0+0
0 0
108 108 0
#22002
guard guard1 gate man~
the Gate Guard~
A jovial guard stands here, greeting you.
~
~
1 0 1000 C
15 0 0 0d0+0 10d4+20
10000 0
108 108 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 231 0 0 0 0 1
> all_greet_prog 100~
smile
say Welcome to Keep Valor, my friends!
chuckle
say Enjoy your visit here.
say And remember, respect others at all times.
~
|
#22003
man merchant jewler~
the Jewler~
An opulant buisnessman wearing fine silks stands here.
~
~
3 0 0 S
1 0 0 0d0+0 0d0+0
50000 0
108 108 1
#22004
guard guard2 man~
the Gate Guard~
A stoic guard stands at the palace gates, greeting visitors.
~
~
1 0 0 C
15 0 0 0d0+0 10d4+20
10000 0
108 108 0
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 195 0 0 0 0 3
> fight_prog 100~
if level($n) > 25
say Fool, you are too experienced for this place!
mpslay $n
endif
~
> all_greet_prog 100~
smile
say Welcome to Palace Valor.
say I'm sure that King Roland would love to meet you...
frown
say But seems some ill fortune has befallen him.
say But, if you'd like to try the Arena of Valor, just say ARENA.
smile
~
> speech_prog arena~
say Oh, brave one, eh?
wink $n
say Well, of it is, then.
mptrans $n 22017
tell $n If you wish to leave the arena, just say HOME and I'll pull you out.
tell $n I'll see you no matter where you are in the arena.
~
|
#22005
champion arena gladiator~
the Champion of the Arena~
The Champion of the Arena stands here proudly.
~
~
3 4194432 0 C
15 0 -50 0d0+0 10d5+30
10000 0
108 108 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
0 0 1731 0 0 0 0 3
#22006
gladiator weak~
a young gladiator~
A young gladiator wanders here.
~
~
65 0 1000 C
3 0 0 0d0+0 0d0+0
0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 7 0 2048 0 0 0
#22007
gladiator medium learned~
an experienced gladiator~
An experienced gladiator looks for glory.
~
~
65 0 1000 S
6 0 0 0d0+0 5d4+10
0 0
112 112 1
#22008
gladiator veteran~
a veteran gladiator~
A veteran gladiator wanders the arena, looking for battle.
~
~
1 0 1000 C
10 0 0 0d0+0 10d4+20
0 0
112 112 0
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 75 0 0 0 0 0
#22009
king roland~
King Roland~
A kindly man sits upon the Throne of Valor.
~
~
1 4194432 1000 C
25 0 0 1000d1+0 10d6+45
20000 0
108 108 1
13 13 13 13 13 13 13
0 0 0 0 0
0 24 0 0 1 1 3
0 0 719 0 0 0 0 3
> greet_prog 100~
if level($n) < 26
say Oh, woe is me, my crown has been stolen.
weep
say Oh, visitors...
mpe _cya King Roland smiles weakley
say Greetings, newcomers, I fear I am not in a visiting mood.
sigh
say My crown has been stolen from me.
say Would you help me recover it?
say Say YES if you would help me.
else
say You are too experienced for this job.
endif
~
> rand_prog 10~
weep
say My precious crown...
~
> speech_prog yes~
if level($n) < 26
if mobinworld(22011) == 0
mpat 22075 mpmload 22011
say Well met, my friends.
smile
say You have offered your services, and made me very happy.
say The Grand Knight is leading the investigation.
hmm
say He is quite suspicious, here give him these.
mpoload 22014
give orders $n
say Good luck, my friends
endif
else
endif
~
> fight_prog 100~
if level($n) > 30
say This fight is not fair!
mpslay $n
mprestore self 1000
else
if rand(20)
say Fools, attacking the King?
kick
elbow
disarm
endif
endif
~
> death_prog 100~
if level($n) > 30
say You shall not have my sword!
remove all
mpjunk all
endif
~
> act_prog p gives you The Crown of Valor.~
gasp
say You found it!
blink
if level($n) < 26
if rand(50)
mpoload 22035 20
say Brave warrior, take this as your reward.
give armor $n
smile $n
else
mpoload 22036 20
say Brave warrior, take this as your reward.
give helm $n
smile $n
endif
endif
mpat 22075 mppurge switch
mpat 22075 mppurge switch
mpat 22075 mppurge switch
mpat 22075 mppurge switch
mpat 22075 mppurge switch
mpat 22075 mppurge switch
mpat 22075 mppurge switch
~
|
#22010
knight grand~
the Grand Knight~
The Grand Knight stands here, peering about.
~
~
1 168 1000 S
24 0 0 0d0+0 0d0+0
0 0
108 108 1
> act_prog p gives you Orders from King Roland.~
if level($n) < 26
if mobinworld(22012) == 0
mpe _cya The Grand Knight harrumphs loudly.
say Well, if King Roland wishes to hire riff raff, so be it.
mpjunk orders
say Well, here's how it is. I have some suspects to the theft.
say I want you to investigate them, and bring me proof that they are innocent.
say Or guilty, if the case may be.
mpat 22075 mpmload 22012
say Well, go talk to the jester.
say I'll be waiting here.
endif
else
say Bah, get out of my sight, ye ain't no newbie.
endif
~
> act_prog p gives you a Note from the Mistress of the Harem.~
if mobinworld(22031) == 0
if mobinworld(22025) == 1
mpe _cya The Grand Knight peruses the note.
say Well, it would appear that this is not our culprit.
mpjunk note
hmm
say Very well, the next suspect would be the court mage.
mpat 22075 mpmload 22031
say Go talk with him.
endif
endif
~
> fight_prog 100~
if level($n) > 30
say Pick on someone your own size.
mpslay $n
endif
~
> death_prog 100~
if level($n) > 30
say You'll not have my EQ, bully.
remove all
mpjunk all
endif
~
> act_prog p gives you The Mage's Potion.~
if mobinworld(22032) == 1
if level($n) < 26
if mobinworld(22033) == 0
mpat 22075 mpmload 22033
say Well, it would look as if the Mage is innocent.
mpe _cya As the Knight shake the potion, the potion grows unstable...
say Uh oh...
mpe _ora The potion explodes in a purple flash!
cough
say Damn Mage!
cough
mpjunk potion
say Go talk to the Queen... she has to be the one
endif
endif
endif
~
> act_prog p gives you The Crown of Valor.~
blink
say Give this to the King!
give crown $n
~
|
#22011
switch1 king~
a newly created switch1 king~
Some god abandoned a newly created switch1 king here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
108 108 0
#22012
switch2 grandknight~
a newly created switch2 grandknight~
Some god abandoned a newly created switch2 grandknight here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
108 108 0
#22013
maid washroom maid1~
a washmaid~
A young maid stands here, toiling over dishes.
~
~
3 0 500 C
10 0 0 0d0+0 0d0+0
0 0
108 108 2
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 167 0 0 0 0 0
> rand_prog 5~
say Harrumph
say We'll never get done.
~
> rand_prog 5~
say I saw the Jester in here the other day...
sigh
say He's so dreamy.
~
> rand_prog 5~
grimace
say That Jester, always in the Harem's rooms...
mpe _cya The washmaid drops a dish and it shatters...
say Bloody...
~
|
#22014
maid washroom maid2~
an elderly washmaid~
An elderly maid washes dishes, muttering occasionaly.
~
~
1 0 0 C
15 0 0 0d0+0 0d0+0
0 0
108 108 2
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 103 0 0 0 0 0
> rand_prog 5~
say Will these dishes ever get clean?
mutter
~
|
#22015
cook kitchen~
the cook~
A grimy cook stands here, manning the ovens.
~
~
1 0 0 C
15 0 0 0d0+0 0d0+0
0 0
108 108 1
20 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 2
0 0 167 0 0 0 0 0
#22016
harem girl woman~
a harem girl~
A young harem girl sits here, primming herself.
~
~
1 0 0 C
10 0 0 0d0+0 0d0+0
0 0
108 108 2
13 13 13 13 13 13 13
0 0 0 0 0
0 2 0 0 1 1 0
0 0 0 0 0 0 0 0
#22017
harem girl woman2~
a mature harem girl~
A mature harem girl lounges here.
~
~
1 0 0 C
15 0 0 0d0+0 0d0+0
0 0
108 108 2
13 13 13 13 13 13 13
0 0 0 0 0
0 2 0 0 1 1 0
0 0 0 0 0 0 0 0
> greet_prog 100~
if sex($n) == 1
laugh
say Well, read the sign... NO MEN!
shake
mpe _cya The harem girl tosses your hair a bit.
say But... I can help you in the process...
c 'change sex' $n
c elven $n
giggle
say Now, you look beautiful...
mpforce $n e
clo e
mpat $n mpe _cya Giggling can be heard from the West.
else
wink $n
say You're a pretty one, aren't you?
endif
~
|
#22018
jester~
the Jester~
A man in a silly hat with bells juggles wooden balls boredly.
~
~
3 4194432 0 C
20 0 0 500d1+0 4d6+20
0 0
108 108 1
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 135 0 0 0 0 0
> greet_prog 100~
if level($n) < 26
if mobinworld(22012) == 1
if mobinworld(22025) == 0
mpat 22075 mpmload 22025
say Well, well, if it isn't the private investigators of the Knight.
sigh
say Well, I fear I must dissapoint you, I did not take the fool King's crown.
eye $n
say Would you like proof?
frown
say Very well, proof you shall have. I was in the Harem's chambers that night.
mpoload 22030
give note $n
say This note will explain everything.
endif
endif
endif
~
> fight_prog 100~
if level($n) > 30
say And I thought I was a fool...
chuckle
mpslay $n
endif
~
> death_prog 100~
if level($n) > 30
say Nope, can't have it.
rem all
mpjunk all
endif
~
|
#22019
man merchant weapons~
a merchant~
A burly merchant stands here, examining the quality of a sword.
~
~
3 0 0 S
1 0 0 0d0+0 0d0+0
50000 0
108 108 0
#22020
maid laundry~
a laundry maid~
A maid stands here, washing clothes.
~
~
1 0 0 C
10 0 0 0d0+0 0d0+0
0 0
108 108 2
13 13 13 13 13 13 13
0 0 0 0 0
0 3 0 0 1 1 0
0 0 167 0 0 0 0 0
#22021
mage court~
The Court Mage~
A bumbling wizard paces in a dazed state.
~
~
3 4194432 1000 C
20 0 0 750d1+0 10d3+25
0 0
108 108 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 0
0 0 135 0 0 0 0 0
> greet_prog 100~
mumble
say Now where did I put that wand...
boggle
~
> act_prog p gives you Wand of Wonder.~
if mobinworld(22032) == 0
if mobinworld(22031) == 1
if level($n) < 26
blink
say That is the wand I was looking for...
mpjunk wand
say Well, I guess you want something to prove my innocence, eh?
mpoload 22028
give potion $n
say Take that to the Knight.
smile
say It was what I was working on at the time.
mpat 22075 mpmload 22032
endif
endif
endif
~
> rand_prog 2~
hmm
say E is equal to M C..... doh
boggle
~
> speech_prog squared~
say Thats it!
smile $n
if level($n) < 26
c sanc $n
say Thank you
endif
~
> fight_prog 100~
if level($n) > 30
say Go pick on something your own size...
mpslay $n
endif
~
> death_prog 100~
if level($n) > 30
say Heh, try again, sucker.
rem all
mpjunk all
endif
~
|
#22025
switch3 jester~
a newly created switch3 jester~
Some god abandoned a newly created switch3 jester here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
108 108 0
#22026
queen victoria~
Queen Victoria~
A beautiful woman in fine silks sits here.
~
~
1 4194432 0 C
25 0 0 1000d1+0 10d4+25
0 0
108 108 0
13 13 13 13 13 13 13
0 0 0 0 0
0 25 0 0 1 1 3
0 0 0 0 0 0 0 0
> greet_prog 100~
if mobinworld(22033) == 1
if level($n) < 26
say Well, did the grand knight send you?
eye $n
say Yes or no?
endif
endif
~
> fight_prog 100~
if level($n) > 30
say Pick on someone your own size.
mpslay $n
endif
~
> death_prog 100~
if level($n) > 30
snicker
rem all
mpjunk all
endif
~
> speech_prog yes~
if mobinworld(22033) == 1
sigh
say Well, what have you come for then?
mpat 22075 mpmload 22034
endif
~
> speech_prog no~
if mobinworld(22033) == 1
if level($n) < 26
grin
say Well now, you are a LIAR!
c magic $n
endif
endif
~
> speech_prog crown~
if mobinworld(22035) == 0
if mobinworld(22034) == 1
sigh
say Very well... I did steal the crown.
mpoload 22034
mpat 22075 mpmload 22035
say Take it, I do not want it any longer.
weep
give crown $n
endif
endif
~
|
#22030
note jester~
a newly created note jester~
Some god abandoned a newly created note jester here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
108 108 0
#22031
switch4 grandknight~
a newly created switch4 grandknight~
Some god abandoned a newly created switch4 grandknight here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
108 108 0
#22032
switch5 mage~
a newly created switch5 mage~
Some god abandoned a newly created switch5 mage here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
108 108 0
#22033
switch6 knight~
a newly created switch6 knight~
Some god abandoned a newly created switch6 knight here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
108 108 0
#22034
switch7 queen~
a newly created switch7 queen~
Some god abandoned a newly created switch7 queen here.
~
~
1 0 0 S
1 0 0 0d0+0 0d0+0
0 0
108 108 0
#0


#OBJECTS
#22000
new sign~
A New Sign~
A well tended sign stands here~
~
12 0 0
0 0 0 0
1 0 0
E
sign~
KEEP VALOR: 2 MILES
 
 
                          ENJOY YOUR VISIT!
~
#22001
fountain market~
a newly created fountain market~
A beautiful marble fountain stands here.~
~
25 0 0
0 0 0 0
1 0 0
#22002
mutton~
A mutton leg~
A leg of lamb has fallen here.~
~
19 8192 1
20 0 0 0
1 100 10
#22003
carrot vegetable~
a bright orange carrot~
A bright orange carrot lies here.~
~
26 8192 1
15 -1 97 47
1 1000 100
'detect invis' 'infravision' 'detect hidden'
#22004
lettuce head vegetable~
a head of lettuce~
A head of lettuce lies here.~
~
26 8192 1
15 -1 42 126
1 1000 100
'cure light' 'cure poison' 'remove curse'
#22005
loaf bread~
a loaf of bread~
A loaf of bread lies here.~
~
19 8192 1
10 0 0 0
1 100 10
#22006
sword valor guard~
a Sword of Valor~
A blade of shining metal lies here.~
~
5 0 8193
0 10 5 1
7 50000 5000
A
18 3
A
19 3
#22007
chainmail breastplate~
a chainmail breastplate~
A chainmail brestplate has fallen here.~
~
9 0 9
0 7 0 0
5 6000 600
A
17 -10
A
18 3
#22008
helm steel~
a steel helm~
A steel helm has fallen here~
~
9 0 17
0 7 0 0
1 5000 500
A
3 1
A
4 2
#22009
chainmail leggings~
chainmail leggings~
A set of chainmail leggings has fallen here.~
~
9 0 33
0 7 0 0
1 10000 1000
A
17 -10
A
2 2
#22010
leather boots~
soft leather boots~
A pair of soft leather boots lies here.~
~
9 0 65
0 7 0 0
1 1000 100
A
17 -5
A
47 10
#22011
gladius champion~
the Champion's Gladius~
A beautiful short sword lies here.~
~
5 16924993 8193
0 15 3 2
1 10000 1000
A
13 10
A
18 2
A
19 2
#22012
ring mail gladiator~
Gladiator's Ring Mail~
A fine set of ring mail has fallen here.~
~
9 0 9
0 7 0 0
1 30000 3000
A
17 -20
A
2 2
A
18 3
A
19 2
A
13 10
#22013
throne valor~
The Throne of Valor~
A Throne of aged oak and worked gold sits here.~
~
12 0 0
0 0 0 0
1 0 0
#22014
parchment orders~
Orders from King Roland~
A rolled sheet of parchment with the King's seal lies here.~
~
13 0 1
0 0 0 0
1 0 0
#22015
sword roland~
Roland's Sword~
A king's sword has fallen here.~
~
5 8389896 8193
0 20 6 3
6 30000 2000
A
13 15
A
18 4
A
19 3
A
4 2
A
12 25
#22016
crest valor~
The Crest of Valor~
A breastplate of white steel lies here.~
~
9 0 9
0 10 0 0
1 30000 3000
A
17 -15
A
13 30
A
12 30
A
18 3
A
19 3
A
31 2
#22017
velvet robe robes~
velvet robes~
A wonderful velvet robe has fallen here.~
~
9 0 1025
0 5 0 0
1 0 0
A
2 3
#22018
ring signet king~
Signet of Valor~
A king's signet has fallen here.~
~
9 0 3
0 7 0 0
1 20000 2000
A
13 20
A
18 2
A
19 2
A
12 50
#22019
maid apron wash~
a wash apron~
A heavy linen apron has fallen here.~
~
9 0 9
0 6 0 0
1 50 5
A
3 1
A
4 1
#22020
apron cook cook's~
a cook's apron~
A heavy leather apron has fallen here.~
~
9 0 9
0 10 0 0
1 50 5
A
13 5
A
1 1
A
5 1
A
67 10
#22021
silk stockings~
silk stockings~
A pair of violet silk stockings has fallen here.~
~
9 0 33
0 3 0 0
1 500 50
A
25 3
#22022
halter top shirt~
a see-through halter top~
A violet see-through halter top has been discarded here.~
~
9 0 9
0 3 0 0
1 500 50
A
25 1
A
2 1
A
56 226
#22023
veil thin~
a thin veil~
A paper thin veil lies here.~
~
9 0 131073
0 1 0 0
1 500 50
A
25 1
A
56 91
#22024
hat jester~
The Jester's Hat~
A silly hat with bells attached lies here.~
~
9 0 17
0 10 0 0
1 4000 400
A
4 -1
A
3 -1
A
2 1
A
31 2
#22025
bed large canopy~
a large canopy bed~
A large canopy bed stands here.~
~
12 0 0
0 0 0 0
1 0 0
#22026
robes magus~
Robes of the Magus~
A sparkling robe has fallen here.~
~
9 8486977 9
0 10 0 0
1 10000 1000
A
12 100
A
18 2
A
19 2
A
56 20
#22027
wand wonder~
Wand of Wonder~
A very interesting wand lies here.~
~
3 0 16385
20 10 10 -1
1 0 0
'teleport'
> wear_prog 100~
mea $n _blu As you hold the wand, reality shifts!
mpforce $n zap self
~
|
#22028
potion mage~
The Mage's Potion~
A glowing potion sits here.~
~
8 0 1
0 0 0 0
1 0 0
#22029
queen dress queen's~
The Queen's Dress~
A dress of fine silks lies here.~
~
9 0 9
0 4 0 0
1 0 0
A
13 30
A
18 2
A
19 2
#22030
note jester~
a Note from the Mistress of the Harem~
A note has ben discarded here.~
~
13 0 1
0 0 0 0
1 0 0
#22034
crown roland valor~
The Crown of Valor~
A beautiful golden crown has been discarded here.~
~
8 0 1
0 0 0 0
1 0 0
#22035
armor valor~
The Armor of Valor~
A beautiful set of polished steel plate has fallen here.~
~
9 0 9
0 15 0 0
1 0 0
A
13 20
A
18 3
A
19 3
A
31 1
A
4 1
A
1 1
#22036
helm valor~
The Helm of Valor~
A beautiful steel helmet has fallen here.~
~
9 0 17
0 10 0 0
1 0 0
A
13 15
A
18 2
A
19 2
A
3 1
A
4 1
#0


#ROOMS
#22000
The Path to Keep Valor~
Hilly ground dominates this reigon, with numerous copses of trees and
clusters of wildflowers to be seen everywhere. A road cuts through the
hills, and seems to be well tended and the bearer of heavy traffic. A
songbird chimes in the distance, and the wind brings the scent of well
cooked meals. The road curves to the Northeast, leading into the hills,
and a sign stands here, informing all of the destination of the road.
~
0 0 1
D6
~
~
0 -1 22001
S
#22001
Approaching Keep Valor~
The road cuts through the hilly ground, pleasantly passing a copse of
trees and verdant wildflower growth. Cottages can be seen here and there
and the people wave and smile to each other. This land seems to command
a presence of peace and relaxation. The road curves to the North and
to the Southwest.
~
0 0 1
D0
~
~
0 -1 22002
D9
~
~
0 -1 22000
S
#22002
Nearing the Keep~
The road continues cutting through the hilly terrain, passing beautiful
gardens and houses. The cottages now growing in size, some approaching
the size of Lord's manors. The people, though more opulent, are no less
friendly to visitors. To the Northeast, a great white wall can be seen,
reflecting the sunlight in all its glory.
~
0 0 1
D2
~
~
0 -1 22001
D6
~
~
0 -1 22003
S
#22003
Before the Gates of Valor~
The walls of the massive keep shine to the North, and the mighty and
impressive gatehouse stands welcoming all visitors. The keep bustles
with activity, trade and the march of the guard both. The people here
hold friendly attitudes and jovial natures. The road to the Southwest
leads away from the keep, while the gates stand open to the North.
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#22004
Within the Gatehouse~
Entering the gatehouse reveals how mighty the keep truly is. The walls
must be over ten feet thick, with arrow slits to defend against seiges.
The gates themselves are thick oak, reinforced with steel beams and studs.
Guards muster about here, waving to merchants and nobles, even helping
to lead a horse now and then. Small doors lead to chambers within the
gatehouse to the East and Weat, while to the North, the Keep grounds can
be seen.
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#22005
A Guard Room~
This chamber holds all manner of weapons and defensive devices in the
event of an attack. The South wall is lined with arrow slits to allow
archers to rain death upon attacking forces without exposing themselves.
This also seems to be a chamber to allow the guards of Keep Valor to
kick back and relax. A small door on the East wall leads to the main
floor of the Gatehouse.
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S
#22006
A Guard Room~
This chamber holds all manner of weapons and defensive devices in the
event of an attack. The South wall is lined with arrow slits to allow
archers to rain death upon attacking forces without exposing themselves.
This also seems to be a chamber to allow the guards of Keep Valor to
kick back and relax. A small door on the West wall leads to the main
floor of the Gatehouse.
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D3
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0 -1 22004
S
#22007
The Market Place~
The impressive gatehouse and castle walls quickly give way to a busy
and bustling marketplace. The cobblestone road is filled with all manner
of people, each one seems friendly and laughing. Shops lie to the East
and West, and all manner of goods can be found. The road runs North and
South, towards the Palace and the Gatehouse respectivley.
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#22008
Player Shop~
Reserved for player shops if available
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0 -1 22007
S
#22009
Player Shop~
Reserved for player shops if available
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0 0 1
D3
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0 -1 22007
S
#22010
The Market Place~
The cobblestobe road continues, passing merchant's tents and the many
patrons seeking goods. The smell of baked goods and the smoke from a
forge drift together, creating a strange scent, though not offensive
to the people who smell it. To the North, the palace can be seen, and
a mighty gatehouse stands to the South.
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#22011
The Anvil's Pound~
Entering this tent is like entering an oven, the heat is unbearable.
A heavy forge stands in the center of this tent, the coals which heat
it glow bright red. The constant ring of a hammer marks this as the
blacksmith's tent, as do the soot covered patrons. The tent opens to
the West, leading back to the market place.
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S
#22012
Meats and Treats~
The scent of wonderful bakery hangs in the air, as this tent is filled
with all manner of baked goods. Patrons bustle in and out, stopping here
to escape the heat of midday and to relax with a snack or two. The tent
exits to the East, leading back to the market place.
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#22013
The Market Place~
The Market Place stretches on, passing more tents and patrons in the
process. The tent to the West seems to hold the interest of the merchant's
guards, while the tent to the East seems to attract a more opulent crowd.
To the North, the beautiful Palace Valor stands in all its glory, its
golden banners waving proudly for all to see.
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#22014
The Glittering Diamond~
This tent is almost deserted, save for a few rich merchants who seem
to be perusing the goods. Glass cases have been assembled to display
many fine gems and pieces of jewlery. The scent of fine perfume hangs
in the air, as many nobles and ladies visit this shop often. The tent
exits to the West, leading back to the marketplace.
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0 -1 22013
S
#22015
The Arms Merchant~
The smell of sweat and unwashed men hangs in the air in this tent, as
many merchant's guards and mercenaries frequent this buisness. Weapons
and armor are on display here, most of poor quality, but some pieces do
seem worth a glance. The tent exits to the East, leading back to the
Market Place.
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D1
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#22016
The Palace Gates~
The great gates of Valor stand to the North, which allows passage in
the mighty palace which looms ahead. Visitors are welcomed here, and
many peasants and nobles can be seen entering, to give their blessings
to the kindly King Roland. The palace, while well defended and is quite
the military fortress, holds a pleasant air, which is welcoming to all.
A marketplace spans to the South, where many items of necessity can be
found.
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#22017
Northwest corner of the Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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D1
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> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22018
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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0 0 1
D0
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0 -1 22017
D1
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0 -1 22019
> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22019
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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0 0 1
D0
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D1
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> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
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S
#22020
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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D0
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D1
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> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
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S
#22021
Southwest corner of the Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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0 0 1
D0
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D1
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> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
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S
#22022
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
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S
#22023
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22024
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22025
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22026
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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0 0 1
D0
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0 -1 22021
> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22027
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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0 0 1
D1
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0 -1 22028
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> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22028
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
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S
#22029
Center of the Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22030
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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0 0 1
D0
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0 -1 22029
D1
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0 -1 22035
D2
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0 -1 22025
> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22031
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
~
0 0 1
D0
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0 -1 22030
D1
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0 -1 22036
D3
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0 -1 22026
> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22032
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
~
0 0 1
D1
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0 -1 22037
D2
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0 -1 22033
D3
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~
0 -1 22027
> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22033
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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0 0 1
D0
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0 -1 22032
D1
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0 -1 22038
D2
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0 -1 22034
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0 -1 22028
> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22034
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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0 0 1
D0
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D1
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0 -1 22039
D2
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0 -1 22035
D3
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0 -1 22029
> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22035
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
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0 0 1
D0
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0 -1 22034
D1
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0 -1 22040
D2
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0 -1 22036
D3
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0 -1 22030
> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22036
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
~
0 0 1
D0
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0 -1 22035
D1
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0 -1 22041
D3
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0 -1 22031
> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22037
Northeast corner of the Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
~
0 0 1
D2
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0 -1 22038
D3
~
~
0 -1 22032
> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22038
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
~
0 0 1
D0
~
~
0 -1 22037
D2
~
~
0 -1 22039
D3
~
~
0 -1 22033
> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22039
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
~
0 0 1
D0
~
~
0 -1 22038
D2
~
~
0 -1 22040
D3
~
~
0 -1 22034
> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22040
The Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
~
0 0 1
D0
~
~
0 -1 22039
D2
~
~
0 -1 22041
D3
~
~
0 -1 22035
> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22041
Southeast corner of the Arena of Valor~
The sounds of battle ring all around, and the patter of feet upon the
sandy floor draw nearer and nearer. Gladiators and mercenaries battle
here for favor and glory. Cheers from the audience deafen all sound
when a warrior is knocked unconscious. The combat is fast and furious
and takes demanding skill of all the warriors.
~
0 0 1
D0
~
~
0 -1 22040
D3
~
~
0 -1 22036
> speech_prog home~
mer $n _whi $n has been whisked from the Arena!
mptrans $n 22016
~
|
S
#22042
Within the Palace of Valor~
This is the main hall of the Palace of Valor, and its beauty is quite
impressive to say the least. Marble columns line the wall, and the floor
is polished marble tile. Between the columns, fantastic portraits can
be seen, adding to the beauty of this palace. The hallway continues to
the North, leading deeper into the palace, and to the South, to where
the palace gates stand.
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#22043
An Intersection of Hallways~
The main hall of the Palace intersects another, smaller hallway here,
in this massive and busy foyer. A stairway leads up to a glorious and
intricate landing, which overlooks this room and with the use of large
windows, overlooks the marketplace as well. The hallway running East and
West seems to lead to servants quarters and other mundane functions of
the Palace. To the North lies the glorious Throne of Valor.
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#22044
Entering the East Wing~
The East wing of the Palace is where many of the mundane activities of
the palace are accomplished. The halls here are no less impressive, if
somewhat smaller. Polished marble tiles line the floor and small granite
columns run along the walls. Servants can be seen bustling about, setting
to chores and tasks of necessity. To the West, the main hall of the Palace
can be seen. To the East lies the servant's quarters and other such things.
~
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D1
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0 -1 22043
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#22045
Entering the West Wing~
The West wing of the Palace is where many of the mundane activities of
the palace are accomplished. The halls here are no less impressive, if
somewhat smaller. Polished marble tiles line the floor and small granite
columns run along the walls. Servants can be seen bustling about, setting
to chores and tasks of necessity. To the East, the main hall of the Palace
can be seen. To the West lies the servant's quarters and other such things.
~
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0 -1 22058
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#22046
Before the Throne of Valor~
The main hallway ends here, in this large sitting room where people of
all kinds wait to meet King Roland. The advisors of the King bustle in
and out, politley greeting the peasants and the noblemen alike. A plush
velvet carpet adorns the floor, and beautiful tapestries line the wall.
To the North, King Roland himself oversees the daily events of his loyal
servants.
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0 -1 22043
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#22047
The Throne of Valor~
The Throneroom of Valor is quite breathtaking in its beauty. The Throne
itself sits upon a small dias, carved of pure marble and polished to a
smoothness which makes it seem slick. The tapestries which hang to the
South are like dirty rags compared to those which hang in the Throneroom.
King Roland rules his kingdom justly and fairly from this place.
~
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#22048
The Balcony~
A double stairway slopes up to this balcony, enhancing its grandiose
appearance. Marble railing and polished marble tiles add to the utter
brilliance of this Palace. A large sun window lies to the South, which
allows nobles and royalty to observe the market place from here. A strip
of plush carpet leads North, to an immense banquet hall.
~
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0 -1 22043
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#22049
A Bend in the Corridor~
The shining halls of the servants turns to the North here, and scents
of cooking are thick. Servants bustle about, setting to tasks, bowing
or dropping a curtsey to newcomers or nobles. Most of the servants are
focusing their attention to the North, and a few run off to the West,
to where the Grand Hall of the Palace lies.
~
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0 -1 22044
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#22050
The East Wing~
The halls of the East Wing shimmer with a determined shine, displaying
the servants pride in their work and their King. Marble columns line
the walls at even spaces, displaying the grandeur of the Palace as a
whole. The East Wing runs North and South, with occasional doors that
lead East or West.
~
0 4 0
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0 -1 22051
D1
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1 -1 22052
D2
~
~
0 -1 22049
S
#22051
The East Wing~
The halls of the East Wing shimmer with a determined shine, displaying
the servants pride in their work and their King. Marble columns line
the walls at even spaces, displaying the grandeur of the Palace as a
whole. The East Wing runs North and South, with occasional doors that
lead East or West.
~
0 0 0
D0
~
~
0 -1 22054
D1
~
~
1 -1 22053
D2
~
~
0 -1 22050
S
#22052
The Washroom~
Sinks and large copper tubs fill this room, each filled with filthy
dishes and cooking utensils. Piles of clean dishes lay in stacks to
be arranged by other servants. A few maids toil away at the dishes,
gossiping among themselves. A door to the North leads to the kitchens,
while a door to the West leads back to the East Wing.
~
0 0 0
D0
~
~
1 -1 22053
D3
~
~
1 -1 22050
S
#22053
The Kitchens~
A wave of heat lingers in this brightly lit room, coupled with smells
of freshly cooked food. Three large ovens stand against the East wall,
each one in service. Pantrys and sinks stand against the North wall, a
testament to the activity of this chamber. A door on the South wall
leads to the washroom, and a door to the West leads back to the East
wing.
~
0 0 0
D2
~
~
1 -1 22052
D3
~
~
1 -1 22051
S
#22054
The East Wing~
The halls of the East Wing shimmer with a determined shine, displaying
the servants pride in their work and their King. Marble columns line
the walls at even spaces, displaying the grandeur of the Palace as a
whole. The East Wing runs North and South, with occasional doors that
lead East or West.
~
0 0 0
D0
~
~
0 -1 22055
D2
~
~
0 -1 22051
S
#22055
The East Wing~
The halls of the East Wing shimmer with a determined shine, displaying
the servants pride in their work and their King. Marble columns line
the walls at even spaces, displaying the grandeur of the Palace as a
whole. The East Wing runs North and South, with occasional doors that
lead East or West. A large door lies to the North.
~
0 0 0
D0
~
~
3 -1 22071
D2
~
~
0 -1 22054
D3
~
~
3 -1 22056
S
#22056
The Harem's Lounge~
Plush carpet adorns the floor, in a deep shade of violet, to match the
other liveries of this chamber. Intricate furniture sits around the room,
tall stools and high backed chairs stand out. A tall mirror and a desk
stand agains the South wall, holding various make-ups and other feminine
necessities. A thin veil to the West leads into another chamber, while
a solid door stands to the East. A sign above the viel reads NO MEN.
~
0 0 0
D1
~
~
1 -1 22055
D3
~
~
0 -1 22057
S
#22057
The Harem's Studio~
Thin silk tapestries and hangings decorate this room in a very petite
fashion. The whole atosphere is sultry, and to hammer that point home,
many circular beds lay about the chamber. A large copper tub sits at
the center of the room, capable of holding many people at once. A thin
veil leads to the East.
~
0 0 0
D1
~
~
0 -1 22056
S
#22058
The West Wing~
The West Wing, while smaller than the main hall of the Palace, is no
less glorious. Polished marble tiles line the floor in intriate and
dazzeling patterns. The walls are flanked with marble columns and a
few expensive tapestries. The air here smells very clean, and smells
of soap and polish hang in the air. Doors occasionaly can be seen to
the East or West.
~
0 4 0
D0
~
~
0 -1 22059
D1
~
~
0 -1 22045
S
#22059
The West Wing~
The West Wing, while smaller than the main hall of the Palace, is no
less glorious. Polished marble tiles line the floor in intriate and
dazzeling patterns. The walls are flanked with marble columns and a
few expensive tapestries. The air here smells very clean, and smells
of soap and polish hang in the air. Doors occasionaly can be seen to
the East or West.
~
0 4 0
D0
~
~
0 -1 22060
D2
~
~
0 -1 22058
D3
~
~
1 -1 22065
S
#22060
The West Wing~
The West Wing, while smaller than the main hall of the Palace, is no
less glorious. Polished marble tiles line the floor in intriate and
dazzeling patterns. The walls are flanked with marble columns and a
few expensive tapestries. The air here smells very clean, and smells
of soap and polish hang in the air. Doors occasionaly can be seen to
the East or West.
~
0 4 0
D0
~
~
0 -1 22061
D2
~
~
0 -1 22059
D3
~
~
1 -1 22064
S
#22061
The West Wing~
The West Wing, while smaller than the main hall of the Palace, is no
less glorious. Polished marble tiles line the floor in intriate and
dazzeling patterns. The walls are flanked with marble columns and a
few expensive tapestries. The air here smells very clean, and smells
of soap and polish hang in the air. Doors occasionaly can be seen to
the East or West.
~
0 0 0
D0
~
~
0 -1 22062
D2
~
~
0 -1 22060
S
#22062
The West Wing~
The West Wing, while smaller than the main hall of the Palace, is no
less glorious. Polished marble tiles line the floor in intriate and
dazzeling patterns. The walls are flanked with marble columns and a
few expensive tapestries. The air here smells very clean, and smells
of soap and polish hang in the air. Doors occasionaly can be seen to
the East or West. A large door lies to the North.
~
0 0 0
D0
~
~
3 -1 22082
D1
~
~
1 -1 22063
D2
~
~
0 -1 22061
S
#22063
A Storeroom~
Shelves line the walls in this dark chamber, storing all manner of goods
for the running of the Keep. Even here, the floors are polished tiles and
are kept very clean. Most of the things in this chamber are cleaning and
washing supplies, though other trinkets can be found here and there. A
door stands to the West, leading back to the West Wing.
~
0 0 0
D3
~
~
1 -1 22062
S
#22064
A Storeroom~
Shelves line the walls in this dark chamber, storing all manner of goods
for the running of the Keep. Even here, the floors are polished tiles and
are kept very clean. Most of the things in this chamber are cleaning and
washing supplies, though other trinkets can be found here and there. A
door stands to the East, leading back to the West Wing.
~
0 0 0
D1
~
~
1 -1 22060
S
#22065
The Laundry Room~
An overpowering smell of soap lingers in the air, making the rest of
the Keep seem dirty by comparison. Several wash basins line the walls,
and piles of dirty laundry are strewn about. The clean linen is hustled
out by maids and new loads of dirty laundry is dropped off. The activity
here never seems to end. A door stands to the East, leading back to the
West Wing.
~
0 0 0
D1
~
~
1 -1 22059
S
#22066
The Banquet Hall~
As beautiful as the rest of the Palace is, it is no comparison to this
large chamber. A large cherrywood banquet table stands in the center,
polished and aged. Twenty chairs surround it, with a large high backed
chair for the King. Plush velvet carpet covers the floor, and tapestries
of untold worth adorn the walls. Trophies of battle can also be seen upon
the walls, marking great victories of the Keep of Valor. A large double
door stands to the North.
~
0 0 0
D0
~
~
3 -1 22067
D2
~
~
0 -1 22048
S
#22067
Entering the Royal Apartments~
Velvet carpet covers the floor here, leading to the hallway to the North.
The walls are polish oak, aged beyond the span of a human's life. This
small waiting room is the entrance to the Royal Apartments, where the King
himself resides. A set of double doors lies to the South.
~
0 0 0
D0
~
~
0 -1 22068
D2
~
~
3 -1 22066
S
#22068
A Magnificient Hallway~
This hallway embodies the essence of royalty. A plush velvet carpet runs
the length alongside polished oak walls. Portraits of past kings and other
members of the royal family can be seen at spaced intervals. Chandeliers
provide light, and crystal vases stand in small alcoves holding rare and
beautiful plants. Doors can be seen to the East and West.
~
0 0 0
D0
~
~
0 -1 22069
D1
~
~
3 -1 22073
D2
~
~
0 -1 22067
D3
~
~
3 -1 22072
S
#22069
A Magnificient Hallway~
This hallway embodies the essence of royalty. A plush velvet carpet runs
the length alongside polished oak walls. Portraits of past kings and other
members of the royal family can be seen at spaced intervals. Chandeliers
provide light, and crystal vases stand in small alcoves holding rare and
beautiful plants. Doors can be seen to the East and West.
~
0 0 0
D0
~
~
0 -1 22070
D1
~
~
3 -1 22074
D2
~
~
0 -1 22068
D3
~
~
3 -1 22076
S
#22070
A Magnificient Hallway~
This hallway embodies the essence of royalty. A plush velvet carpet runs
the length alongside polished oak walls. Portraits of past kings and other
members of the royal family can be seen at spaced intervals. Chandeliers
provide light, and crystal vases stand in small alcoves holding rare and
beautiful plants. Doors can be seen to the East and West.
~
0 0 0
D1
~
~
3 -1 22078
D2
~
~
0 -1 22069
D3
~
~
3 -1 22077
S
#22071
The Back Courtyard~
Well tended grass and intricate hedge statues mark this courtyard as
well kept. The walls of the Keep can be seen in the distance, brilliant
and awestriking. This small courtyard is much like a park, a place for
servants and nobles alike to rest and relax. The distance of the walls
allows for nice sunbeams and cool breezes. A small door stands to the South
~
0 0 1
D0
~
~
0 -1 22087
D2
~
~
3 -1 22055
D3
~
~
0 -1 22079
S
#22072
Guest Apartments~
This room is perhaps the size of a small house. Hardwood floors and a
seamless polished oak wall give a great aesthetic sense to this chamber.
A wash basin and a full mirror stand in one corner, and a large canopy
bed stands in the center of the room. Windows overlook the countryside
for miles. A large oaken door stands to the East, leading back towards
the Royal Apartments.
~
0 4 1
D1
~
~
1 -1 22068
S
#22073
Guest Apartments~
This room is perhaps the size of a small house. Hardwood floors and a
seamless polished oak wall give a great aesthetic sense to this chamber.
A wash basin and a full mirror stand in one corner, and a large canopy
bed stands in the center of the room. Windows overlook the countryside
for miles. A large oaken door stands to the West, leading back towards
the Royal Apartments.
~
0 4 1
D3
~
~
1 -1 22068
S
#22074
Guest Apartments~
This room is perhaps the size of a small house. Hardwood floors and a
seamless polished oak wall give a great aesthetic sense to this chamber.
A wash basin and a full mirror stand in one corner, and a large canopy
bed stands in the center of the room. Windows overlook the countryside
for miles. A large oaken door stands to the West, leading back towards
the Royal Apartments.
~
0 4 1
D3
~
~
3 -1 22069
S
#22075
Control room~
Do not toy with any of the mobs that invoke here, they are used as
switches and triggers.
~
0 4 1
S
#22076
Guest Apartments~
This room is perhaps the size of a small house. Hardwood floors and a
seamless polished oak wall give a great aesthetic sense to this chamber.
A wash basin and a full mirror stand in one corner, and a large canopy
bed stands in the center of the room. Windows overlook the countryside
for miles. A large oaken door stands to the East, leading back towards
the Royal Apartments.
~
0 4 1
D1
~
~
1 -1 22069
S
#22077
The King's Chambers~
This room is perhaps the size of a small house. Hardwood floors and a
seamless polished oak wall give a great aesthetic sense to this chamber.
A wash basin and a full mirror stand in one corner, and a large canopy
bed stands in the center of the room. Windows overlook the countryside
for miles. A large oaken door stands to the East, leading back towards
the Royal Apartments.
~
0 4 1
D1
~
~
1 -1 22070
S
#22078
The Queen's Chambers~
This room is perhaps the size of a small house. Hardwood floors and a
seamless polished oak wall give a great aesthetic sense to this chamber.
A wash basin and a full mirror stand in one corner, and a large canopy
bed stands in the center of the room. Windows overlook the countryside
for miles. A large oaken door stands to the West, leading back towards
the Royal Apartments.
~
0 4 1
D3
~
~
1 -1 22070
S
#22079
The Back Courtyard~
Well tended grass and intricate hedge statues mark this courtyard as
well kept. The walls of the Keep can be seen in the distance, brilliant
and awestriking. This small courtyard is much like a park, a place for
servants and nobles alike to rest and relax. The distance of the walls
allows for nice sunbeams and cool breezes.
~
0 4 1
D0
~
~
0 -1 22086
D1
~
~
0 -1 22071
D3
~
~
0 -1 22080
S
#22080
The Back Courtyard~
Well tended grass and intricate hedge statues mark this courtyard as
well kept. The walls of the Keep can be seen in the distance, brilliant
and awestriking. This small courtyard is much like a park, a place for
servants and nobles alike to rest and relax. The distance of the walls
allows for nice sunbeams and cool breezes.
~
0 0 1
D0
~
~
0 -1 22085
D1
~
~
0 -1 22079
D3
~
~
0 -1 22081
S
#22081
The Back Courtyard~
Well tended grass and intricate hedge statues mark this courtyard as
well kept. The walls of the Keep can be seen in the distance, brilliant
and awestriking. This small courtyard is much like a park, a place for
servants and nobles alike to rest and relax. The distance of the walls
allows for nice sunbeams and cool breezes.
~
0 0 1
D0
~
~
0 -1 22084
D1
~
~
0 -1 22080
D3
~
~
0 -1 22082
S
#22082
The Back Courtyard~
Well tended grass and intricate hedge statues mark this courtyard as
well kept. The walls of the Keep can be seen in the distance, brilliant
and awestriking. This small courtyard is much like a park, a place for
servants and nobles alike to rest and relax. The distance of the walls
allows for nice sunbeams and cool breezes. A small door stands to the South.
~
0 0 1
D0
~
~
0 -1 22083
D1
~
~
0 -1 22081
D2
~
~
1 -1 22062
S
#22083
The Back Courtyard~
Well tended grass and intricate hedge statues mark this courtyard as
well kept. The walls of the Keep can be seen in the distance, brilliant
and awestriking. This small courtyard is much like a park, a place for
servants and nobles alike to rest and relax. The distance of the walls
allows for nice sunbeams and cool breezes.
~
0 0 1
D1
~
~
0 -1 22084
D2
~
~
0 -1 22082
S
#22084
The Back Courtyard~
Well tended grass and intricate hedge statues mark this courtyard as
well kept. The walls of the Keep can be seen in the distance, brilliant
and awestriking. This small courtyard is much like a park, a place for
servants and nobles alike to rest and relax. The distance of the walls
allows for nice sunbeams and cool breezes.
~
0 0 1
D1
~
~
0 -1 22085
D2
~
~
0 -1 22081
D3
~
~
0 -1 22083
S
#22085
The Back Courtyard~
Well tended grass and intricate hedge statues mark this courtyard as
well kept. The walls of the Keep can be seen in the distance, brilliant
and awestriking. This small courtyard is much like a park, a place for
servants and nobles alike to rest and relax. The distance of the walls
allows for nice sunbeams and cool breezes. A mages tower stands
to the North.
~
0 0 1
D0
~
~
3 -1 22088
D1
~
~
0 -1 22086
D2
~
~
0 -1 22080
D3
~
~
0 -1 22084
S
#22086
The Back Courtyard~
Well tended grass and intricate hedge statues mark this courtyard as
well kept. The walls of the Keep can be seen in the distance, brilliant
and awestriking. This small courtyard is much like a park, a place for
servants and nobles alike to rest and relax. The distance of the walls
allows for nice sunbeams and cool breezes.
~
0 0 1
D1
~
~
0 -1 22087
D2
~
~
0 -1 22079
D3
~
~
0 -1 22085
S
#22087
The Back Courtyard~
Well tended grass and intricate hedge statues mark this courtyard as
well kept. The walls of the Keep can be seen in the distance, brilliant
and awestriking. This small courtyard is much like a park, a place for
servants and nobles alike to rest and relax. The distance of the walls
allows for nice sunbeams and cool breezes.
~
0 0 1
D2
~
~
0 -1 22071
D3
~
~
0 -1 22086
S
#22088
The Mage's Tower~
The bottom room of this squat, circular tower is quite large, but very
cluttered. Tables and desks are covered in notes and books, shelves are
filled to bursting. Balls of light hover about, with seeming minds of
their own, lighting the room and its arcane clutter. An obsure door lies
to the South, and a spiral stariway leads up to the top of the tower.
~
0 0 1
D2
~
~
1 -1 22085
D4
~
~
0 -1 22089
S
#22089
The Mage's Study~
This large circular chamber is almost thirty paces across. Laboratory
tables stand to one side, with glowing liquids coursing through glass
tubing. Strewn notes and books litter the floor and failed attempts at
making magical items lay in one pile, some of the myriad items sparking
occassionaly. A spiral stairway leads down to the base of the tower.
~
0 0 1
D5
~
~
0 -1 22088
S
#22090
Floating in a void~
~
0 4 1
S
#0


#RESETS
O 1 22000 1 22000
O 1 22001 1 22010
M 1 22000 1 22011
M 1 22001 1 22012
G 1 22002 1
G 1 22003 1
G 1 22004 1
G 1 22005 1
M 1 22003 1 22014
M 1 22002 1 22004
E 1 22010 1 8
E 1 22006 1 16
E 1 22009 1 7
E 1 22007 1 5
E 1 22008 1 6
M 1 22004 1 22016
E 1 22010 1 8
E 1 22009 1 7
E 1 22007 1 5
E 1 22006 1 16
E 1 22008 1 6
M 1 22005 1 22029
E 1 22011 1 16
E 1 22012 1 5
M 1 22006 1 22017
M 1 22006 2 22019
M 1 22007 1 22025
M 1 22007 2 22035
M 1 22006 3 22038
M 1 22006 4 22032
M 1 22008 1 22033
M 1 22008 2 22041
M 1 22007 3 22024
M 1 22006 5 22021
M 1 22010 1 22046
M 1 22009 1 22047
E 1 22015 1 16
E 1 22016 1 5
E 1 22017 1 12
E 1 22018 1 1
O 1 22013 1 22047
M 1 22013 1 22052
E 1 22019 1 5
M 1 22014 1 22052
E 1 22019 1 5
D 0 22052 0 0
D 0 22052 3 0
M 1 22015 1 22053
E 1 22020 1 5
D 0 22053 2 0
D 0 22053 3 0
M 1 22016 1 22056
E 1 22021 1 7
E 1 22022 1 5
E 1 22023 1 20
M 1 22017 1 22056
E 1 22021 1 7
E 1 22022 1 5
E 1 22023 1 20
D 0 22056 1 0
M 1 22018 1 22057
E 1 22024 1 6
D 0 22055 0 1
D 0 22055 3 1
M 1 22020 1 22065
E 1 22019 1 5
D 0 22065 1 0
D 0 22066 0 1
D 0 22067 2 1
D 0 22070 1 1
D 0 22070 3 1
D 0 22069 1 1
D 0 22069 3 1
D 0 22068 1 1
D 0 22068 3 1
O 1 22025 1 22072
D 0 22072 1 0
O 1 22025 1 22073
D 0 22073 3 0
O 1 22025 1 22076
D 0 22076 1 0
O 1 22025 1 22077
D 0 22077 1 0
D 0 22062 0 1
D 0 22062 1 0
D 0 22085 0 1
D 0 22071 2 1
M 1 22021 1 22089
E 1 22026 1 5
O 1 22027 1 22063
D 0 22063 3 0
M 1 22026 1 22074
E 1 22029 1 5
O 1 22025 1 22074
D 0 22074 3 1
M 1 22026 2 22078
E 1 22029 1 5
O 1 22025 1 22078
D 0 22078 3 0
M 1 22019 1 22015
S


#SHOPS
 22001    0  0  0  0  0   120  90         0 23    ; Ariad the Baker
 22003    8  0  0  0  0   120  90         0 23    ; the Jewler
 22019    5  9  0  0  0   120  90         0 23    ; a merchant
0


#REPAIRS
 22000    5  9  0          15   1         0 23    ; Master Lugard
0


#SPECIALS
M  22009 spec_cast_cleric
M  22021 spec_cast_mage
S


#$
