@dig/teleport Guest Room @Desc here=Warm, soft dimness surrounds you. The room would be dark, except for the small lamp on the dresser next to the bed. Your impression of the room is mostly grey, although you can't quite tell if that's becuase of the dimness, or if that's actually the color scheme. You can just make out a small table next to you, and a chair in one corner. The only way out is through the door to the north. @set here=JUMP_OK @set here=MONITOR @set here=HALTED @dig/teleport Kitchen @Desc here=The kitchen is warm and bustling, even in the middle of the night. During the day, meals are prepared, the great oven on the north wall holding huge racks of lamb, beef, or venison, and the stove keeping large pots of stew and water hot. The windows next to the oven are thrown open, as is the door out to the kitchen garden, in an effort to dissapate some of the heat. The huge table in the middle of the room is covered in vegetables and pots. A swinging door leads in the pantry to the southeast, a hallway leads down into the castle to the south, and a closed door has a sign on it reading 'Cook'. An odd arrangement of doors to the west prevents the kitchen noise from reaching the great hall. @set here=JUMP_OK @set here=HALTED @dig/teleport Cook's Room @Desc here=A small, but very neat, room. A double bed takes up most of the space, the comforter a pretty star pattern in blue and pink. A dresser stands next to the bed, with a pitcher and basin on top of it, and a ladderback chair stands in the corner next to it. On the other side of the bed, a small nightstand holds a little stitching. The rug at the base of the bed is done in a pattern to match the comforter. @set here=HALTED @dig/teleport Servant's Hallway @Desc here=You stand in a long, mostly quiet hallway. There are doors on either side of you, leading into various rooms, and the hall ends in a T intersection at the south end. A long arch leads west into the main part of the castle, and the kitchen is to the north. @set here=HALTED @dig/teleport Men's Dormitory @Desc here=A dark, quiet room. The beds are spaced evenly apart, with each single bed given approximately two feet on either side. A trunk is placed at the end of each bed, a lock placed on the trunk when in use, and a nightstand to one side. Some of the beds have curtains around them, for a little privacy, and many have little decorations or pictures above the headboards. The only way out is to the hallway. @set here=ABODE @set here=JUMP_OK @set here=HALTED @dig/teleport Women's Dormitory @Desc here=A dark, quiet room. The beds are spaced evenly apart, with each single bed given approximately two feet on either side. A trunk is placed at the end of each bed, a lock placed on the trunk when in use, and a nightstand to one side. Some of the beds have curtains around them, for a little privacy, and many have little decorations or pictures above the headboards. The only way out is to the hallway. @set here=ABODE @set here=JUMP_OK @set here=HALTED @dig/teleport Dry Storage @Desc here=Shelves and bins line the walls of this room, with drawers in the base of the center table. Cloth takes up most of the south wall, and miscellaneous small things are scattered on the shelves of the north. The east and west walls hold foods - flour, potatoes, onions, and jars of preserves, pickles, and soups. Herbs hang from the ceiling, and the table holds equipment for the preparation of ointments, lotions, and drops. @set here=HALTED @dig/teleport Large Storage @Desc here=Devoid of shelves, this room seems to be completely devoted to large items. Several tables are carefully stacked along one wall, miscellaneous chairs placed in neat rows, and rolled tapestries stand in corners. What appear to be bedframes are in peices along another wall, and various other bits of furniture, and furniture parts, are placed in neat rows and piles around the room. A map seems to be placed just next to the door, indicating where various items are to be found. @set here=HALTED @dig/teleport Short Hallway @Desc here=Running the width of the east wing, this hallway sports very few doors, and a staircase at the western end. Dressed stone makes up the walls, and the heavy oak doors are much the same as in the rest of the halls. The main difference seems to be that the rooms here are smaller than in the servant's hallway to the north. @set here=HALTED @dig/teleport Housekeeper's Room @Desc here=A small, neatly kept room, dominated by a double bed in the middle of the floor. A nightstand next to the bed holds papers with writing on it, while the soft chair between the bed and dresser holds knitting in progress. The dresser against one wall has a pitcher and basin on top of it. The quilt and rug both sport a wedding ring pattern in grey and green. @set here=HALTED @dig/teleport Major Domo's Room @Desc here=A small, neat room. The colors in the bedspread and rug are primarily grey and blue, in a quiet checkered pattern. The dresser has a pitcher and basin on it, the ladderback chair in the corner holds a pile of books, and the nighttable sports a small reading lamp. @set here=HALTED @dig/teleport Pantry @Desc here=The small lantern hanging from the ceiling gives off enough light to make everything visable. Jars and boxes line the shelves, while bags of flour and grains sit on the floor. One set of shelves, just by the swinging doors to the kitchen, holds nothing but racks and racks of spices. A steep stairway leads from the far wall down to the cellar. @set here=HALTED @dig/teleport Cellar @Desc here=Cold even on the hottest days of the year, this small cellar is used to store perishable food until it can be used. A cutting block at one end shows signs of obvious use, and various vegetables sit on the shelves. The floor is covered in straw, which is changed often. @set here=HALTED @dig/teleport Drawing Room @Desc here=The largest of the rooms on the west hallway, the drawing room is actually just a quiet chatting place. Several groupings of chairs and couches, upholstered in soft grey and sapphire blue, create cosy discussion areas. The tapestries, and soft, hunter green curtains mute the sounds from the room, and give it a warm, cozy feeling. Pitchers of water and glasses are set on a table near the door, and kept full at all times by watchful servants. @set here=JUMP_OK @set here=UNFINDABLE @set here=HALTED @dig/teleport Great Hall @Desc here=Tables are evenly spaced around the east side of the room, leaving the west side open for mingling. A dias forms most of the north wall, with a small table for the Lord and Lady, plus their guests. Flags of the local area hang from the balcony, giving the room a festive splash of color, and comfortable chairs and couches are grouped around the four large fireplaces. Flowers are spread everywhere, in celebration of spring, and large baskets of bright color sit in the three fireplaces that are unused due to the warm weather. The main doors are to the south, under the watchful eyes of guards, while two smaller exits are to the library wing to the west, and the kitchens to the east. @set here=HALTED @dig/teleport West Hall @Desc here=The hallway is short, although well lit, and has no particular redeeming features. It connects to the great hall to the east, the larger library hallway to the south, and a small study to the southwest. @set here=HALTED @dig/teleport Foyer @Desc here=The foyer is large and cavernous, with an arching ceiling and marble floors. There is no furniture around the room, although the walls are covered in tapestries. People stand, scattered about, talking in animated groups. A waiting room is to the southwest, for those that have checked in with the clerk to the east. A warming room is to the southeast, a long hallway is to the west. The main doors out to the courtyard are to the south, mirrored by large doors leading to the great hall to the north. @set here=HALTED @dig/teleport Waiting Room @Desc here=A large room, well appointed in calming blues and grays. The chairs are moderately comfortable, and various petitioners wait here, for the clerk to call them for their presentation. The only way out is through the archway to the north. @set here=HALTED @dig/teleport Library Hall @Desc here=Running the length of the west wing, this mostly uninterrupted hallway doubles as a portrait gallery of the Lords and Ladies who have lived in this castle. Occasionally, under a portrait, stands a heavy bust of the same person. The only doors lead south to the infirmary, west to the library, and east to the foyer. The hallway ends in another hallway to the north, just past the wide stairs to the second floor. @set here=HALTED @dig/teleport Clerk's Room @Desc here=A small room, with a large desk taking up most of the room. A pair of small, uncomfortable chairs are placed in front of the desk, contrasting with the more padded chair that the clerk has. A grated fireplace, with a sliding cover, takes up much of east wall, and north wall is covered in shelves. The only way out is through the small arch to the west. @set here=HALTED @dig/teleport Warming Room @Desc here=A smallish room, with a long, padded bench in front of the gridded fireplace that takes up most of the west wall. Cloaks hang from pegs around the room, and the room is kept just warm enough, all year, to warm and dry them. The archway leading east to the servant's hallway is oddly shaped. @set here=HALTED @dig/teleport Library @Desc here=The library is a rarity, filled to overflowing with books of all varieties. Each shelf is carefully labelled with a general notation of contents, and a large ledger behind the librarian's desk to the south contains a listing of all books. A rolling ladder slides around the room, providing access to the upper shelves, and several reading tables are placed in the small open area just in front of the librarian's desk. A study, for quiet reading, is to the north, and the door to the hallway is to the east. @set here=HALTED @dig/teleport Study @Desc here=A quiet, well appointed study. There are a pair of desks at each end, equipped with writing instruments and paper. Several comfortable chairs are placed around the room, each with a small table next to it. Servants check this room frequently, removing the cups and plates that inevitably collect as people work. @set here=HALTED @dig/teleport Infirmary @Desc here=Partitioned by curtains, and smelling of antiseptic, the infirmary houses those patients who are too injured to be left alone. A nurses station is in the southeast corner, allowing the nurse to see over the entire room. Each bed has a small table on either side, and a hook for clothing. The curtains are drawn for privacy across a few of the cubicles. A circular stairway leads up from the southwest corner, swinging doors lead north to the library hallway, and a door to the courtyard stands open to the south, allowing fresh air to circulate through the room. @set here=HALTED @dig/teleport Third Floor Landing @Desc here=The stairs are stone, but firmly attached to the walls. The steps themselves are wide at the outside, and get narrower towards the middle. The area is large enough for one person to walk comfortably, but two people get a little cramped. @set here=HALTED @dig/teleport Physican's Landing @Desc here=A small landing, at the end of the long hallway of the second floor. A narrow, circular stairway leads down to the infirmary below, and a small door leads east into the physician's private quarters. The hallway itself extends to north, along the castle's length. @set here=HALTED @dig/teleport Physician's Quarters @Desc here=A somewhat large room, with one wall covered in books above the paper-covered desk. A large, comfortable bed is pushed against one wall, the covers messy, as if it has been left abruptly. More papers cover the pair of chairs next to the desk, and several herbs are scattered on the top of the dresser. @set here=HALTED @dig/teleport West Hallway @Desc here=The hallway here is wide and airy, the wooden walls polished to a shine. To the east, the balcony overlooking the great hall stretches to the opposite side of the castle. Along the west wall are several smaller rooms, designed for groups to meet quietly. The hall ends in a small landing to the south, and a wide, gracious stairway leading both directions to the north. @set here=HALTED @dig/teleport Music Room @Desc here=The dominating feature of the room is the full sized grand piano in the northwest corner, overlooking one of the windows that stretch from floor to ceiling. A full floor harp stands near the piano, and several smaller instruments hang carefully from pegs placed on the wall. Many cushioned chairs are scattered about the room, able to be moved at whim. A small puppet stage takes up the south wall of the room, the marionettes neatly put away. Long, deep blue curtains, matching the carpeting, hang at the windows, ready to be pulled shut as the need demands. @set here=HALTED @dig/teleport Solar @Desc here=Windows stretch from floor to ceiling on the north and west sides of this room, allowing light to stream in from the sun. Looms are placed around the room, containing fabric in various stages of weave, and several spinning wheels contain thread in partial stages of creation. The middle of the room holds a low table, strong and sturdy, suitable for cutting and for standing upon. Embrodery hoops and racks lie in various chairs, and a bag of knitting sits on one of the couches. @set here=HALTED @dig/teleport Landing @Desc here=Floored in marble, and panelled in wood, the landing shines softly in the light. The stairs have runners of fine carpeting layered upon them, and the stairs leading up and down have runners of similar carpet placed upon them. The banisters on the stairs are polished to a high shine. The hallway stretches out to the south. @set here=HALTED @dig/teleport Landing @Desc here=Floored in marble, and panelled in wood, the third floor landing shines softly in the light. The stairs have runners of fine carpeting layered upon them, and the stairs leading up and down have runners of similar carpet placed upon them. The banisters on the stairs are polished to a high shine. The hallway stretches out to the south. @set here=HALTED @dig/teleport West Hallway @Desc here=The hallway stretches the entire length of the wing. Small, fantastical pictures hang on the west wall between the doors, and large pictures hang on the east wall, to either side of the archway. The hallway ends in a large window the the south, and a stairway to the north. @set here=HALTED @dig/teleport Middle Hallway @Desc here=The view out the southern window is spectacular, allowing you to see the mountains in the distance. The window itself takes up nearly the entire southern wall, and has a few couches and chairs in front of it. Along the passage between the east and west hallways, a pair of doors leading into the suites of the Lord and Lady of Herne can be found. @set here=JUMP_OK @set here=HALTED @dig/teleport East Hallway @Desc here=The hallway stretches the entire length of the wing. Small, fantastical pictures hang on the east wall between the doors, and large pictures hang on the west wall, to either side of the archway. The hallway ends in a large window the the north, and a small stairway to the south. @set here=HALTED @dig/teleport Balcony @Desc here=The balcony is more of a large sitting room with one open wall, overlooking the Great Hall, and a large window looking out over the courtyard. Tapestries hang on both the east and west walls, and the railing around the inner edge is covered in flags and banners. Looking out, you notice that the guards posted around the room below are watchful of above, as well. The noise from the hall below carries quite well up to the listeners here. Chairs and couches are grouped in small, cozy arrangements. An archway leads to the smaller rooms to the west. To the east, a pair of doors lead into the ballroom, while a smaller door leads northeast into the nursery. @set here=HALTED @dig/teleport Ballroom @Desc here=A large, echoing room, with an immense wooden floor in the middle. Chairs, divans, and couches are placed around the floor, allowing the non-dancers a place to sit and watch. In the southeast corner, a space is marked off for musicians to play. Along the south wall is placed a long, carefully tended table with refreshments for the enjoyment of all attendees, and a long, heavy curtain covers the access point to get behind the table. Windows line the east and west walls, stretching from floor to ceiling, and half-windows cover the south wall. Long, blue drapes hang at regular intervals along the walls, ready to be pulled across the windows as needed. The north wall is covered in a giant tapestry, which just begs to be looked at. @set here=HALTED @dig/teleport Behind the Table @Desc here=From here, you can see across the ballroom to the north, and hear the music. The table is serviced here, and neatly under the table is placed all the utensils needed for the job, as well as cloths and supplies for emergency cleanups. To the east is a small, spiral staircase that goes both up and down, and a heavy curtain blocks the entry to the ballroom to the north. @set here=HALTED @dig/teleport Nursery @Desc here=A few small cribs stand against the north wall, and a changing area is in the northeast corner. A comfortably padded rocker is across the room, in the southeast corner, next to a reading lamp and several books. Toys are on low shelves around the room, neatly put away, and child-sized table and chairs are in the middle, presently covered in fingerpaints and paper. @set here=HALTED @dig/teleport Staircase @Desc here=The stairs are stone, but firmly attached to the walls. The steps themselves are wide at the outside, and get narrower towards the middle. The area is large enough for one person to walk comfortably, but two people get a little cramped. @set here=HALTED @dig/teleport Gym @Desc here=This room is filled with equipment, both common and strange. An adjustable balance beam, paired bars, and rings are set in the southeast corner, along with a large set of gymnastic mats. The northeast corner is covered in mirrors, lined with a barre, and set up for dance practice. Weight training equiment takes up much of the middle of the room, with free weights along the east wall. In the northwest corner of the room, a large, multi-person hot tub is set on a raised dias. Stairs leading down to the third floor are in the southwest corner, and a walkway leads off to the west. @set here=JUMP_OK @set here=HALTED @dig/teleport Hot Tub @Desc here=Hot and steamy are the two things you notice first. The area around the tub is tiled, and a few chairs are placed about for those who don't wish to be in the tub itself. Hooks are along the wall for clothing, and a tall, narrow set of shelves hold towels. A cord in one corner triggers a spill of cold water from the faucet above.%r%rThe tub itself is smooth, and large enough to hold several people. It has contoured seats in odd corners, and a small bench in the middle. A railing follows the stairs into the water, which is kept just at a comfortable temperature. @set here=JUMP_OK @set here=HALTED @dig/teleport Walkway @Desc here=A long walkway, both the north and south sides of which are made of windows, except for a simple area to the north which contains a door. Archways at either end of the hallway lead into a gym to the east, and a greenhouse to the west. @set here=HALTED @dig/teleport Archery Range @Desc here=Set on the roof of the castle, the archery range is the best of both out and indoors. A smooth grass lawn covers the entire area, with a brick patio on either side of the door leading south. A tall wall blocks the north end of the area, preventing stray arrows from flying off the roof. Targets are placed at the east end, along the stone wall of the gym, and the staging area directly across, under the windows of the greenhouse to the west. Looking up, you notice strange bars arched over the area, from east to west, and you follow them their ends. At the east end, just at the joining above the gym, a tarp is neatly pressed against the wall. Handles hang down from the tarp, attaching to the bars above. When it rains, the archery attendants pull the tarp over the field, keeping all participants nicely dry. @set here=HALTED @dig/teleport Private Room @Desc here=Sparsely furnished, this rooms sports only a dresser and a bed. It is neat, and decorated in deep blues. It is also obviously unlived in. @set here=HALTED @dig/teleport Captain's Office @Desc here=The captain's office is rather sparsely furnished, with two uncomfortable wooden chairs facing a large wooden desk. The desk itself is covered in paper, and the chair behind looks as if it has seen much use. A door leads further into the wall behind the desk, while a set of stairs has been carved into the northern wall, leading up to the barracks above. The only way out is through the door to the west. @set here=HALTED @dig/teleport Cells @Desc here=Two cells, bare but for a pair of cots and a chamber pot, take up most of the room. There is enough room for a guard to walk easily between them, without the danger of being reached by cell occupants. With stone walls on all four sides, the room itself is rather cool. @set here=HALTED @dig/teleport Southeast Wall @Desc here=Crenellations edge either side of the walkway, the narrow space between each rise just low enough for a tall man to see over. A breeze blows nearly constantly, lightly chilled from the sea. To the south, the city gleams in the light, set off by the trees of the forest beyond, and the mountains rising majestically into the sky. From below, the sounds of ringing metal can be heard as practice continues in the salle. @set here=HALTED @dig/teleport Sergeant's Office @Desc here=A large desk fills most of the front of the room, leaving just enough space for three people to stand before and still allow the door to open. Placed firmly against the south wall, the only way back to the cells is around the north side of the desk itself. The only way out is back to the main gate. @set here=HALTED @dig/teleport Gates @Desc here=Dim and cool, the gate-way is well guarded day and night. The massive gates stand closed, with only the double portal opened to allow access in and out to the city beyond. Offices are placed to either side, just beyond which are the double winches to pull the gates open. @set here=LINK_OK @set here=HALTED @dig/teleport Courtyard @Desc here=Granite flagstones pave the courtyard, each piece fitted snugly against its neighbor, no piece loose or broken. People gather in the courtyard, bustling with the need to come and go, on errands of their own. Children play hopscotch next to the only seating area in the yard, tucked into the northeast corner. The gate looms over the yard to the south, and the castle itself does the same in the north. Quiet paths lead off to the east and west gardens, while smaller buildings just south of the paths proclaim their function by style. @set here=HALTED @dig/teleport Barracks @Desc here=Doors lead off into small rooms on either side of the main hallway. Either end of the hallway, next to the doors leading to the walls are open areas, with tables, chairs and various activities. Through the open doors can be seen a pair of beds, and other accoutrements of the guardmembers. Doors lead out to the walls to the east and west, and a set of stairs leads down to the captain's office. @set here=HALTED @dig/teleport Southeastern Tower @Desc here=The four walls of the tower provide a little protection from the winds that can blow off the sea, but even a little bit helps. A braizer stands in the corner between the south and east walls, providing a touch of heat against the chill on cool nights. A pair of narrow windows in each wall provides a slim view and arrow access, while arches to the north and west lead to the walls. @set here=HALTED @dig/teleport Salle @Desc here=Benches line the walls, interspersed with open lockers holding various clothings. A pump-sink stands in one corner, with a pile of old towels to one side, providing a quick cooling after a match. The center of the room is open, with a flat, even floor and a low ring around the area. Fighters pair off with each other in the ring, testing their abilities against one another. The light here is kept even, and low enough for comfort. @set here=HALTED @dig/teleport East Wall @Desc here=Crenellations edge either side of the walkway, the narrow space between each rise just low enough for a tall man to see over. A breeze blows nearly constantly, lightly chilled from the sea. To the east, the sea gleams to the horizon, which is occasionally lit with bright, yellow flashes of light. From the gardens below, laughter drifts up as people play in the maze. @set here=HALTED @dig/teleport Northeast Tower @Desc here=The four walls of the tower provide a little protection from the winds that can blow off the sea, but even a little bit helps. A braizer stands in the corner between the north and east walls, providing a touch of heat against the chill on cool nights. A pair of narrow windows in each wall provides a slim view and arrow access, while arches to the south and west lead to the walls. @set here=HALTED @dig/teleport North Wall @Desc here=Crenellations edge either side of the walkway, the narrow space between each rise just low enough for a tall man to see over. A breeze blows nearly constantly, lightly chilled from the sea. To the north, the sky gradually darkens until it is nearly black on the horizon, with bright streaks of lightning cutting through the gloom. On a perfectly peaceful day, a faint roar can be heard drifting through the air, over the agitated waters. In the garden and orchard below, sounds of workers drift up with the scent of fresh herbs, vegetables, and fruits, as well as the wonderous smells from the open kitchen. @set here=HALTED @dig/teleport Northwest Tower @Desc here=The four walls of the tower provide a little protection from the winds that can blow off the sea, but even a little bit helps. A braizer stands in the corner between the north and west walls, providing a touch of heat against the chill on cool nights. A pair of narrow windows in each wall provides a slim view and arrow access, while arches to the south and east lead to the walls. @set here=HALTED @dig/teleport West Wall @Desc here=Crenellations edge either side of the walkway, the narrow space between each rise just low enough for a tall man to see over. A breeze blows nearly constantly, lightly chilled from the sea. To the west, the sea shines in peaceful stillness, occasionally broken by jumping dolphin and cresting whales. From the garden below, the scent of flowers wafts up from the well-tended beds. @set here=HALTED @dig/teleport Southwest Tower @Desc here=The four walls of the tower provide a little protection from the winds that can blow off the sea, but even a little bit helps. A braizer stands in the corner between the south and west walls, providing a touch of heat against the chill on cool nights. A pair of narrow windows in each wall provides a slim view and arrow access, while arches to the north and east lead to the walls. @set here=HALTED @dig/teleport Southwest Wall @Desc here=Crenellations edge either side of the walkway, the narrow space between each rise just low enough for a tall man to see over. A breeze blows nearly constantly, lightly chilled from the sea. To the south, the city gleams in the light, set off by the trees of the forest beyond, and the mountains rising majestically into the sky. The sounds and smells of horses and hay rises up from the stables below, perfumed by the garden beyond. @set here=HALTED @dig/teleport Armoury @Desc here=Several workbenches are placed throughout the room, and tools hang along one wall. The other walls are covered in shelves and hooks holding hand-to-hand weapons of all types, armour, and helms in varying styles. On the workbenches are other items, in several states of repair. Next to the door is a large box on wheels; marked BLACKSMITH, it holds many blades and metal pieces destined for re-forging or serious repair. @set here=HALTED @dig/teleport Stables @Desc here=Upon walking in, the first thing immediately noticable is the smell of hay and horse. A stack of hay faces is directly across from the main door to the east, pitchforks hung on the wall to one side. Immediately to the north is another door, leading into the tack room. Stretching out to the south are the stalls themselves, each one nicely sized for the horses within. The few horses still inside are well groomed, and obviously healthy. @set here=HALTED @dig/teleport Tack Room @Desc here=From the half-open split door in the west of the room, fresh air blows the smell of leather and horses through the neat rows of saddles. Bits of tack under repair sit on the single workbench, and equipment of all sorts hang in neat rows on the walls. Much of the equipment is labelled underneath, with the name of the horse it belongs to, although there are various bits extra for other use. A main door leads south, back into the stables themselves, and a set of steep stairs leads up to the stablemaster's quarters. @set here=HALTED @dig/teleport Quarters @Desc here=A bed sits against one wall, under the window. Nightstands flank the bed, and a dresser is on the opposite wall. The room is neat, and looks remarkably unused at the moment. The only exit out is the stairs leading down. @set here=HALTED @dig/teleport East Garden @Desc here=A maze of hedges surrounds you, leading you on. Every so often, you'll turn a corner and find a bench tucked out of the way, just perfect to sit in quiet contemplation. This side of the garden is peaceful, and in the quiet stillness of the leaves, you can almost believe yourself to be cut off from the world. @set here=HALTED @dig/teleport West Garden @Desc here=The crushed gravel path running through the garden is flanked on either side by flowers, in neatly cultivated beds. Small arbours to either side provide gentle shade over a small bench, where those inclined to can sit and watch the day go past. The air is sweet with the lingering scents, and a multitude of colors sparkle in the light. @set here=HALTED @dig/teleport Behind the Salle @Desc here=Long, green grass waves in any wind that blows. An old tree stump sits in the middle of the area, providing a convient place to sit and read. The salle and the surrounding walls block most sounds, leaving this small place a minor haven. @set here=HALTED @dig/teleport Behind the Stables @Desc here=The smell of hay and horses from the stables hangs in the air, and various blankets are placed out on a line here. What seems to be a fence with only two posts and a top rail runs through the middle of the small yard, and bears several saddles which smell faintly of dye. The grass here is cut short, and often one of the younger stablehands can be found sitting against one of the walls, working on a bit of leather. @set here=HALTED @dig/teleport North Garden @Desc here=Small trees line either side of the path through here, providing both shade and fruit. Few benches are between the trees, allowing very little space to sit and relax, and are moved about often as the gardeners watch for constantly ripening fruit to pick and take in. The air is lightly perfumed with the smell of the trees, as well as the flowers to the south. @set here=HALTED @dig/teleport Kitchen Garden @Desc here=Crushed gravel lines the path leading through this area, and divides the small garden into four sections. In the middle of the yard, a well stands open to the sky, a winch and bucket arrangement built onto it to provide use. The various plants are neatly labelled, and narrow, crushed gravel paths lead between the rows to prevent anyone from stepping on the growing greenery. @set here=HALTED @dig/teleport Castle Bridge @Desc here=This delicate limestone bridge, carved and engineered solely by magic, spans the distance between the southern cliffs and the rocky island upon which the Castle is built. Easily two hundred feet long, the provided view is glorious. Looking north, one sees the Castle itself, a luminescent pearl on the scintillating emerald-and-sapphire sea. To the south sprawls the city, social and economical center of the continent, its many bazaars, villas and plazas the pride of its variegated populace. @set here=HALTED Done with Castle Rooms