#31600
Entering the Guild Area~
   As you enter the Guild Area, you notice an immediate change from the street
just east of you.  The air seems charged with magic and friction.  It makes your
palms want to sweat, makes your pulse race.  All the hubbub and noise from the
city has been swallowed up by the tall gray walled buildings which now surround
you.  You may continue west into the guild area or head east back into the
business district.  
~
316 d 0
D1
~
~
0 0 31510
D3
~
~
0 0 31601
E
credits info~
Kaan
Zone 316 is linked to the following zones:
315 McGintey Business District     at 31600 (east ) ---> 31510
315 McGintey Business District     at 31666 (east ) ---> 31565
~
S
#31601
Guild Area~
   North Street continues to run west into the Guild Area, the strange feeling
of power and vitality washing over you strong as ever.  A huge stone edifice
rises to your south, one which must be at least four stories in height.  To the
east, the street heads toward the business district.  
~
316 0 0
D1
~
~
0 0 31600
D3
~
~
0 0 31602
S
#31602
Guild Area~
   North Street head backs west, curving south almost immediately.  To the north
and south are the walls of buildings whose purpose is unknown.  You may head
toward the business district to the east.  
~
316 0 0
D1
~
~
0 0 31601
D3
~
~
0 0 31603
S
#31603
Dead End to North Street~
   North Street ends here, however two alleys run off to the north and south.  
To the north, the alley seems a bit small, the way a bit tight.  To the south,
the alley is almost the same width as North Street.  
~
316 0 0
D0
~
~
0 0 31604
D1
~
~
0 0 31602
D2
~
~
0 0 31612
S
#31604
Mage Area~
   You have entered into the Mage's Area, where the air itself crackles with
arcane energies, the forces of good and evil magic strongly at work here.  You
may continue further into the Mage Area or go south, leaving it.  To the east
and west are low stone buildings, no signs of any sort proclaiming their
function.  
~
316 0 0
D0
~
~
0 0 31608
D1
~
~
0 0 31605
D2
~
~
0 0 31603
D3
~
~
0 0 31606
S
#31605
Potions~
   These potions are those made by mages for mages.  Some will help to aid the
common user, one who may not be a mage, but be warned, some have some very
harmful side affects.  
~
316 0 0
D3
~
~
0 0 31604
S
#31606
Scrolls~
   These powerful scrolls help to manipulate the forces of magic which a mage
commands.  The withered old man who stands here tending shop looks with a
disdainful eye upon you, as if you could never reach his standards.  
~
316 d 0
D1
~
~
0 0 31604
S
#31607
Mage Weapons~
   The weapons for sale in this shop are made exclusively for mages by mages.  
These weapons will not be of any use to any other class.  Rows of weapons lay
neatly stacked along the walls and on shelves.  The exit is to the east.  
~
316 d 0
D1
~
~
0 0 31608
S
#31608
End of the Alley~
   The alley ends here, the only direction you may go is south.  The closed
doors of low stone buildings lay to the east, west, and north however what lies
inside those buildings is a mystery.  One thing is for sure, they certainly do
not look inviting.  
~
316 d 0
D0
~
~
0 0 31610
D1
~
~
0 0 31609
D2
~
~
0 0 31604
D3
~
~
0 0 31607
S
#31609
Mage Board Room~
   Any messages between mages can be left here on the board and will received at
any mage guild throughout the land.  The guild for the mages lies directly east
of here or you may leave to the west.  
~
316 d 0
D1
~
~
0 0 31611
D3
~
~
0 0 31608
S
#31610
Robes and Armor~
   This is where a mage may buy armor specifically tailored for him or her.  
The walls are lined with racks from which robes and leather armor hang.  You may
exit to the south.  
~
316 d 0
D2
~
~
0 0 31608
S
#31611
Mage Guild~
   Here one may practice any spells that may need practicing or train skills to
perfection.  The guildmaster is always free to lend a helpinh hang that just may
lift you to the next level.  
~
316 d 0
D3
~
~
0 0 31609
S
#31612
West Alley~
   The alley heads north and south from here into the depths of the guild area.
The feeling of power and strength still eminates all around you, lightening your
step just a bit.  A very tight little alley heads west from here, almost
unnoticable to the naked eye.  Gray stone buildings match the gray stone street
you walk upon, all in contrast to the wonderful feeling of power all around you.

~
316 0 0
D0
~
~
0 0 31603
D2
~
~
0 0 31613
D3
~
~
0 0 31620
S
#31613
West Alley~
   The alley runs north and south from here, hemmed in by buildings on either
side.  The hush that seems characteristic of this place only makes the feeling
of power that much more mysterious and exciting.  You almost find yourself
holding your breath, afraid to look in any passer-by's eye, afraid you may laugh
aloud.  
~
316 0 0
D0
~
~
0 0 31612
D2
~
~
0 0 31614
S
#31614
West Alley~
   The alley still runs north and south, however there is a small dirt path
leading between two stone buildings west from here.  The hushed reverence all
around makes this whole section of town seem mysterious and thrilling, almost as
if you should be thanking someone for their allowing you to be here.  
~
316 0 0
D0
~
~
0 0 31613
D2
~
~
0 0 31667
D3
~
~
0 0 31615
S
#31615
Dirt Alley~
   The stone of the street is left behind as you begin your way west along this
path.  Just west of here, the buildings drop away and the path heads toward what
looks to be the edge of the plateau, for all you can see ahead is wide open air.

~
316 0 0
D1
~
~
0 0 31614
D3
~
~
0 0 31616
S
#31616
Dirt Path~
   The dull gray buildings are gone now, replaced with a grassy field of wild
flowers and trees.  Butterflies flit about you, and the smell is that of the
open sea.  Just west of here, the trail leads to a beautiful grove, while east
leads back into the dark grayness of the Guild Area.  
~
316 0 0
D1
~
~
0 0 31615
D3
~
~
0 0 31617
S
#31617
Ranger's Grove~
   This beautiful park, tended by rangers as a place for other rangers to relax
and enjoy, perches directly on the edge of the plateau which McGintey Cove rests
upon.  Looking west, all you can see is the beautiful shoreline following the
curve of the Cove which the town is nestled in.  To the south is a large tree
with a board of some sort affixed to it, and to the east leads the way back into
the main Guild Area.  
~
316 0 0
D1
~
~
0 0 31616
D2
~
~
0 0 31618
S
#31618
The Old Oak~
   You stand before a huge oak tree which holds the board for the Guild of
Rangers in McGintey Cove.  This tree looks as if it may be as old as the world
you stand upon, so huge and impressive is it's girth and height.  Why, a single
one of it's branches in the upper reaches is easily as big as your waist and
then some!  
~
316 e 0
D0
~
~
0 0 31617
D2
~
~
0 0 31619
S
#31619
Ranger Guild Room~
   More of a park than a Guild, this small plot of well tended land serves as
the training and advancement center for the Ranger Guild in McGintey Cove.  
Instructors work with trainees all around you, teaching various skills and
techniques.  
~
316 e 0
D0
~
~
0 0 31618
S
#31620
Back Street~
   The way through this 'street' - actually more of an alley - is quite narrow,
grimy, and dark.  East from here you can see a faint trickle of light and
another road.  To the west it only gets darker, looking quite unappealing.  
~
316 a 0
D1
~
~
0 0 31612
D3
~
~
0 0 31621
S
#31621
Back Street~
   The alley ends here, seeming to lead nowhere except back the way you came.  
As you scan the walls surrounding you, you can't help but feel as if maybe
someone is watching your every move, however it is too dark for you to be sure.

~
316 a 0
D0
~
door~
1 0 31623
D1
~
~
0 0 31620
D2
~
door~
1 0 31622
D3
~
door~
1 0 31625
S
#31622
Thieven Weaponsmith~
   This is a pathetically small workroom - dimly lit, grimy as hell, and reeking
of beer.  A small, wiry man works here with a sanding stone and a small bladed
knife of which you've never before seen the like.  At first the you think the
man doesn't notice you standing here in his little hole, but after a short time
he glances up and asks in a quiet, deadly voice if there is anything you need.
~
316 0 0
D0
~
door~
1 0 31621
S
#31623
Board Room~
   It looks more like a band of street punks got to this room, rather than a
group of professional thieves.  What passes for the board is the western wall
which is made of brick and covered in scrawlings from the many thieves who
frequent this guild.  The guild and training area is directly north of you.  
~
316 c 0
D0
~
~
0 0 31624
D2
~
door~
1 0 31621
S
#31624
Thieve's Guild~
   This room, set in the back room of looks to have been a small warehouse at
one time, is the resting and training place of the Thieves in McGintey Cove.  
Cots are thrown haphazardly in all corners of this room.  Obviously, many of the
thieves in McGintey Cove cannot afford their own homes and bunk here instead.  
Better watch your wallet, some sneaky associate of yours just may decide to try
some 'practice training' on it.  
~
316 0 0
D2
~
~
0 0 31623
S
#31625
Darkened Room~
   This small, darkened room gives you the foreboding feeling that you are
surrounded by enemies.  As you get deeper into the room, you feel the fabric of
someone's sleeve brush you.  Whirling around and grabbing the sleeve, you
realize it is an empty jacket hanging on a hook.  Feeling your way around the
room, you find that there are wearables hanging all around.  A low voice rumbles
out of the darkness.  
~
316 d 0
D1
~
door~
1 0 31621
S
#31626
Warrior Way~
   This wide promenade, so named for the guild area it traverses, looks to be a
well used street.  To the north is a very loud, very bawdy tavern.  A sign out
front proclaims it 'The Broken Spleen'.  To the south is a huge building which
looks to be off-limits, except to particular clientele.  Two well muscled
guardsmen stand on either side of the door leading into the building, arms
crossed.  To the east the road continues, leading the way to a HUGE building,
one who's girth you can only imagine, being that you can only see a fraction of
it from between the buildings you currently stand between.  West is the way out
of the Warrior Guild's area into the West Alley.  
~
316 0 0
D0
~
~
0 0 31629
D1
~
~
0 0 31637
D2
~
~
0 0 31627
D3
~
~
0 0 31667
S
#31627
Lounge and Board Room~
   This large antechamber serves as a resting, meditation, stretching out, and
board room for the Warrior Guild in McGintey Cove.  Very atypical of this class,
the men and women who congregate here seem almost nervous as they stretch out or
concentrate on whatever skills they will be attempting to learn in the arena
which is the Warrior's Guild in this town.  Just south of you is the guild room,
north is the exit to the outside.  
~
316 de 0
D0
~
~
0 0 31626
D2
~
~
0 0 31628
S
#31628
Warrior's Guild - Arena~
   This huge arena turned practice and advancement station is rumored to be the
best and most thorough training guild for Warriors in Dibrova.  The numbers of
trainers to the number of trainees is almost double, a rarity for most guilds.
You may exit to the north when you have finished.  
~
316 de 0
D0
~
~
0 0 31627
S
#31629
The Broken Spleen~
   Your first thought as you enter into this building is that if ever it has
been cleaned, it wasn't anytime during this last year.  Your second thought is
that you had best duck, as a chair goes flying past your head, just inches from
your right ear!  This flying chair is, of course, accompanied by drunken
laughter and calls of 'Newbie!  ' and 'Incoming!  '.  This chair throwing must
be a ritual here at the Broken Spleen.  How quaint.  The exit is just south of
you.  
~
316 d 0
D2
~
~
0 0 31626
S
#31630
The Warrior's Boutique~
   This little store sells an assortment of deadly implements used by the
warrior class to wreak havoc amongst their many enemies.  The exit lies to the
east.  
~
316 d 0
D1
~
~
0 0 31632
S
#31631
The Sword Store~
   The many different types of swords sold here vary depending on the stature
and level of warrior wielding them.  Many of the swords sold here may not be
used by inferior leveled warriors, however the only way to find out which sword
applies to which level is to buy one .
~
316 d 0
D2
~
~
0 0 31632
S
#31632
Warrior Way~
   The road ends here in a small court which allows access to two small stone
buildings, one west and one north of you.  The mammoth wall of the Gladiator Pit
runs along on your east, the clashes, clangs, and cries coming faintly to your
ears from within.  
~
316 0 0
D0
~
~
0 0 31631
D2
~
~
0 0 31633
D3
~
~
0 0 31630
S
#31633
Warrior Way~
   The road runs north to a small court surrounded by stone buildings.  To the
south the road heads into an intersection in front of the main entrance to the
enormous Gladiator Pit.  To the east and west you are hemmed in by the gray
stone walls of buildings owned by the Warrior Guild.  
~
316 0 0
D0
~
~
0 0 31632
D2
~
~
0 0 31637
S
#31634
Spectator Balcony~
   From this vantage point you can see the entire Pit spread out below you.  
Every punch, every kick, every stab and pierce can be seen from this point.  A
sign hangs on the wall, explaining the rules for placing wagers on the fights
which ensue below.  
~
316 d 0
D5
~
~
0 0 31636
S
#31635
Gladiator Pit - Center~
   You stand at the center of a huge dirt floored arena.  All around you are
rows and rows of screaming spectators, seated in the bleachers which climb the
upward slope of the arena wall.  You may move in any cardinal direction in
attempt to find and vanquish your opponent.  
~
316 g 0
D3
~
~
0 0 31636
S
#31636
The Pit~
   In this room, one may pay to enter into mortal combat with another combatant
of equal stature.  Screams from spectators and cries of pain from the combatants
accompanied by the clash of steel reaches your ears from the arena, which lies
directly east from here.  
~
316 d 0
D1
~
~
0 0 31635
D3
~
~
0 0 31637
D4
~
~
0 0 31634
S
#31637
Warrior Way~
   The road comes to a wide intersection here, heading north and south, and of
course west back toward the entrance to this guild.  In front of you is the
arched entrance to a huge arena, one whose rounded walls tower above you a good
five or six stories.  From inside you hear the catcalls and screams from all who
watch the fights, and also the clanging and clashing of steel from all those who
battle.  
~
316 0 0
D0
~
~
0 0 31633
D1
~
~
0 0 31636
D2
~
~
0 0 31638
D3
~
~
0 0 31626
S
#31638
Warrior Way~
   The road runs south toward a small court where two low stone buildings stand
to the west and south.  To the north the road heads into the main intersection
of Warrior Way where one may enter into the gladiator pit if desired.  
~
316 0 0
D0
~
~
0 0 31637
D2
~
~
0 0 31639
S
#31639
Warrior Way~
   The road heads farther south, ending in a small court.  To the north is the
way leading to the main intersection of Warrior Way.  On your east is the huge
rounded wall of the Gladiator Pit, it's enormous bulk still amazing to you, even
though you stand beside it.  
~
316 0 0
D0
~
~
0 0 31638
D2
~
~
0 0 31641
S
#31640
Shield 'n' Helms~
   This small shop sells exactly what it proclaims to sell, helms and shields.
The goods may be browsed at your leisure.  A permanet employee of the Guild
always stands at attention to help with your purchase.  
~
316 0 0
D1
~
~
0 0 31641
S
#31641
Warrior Way~
   This small court is home to two small stone buildings, one west and one south
of here.  The road heads north from here, running along the west wall of the
gladiator pit toward it's entrance.  
~
316 0 0
D0
~
~
0 0 31639
D2
~
~
0 0 31642
D3
~
~
0 0 31640
S
#31642
Body Armor~
   Racks of armor, both full bodied and upper torso are scattered all through
the shop.  A permanent member of the warrior guild is here to serve you as your
needs demand.  
~
316 d 0
D0
~
~
0 0 31641
S
#31643
West Alley~
   This dark, dripping alleyway leads south toward the many guilds housed in
this district.  To the north lies much of the same, with a section heading off
east into the warrior guild.  To the west is the entrance to the Paladin's
Guild, a strong sense of power and devotion radiating from its entrance.  
~
316 0 0
D0
~
~
0 0 31667
D2
~
~
0 0 31644
D3
~
~
0 0 31662
S
#31644
West Alley~
   The alley heads north and south, the cold, dark grey walls of stone buildings
surrounding you on every side.  Just south of you lies an offshoot of the main
alleyway which heads west into the cleric's guild.  
~
316 0 0
D0
~
~
0 0 31643
D2
~
~
0 0 31645
S
#31645
West Alley~
   The alley still runs north and south from here, the whole looking quite
dreary and dismal.  To the west is a small cobbled path leading into the
cleric's guild.  That path looks as if it may be the only part of this district
that is not only maintained, but cheerful as well.  The cobblestones which line
the path are scrubbed almost white, the walls of the buildings white stucco.  
You feel that even someone who is not a cleric may be drawn to this part of the
district just to escape the grey monotony everywhere else.  
~
316 0 0
D0
~
~
0 0 31644
D2
~
~
0 0 31655
D3
~
~
0 0 31646
S
#31646
The God's Path~
   The white cobblestones beneath your feet glisten brightly as you walk past.
Obviously the clerics who belong to this guild take great pride in their place
here in McGintey Cove.  Just north of you is a large marble temple with huge
oaken double doors in front.  This temple must be the main guild housing for
this guild.  The path heads west into more of the cleric's area or east out into
the West Alley.  
~
316 0 0
D0
~
~
0 0 31647
D1
~
~
0 0 31645
D3
~
~
0 0 31649
S
#31647
Sitting Room~
   This large, ornate room is laden with plush couches, comfortable easy chairs
and food free for the taking.  To the north is the entrance to the main practice
and meditation area, south is the exit out to the God's Path.  
~
316 d 0
D0
~
~
0 0 31648
D2
~
~
0 0 31646
S
#31648
Meditation and Advancement~
   A large altar rests near the far northern wall of this temple.  Small pads of
cloth line the eastern wall where many of your class pray and meditate,
searching for advancement and enlightenment.  You may exit to the south.  
~
316 0 0
D2
~
~
0 0 31647
S
#31649
The God's Path~
   With the temple wall still to the north of you, the path heads west into a
broad court surrounded by white stucco buildings.  Directly south of you is
another such building, the entranceway wide open and inviting.  To the east the
path heads out past the temple entrance into the West Alley.  
~
316 0 0
D1
~
~
0 0 31646
D2
~
~
0 0 31654
D3
~
~
0 0 31650
S
#31650
The God's Court~
   This large allows entrance to any of three white stucco buildings which lie
north, south, and west of you.  You may exit to the east toward the temple and
West Alley.  
~
316 0 0
D0
~
~
0 0 31651
D1
~
~
0 0 31649
D2
~
~
0 0 31653
D3
~
~
0 0 31652
S
#31651
Robes~
   This quiet room has a small wooden desk sitting at the north end, a monk from
the guild seated serenely behind it.  On the east and west walls are lines of
robes hung in an extremely orderly fashion.  
~
316 d 0
D2
~
~
0 0 31650
S
#31652
Holy Relics~
   Small wooden stands spread throughout the room hold trinkets, baubles, and
wearables, all for sale.  A monk from the guild wanders about the room, helping
those in need of assistance.  
~
316 d 0
D1
~
~
0 0 31650
S
#31653
Books of the Gods~
   Small wooden bookshelves line the east, west, and south walls of this room,
all spotlessly clean and filled with books of all shapes and sizes.  
~
316 0 0
D0
~
~
0 0 31650
S
#31654
Holy Weapons~
   Although physical battle is not condoned by the guild, it is realized that in
this day and age every man or woman must need defend themselves at some time or
another.  Hence this small shop dedicated to those weapons deemed fit to be
wield by a cleric in Dibrova.  
~
316 d 0
D0
~
~
0 0 31649
S
#31655
West Alley~
   The alley heads north deep into the guild area for McGintey Cove, the gray
walls of guild-owned buildings surrounding the way ahead.  To the south is the
intersection of the Alley and South St, the road leading east into the business
district of McGintey Cove.  
~
316 0 0
D0
~
~
0 0 31645
D2
~
~
0 0 31656
S
#31656
South Street~
   You stand at the intersection of West Alley and South Street.  To the north
is the dark, grey walled alley which heads deep into the guild area.  East, the
way gets a bit lighter as it heads it's way back toward the main business
district of McGintey Cove.  To the south the alley heads into a shadowed
section, one which must be the Assassin's Guild area.  
~
316 0 0
D0
~
~
0 0 31655
D1
~
~
0 0 31664
D2
~
~
0 0 31657
S
#31657
West Alley~
   Although still technically in the West Alley, you are in the area of town
owned by the Deathknight's guild.  Good advice would be to watch your step
around these deadly beings.  To the west is a tall, slender door leading into
the main guild room, where deathknights practice to advance themselves.  To the
east is a door leading into a very small building, one which gives you a
decidedly uneasy feeling.  South is the end of West Alley and north leads the
way out of the Deathknight's Guild.  
~
316 0 0
D0
~
~
0 0 31656
D2
~
~
0 0 31661
D3
~
~
0 0 31658
S
#31658
Deathknight's Board Room~
   This small, dark room affords a few low divines for the reclining comfort of
those who wish to relax in the comfort of their guild.  Glass display cases hold
an array of weapons along the walls, many of which considered antique by today's
standards of assassination.  To the west is the entrance to the training and
advancement room.  East leads out to West Alley.  
~
316 d 0
D1
~
~
0 0 31657
D3
~
~
0 0 31659
S
#31659
Guild Room~
   You are all alone in a completely darkened room...  Or so you think.  
~
316 ade 0
D1
~
~
0 0 31658
S
#31660
Dark Wearables~
   All manner of clothing, cloakwear, and hoods are for sale in this shop.  All
wearables sold here are to aid the deathknight in his/her profession.  
~
316 d 0
D1
~
~
0 0 31661
S
#31661
South Dead End to West Alley~
   This seems to be the end of the way.  Doors lead off to the east, west, and
south.  The alley heads north.  Watch your step.  
~
316 0 0
D0
~
~
0 0 31657
D2
~
~
0 0 31663
D3
~
~
0 0 31660
S
#31662
Paladin Row~
   The whole area strikes you as clean and well-organized as soon as you enter.
With all the gray building and their lack of color out in the main guild area,
this place is a stark contrast indeed.  The alley continues west, with a door to
the north leading into a small tavern.  
~
316 0 0
D1
~
~
0 0 31643
D3
~
~
0 0 31668
S
#31663
Weapons of Choice~
   All weapons sold here are made specifically for the lethal and many times
secretive killing arts.  Browse and be merry, but remember, they are not cheap
for a reason!  
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316 d 0
D0
~
~
0 0 31661
S
#31664
South Street~
   The street, now completely enclosed on the north and south side by grey stone
walls of guild buildings, leads west to an intersection of some sort, or east
out into the main business district of McGintey Cove.  
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316 0 0
D1
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~
0 0 31665
D3
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~
0 0 31656
S
#31665
South Street~
   The street heads west into the darkened guild area of McGintey, where it
seems the very air around it carckles with mystical energy and magic.  To the
east is the main business district of McGintey Cove.  A small, unobtrusive alley
leads south from here.  
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316 0 0
D1
~
~
0 0 31666
D2
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~
0 0 31674
D3
~
~
0 0 31664
S
#31666
South Street~
   The high traffic business area to the east seems almost a memory only as you
enter into this entirely different section of town.  The wide open expanse that
was typical of the bazaar and the main streets of town are replaced by tight
streets with stone walled buildings to either side.  
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316 0 0
D1
~
~
0 0 31565
D3
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~
0 0 31665
S
#31667
West Alley~
   The alley continues to run north and south from here, the gray, dismal walls
surrounding it unending.  To the east is a wide stretch of cobbled street that
looks a bit more well travelled than any any of the previous offshoots from this
alley.  
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316 0 0
D0
~
~
0 0 31614
D1
~
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0 0 31626
D2
~
~
0 0 31643
S
#31668
Paladin Row~
   Nothing.  The alley ends just west of here at the entrance to the Guild
itself.  It appears that a small area in front of the guild has been set up as a
resting spot for paladins who wish to rest their feet after a day of saving
innocent women and children.  
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316 0 0
D1
~
~
0 0 31662
D3
~
~
0 0 31669
S
#31669
Paladin Court~
   This comfortable cobblestoned court hosts a small array of comfortable chairs
and low tables, all for resting and relaxing upon before heading back out into
the wilds of Dibrova.  To the west is the entrance to the Guild, south is a
weapon shop and north is an armor shop.  Both shops are maintained by the Guild
and specialize in Paladin equipment.  
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316 c 0
D0
~
~
0 0 31672
D1
~
~
0 0 31668
D2
~
~
0 0 31673
D3
~
~
0 0 31670
S
#31670
Paladin Board Room~
   This is a small hallway leading into the main Audience Hall for the Paladin's
Guild where the Master grants level gain by virtue of experience in the field.
A bulleltin board has been posted on the south wall, a small writing implement
attached so that anyone who wishes to may post a message to their fellow
clannies.  
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316 c 0
D1
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~
0 0 31669
D3
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0 0 31671
S
#31671
Paladin Guild Hall~
   This hall is what is considered to be the oldest structure existing on the
rock that is McGintey Cove today.  It is said that upon this very spot, Amos
McGintey erected his temporary hideout when hiding from the Ionian Knights who
plagued the seas back in his day.  Now this ancient has been converted into a
place of respect and devotion where Paladins may increase their level if so
desired.  
~
316 c 0
D1
~
~
0 0 31670
S
#31672
Paladin Outfitters~
   Cloaks and armor, boots and gauntlets all are arrayed in this clean and
bright room.  The colors of the wearables are all vibrant and catching to the
eye, signifying the pride of the Paladin and what the class stands for in a
world ridden with evil and pestilence.  
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316 0 0
D2
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~
0 0 31669
S
#31673
Weapons of Honor~
   This wide open area serves as both a smithy for the Guild and a shop where
class members may purchase the fine weapons produced here.  Paladins, being a
very meticulous and demanding class, prefer to make and enchant their own
weapons rather than import weapons from the dwarven craftsmen or magus weavers.
Browse these fine weapons, but remember - they are not cheap.  
~
316 0 0
D0
~
~
0 0 31669
S
#31674
A Quiet Back Street~
   The sounds of the bazaar, the hustle and bustle of all the city-goers all
seems to get swallowed up by the walls of this alley.  You feel a bit of peace,
your body begins to relax a bit as you begin down this alley.  You can see that
it ends just south of here at a small door.  
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316 0 0
D0
~
~
0 0 31665
D2
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~
0 0 31675
S
#31675
End of a Quiet Back Street~
   You stand before a small door, a very unmentionable place if not for the man
standing just to side of it - as if guarding it.  Strange that all sounds of the
city have completely vanished now, though you know that you have no travelled
that far from the main section.  
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316 0 0
D0
~
~
0 0 31674
D2
~
door~
1 0 31676
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#31676
Monk Board Room~
   You would almost think that this place were abandoned, so quiet of an air
persists here.  However, looking south you see the main room and the Guidlmaster
tutoring his disciples.  The Board for your clan is mounted here - any messages
you wish to pass along can be passed via this board.  
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316 cd 0
D0
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door~
1 0 31675
D2
~
~
0 0 31677
S
#31677
Monk Guild Room~
   There is absolutely nothing at all in this room save for the man who will
advance you to your next level if you are deemed worthy.  The exit lies to the
north.  
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316 cd 0
D0
~
~
0 0 31676
S
$~
