Rooms in Camelot
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- A Creek in the Forest Arden - You have stopped for water at a little creek which cuts across the trail. To the south the forest brightens. To the west the forest darkens. The sky is blue and the sunlight flashes off the silvery waters.
- A Fork in the Dirty Trail - You are at a fork in the dirty trail in Forest Arden. There is horsesign in the dirt, and the trail goes north, east, and west from here.
- A Hut in Forest Arden - You stand before a weathered thatch hut. There are weeds everywhere- obviously this place has been abandoned for some time. The door to the hut lies to the west and a dirty trail leads south.
- An Outpost - A slave has arrived. You are in the outpost for the wall. It is a stone keep, with little in the way of creatur comforts. There are barracks and a main hall. Guards are posted along the wall. Your arrival has been a source of great interest, as these bordermen don't see many people.
- An Outpost - You have reached a fortified outpost. Your boots sink in the mud which is rutted and groved by the supply wagons which come her. You talk to the guards and they warn you of the merciless Picts to the west, with whom Camelot is at war. The men are hardened by warfare, and stare at you with eyes that have seen terrible atrocity. To the east are farms, and to the west you hear the terrible clash of war.
- Angle Raid! - You are in the whirling chaos of an Angle raid on this farming village. Farmers are defending themselves from the raiders with their farm tools. Women are gathering the children and running north. Some unlucky women are being raped by the brutish Angles, who are so named for the long angled polearm they use. The village is on fire, and you can make out the raider ship on the shore to the west.
- Arthur's Chambers - You have entered the private chambers of King Arthur. A dragon banner serves as a canopy and curtains for his large four posted bed. He has a marble basin and a cherry desk and chair. A huge ermine rug lies on the floor. A staircase winds downwards. Tapestries depicting him pulling Excalibur from the stone, and his campaigns of unification adorn the walls.
- AstroMUD Rapid Tran Station - AstroMUD Rapid Transit Station You stand in an enourmous Rapid Transit station. This is where the AstroMUD Rapid Transit System (tm) loads and unloads all its passengers. All around you the buzz of voices and the occasional bell and whistle hum in your ears. The floor is covered with spotless white tiles and the walls and ceiling trimmed in blue. Most certainly this is a very clean and well kept system, just don't miss your train!
- Bailey of Blackmoor - You stand inside the bailey of Blackmoor. Murder holes line the walls and towers rise ahead. To the north and south are black iron gates.
- Battle! - You have boldly entered the heart of a raging battle between the knights of Camelot and the barbaric Picts. The knights have set up a skirmish line across the field, spreading out the Picts, while two calvary units are sweeping around the ends in a pincher like move. Holding the center of the line are several knights of reknown. The Picts are faring badly, as their leader has already left the field in cowardly retreat.
- Battleplain of Arden - Before you stretches the grizzly battleplain of Arden. Countless centuries of war have littered the plain with bones and broken weapons of its combattants. There are signs of a recent carnage with several knights and their steeds lying in twisted heaps. A dirty trail continues to the west and east, and a winding road heads north.
- Before Blackmoor - You stand before Blackmoor the keep of the evil Mordred. The curtain wall is some 25 feet high and towers flank the gate and corners. The breeze brings a high pitched girlish laughter to you sending chills up your spine. To the north lies the black iron gates of Blackmoor, and to the south stretches a winding road.
- Before the Forest Arden - Before you stretches the vast forest Arden, consisting of towering oaks and unknown wildlife. A path leads northwards into the forest. There is a piece parchment nailed to an old oak, and a guilded plaque is affixed to a boulder.
- Behind the Pict Lines - You have battled your way through the ranks of the Picts, and your salley has placed you behind the Pict lines! To the east the battle rages, and you see fleeing Picts headed this way. A barbarian is winding a horn with the recall signal.
- Corner of Knight's Way and Noble Road - You stand at the corner of Knights Way and Noble Road. A tower rises up from here by a winding staircase. There is an inscription above the archway to the tower. Knights way continues north and Noble Road goes east.
- Corner of Knight's Way and Squire's Run - You stand at the corner of Knight's way and Squire's run. An arched doorway rises up into a stalwart tower. You can see lettering above the arch. Knight's way continues south, and Squire's Run heads east.
- Dark Hollow - You have entered a dark hollow. The air is heavy, damp and oppressive broken only bye the cackling of a crow. To the west is a dusty trail.
- Deep Woods - Only the truly Brave need enter this shop. Money is of no use here. There is a large sign on the wall.
- Entrance to the Keep Proper - You stand on a road inside the curtain wall of Blackmoor. To the south is a massive wooden door, from which you hear elfin laughter. The road continues to the east and west.
- Farms - You have spent a day travelling though the breadbasket of Camelot, following a cobble stone road. The fields are producing well this year, and the peasants are out harvesting a bountiful crop. Soon the harvest end festivals will begin and all will celebrate another fine year. In fact you have 3 invitations for various festivals from the people you have met along the way.
- Farms - You have spent a day travelling though the breadbasket of Camelot, following a cobble stone road. The fields are producing well this year, and the peasants are out harvesting a bountiful crop. Soon the harvest end festivals will begin and all will celebrate another fine year. In fact you have 2 invitations for various festivals from the people you have met along the way.
- Farms - You have spent a day travelling though the breadbasket of Camelot, following a cobble stone road. This paticular section of farms is not doing as well, as signs of raiding and pillaging abound here. The peasants seem to be bouncing back, and the fields are once again with crop. To the west is a heavily travelled muddy road, and the fields continue to the east and north.
- Farms - You have spent a day travelling though the breadbasket of Camelot, following a cobble stone road. The fields are producing well this year, and the peasants are out harvesting a bountiful crop. Soon the harvest end festivals will begin and all will celebrate another fine year. Your pleasant mood is interrupted by the sight of smoke and the sounds of screams from the south.
- Hanging on the Rope Bridge - You are hanging at the tattered end of a rope bridge. Your grip is fairly strong. You can either try to swing east across the chasm to the other loose part of the bridge, or you can climb up and out, or you can let go into the yawning depths of the chasm.
- Hanging on the Rope Bridge - You are hanging on the frayed end of the rope bridge. You can either attempt to swing to the east side, climb up the bridge, or go down into the yawning depths of the chasm.
- Inside the Curtain Wall - You stand on a road inside the Curtain Wall of Blackmoor. The keep proper is to your north. The road continues to the east and west, and a black iron gate is to the south.
- Inside the Curtain Wall - You stand on the road inside the curtain wall of Blackmoor. Stairs lead up to the eastern bailey tower and the road continues to the north and west.
- Inside the Curtain Wall - You stand on a road inside the curtain wall of Blackmoor. To the west looms the keep proper. The road continues north and south.
- Inside the Curtain Wall - You stand on a road inside the curtain wall of Blackmoor. Stairs lead up to the northeastern tower of Blackmoor. The road continues to the south and west, where the entrance to the keep proper is located.
- Inside the Curtain Wall - You stand on a road inside the curtain wall of Blackmoor. Stairs lead up to the northwestern tower of blackmoor. The road continues to the south, and to the east where the entrance to the keep proper is.
- Inside the Curtain Wall - You stand on a road inside the curtain wall of Blackmoor. The keep proper is to the east of you. The bloody road continues north and south.
- Inside the Curtain Wall - You stand on the road inside the curtain wall. Stairs lead up to the western bailey tower, and the road continues north and east.
- Knight's Barracks - You have entered the knights barracks. Cots and armor stands fill the room. Some knights are here sleeping and healing from their war wounds. A simple wash stand is at the end of the quarters, and the windows are shaded to darken the room. The only conversation is in hushed tones. There is a door leading south to the court of Camelot, and a staircase winds its way upwards to a tower.
- Knights Way at the Armory - You stand on the white marbled Knights Way. To your west the towering walls of Camelot rise, and to the east is the armory of Camelot. Knights Way continues north and south.
- Knights Way before the stables - You stand on the white marbled road, Knights Way. You smell horses to the east. To the west the high walls of camelot rise. Knights way continues to the north and south.
- Lair of the Questing Beast - Only the truly Brave need enter this shop. Money is of no use here. There is a large sign on the wall.
- Merlin's Tower - You have found Merlin's tower. It is a jumbled mess of books, scrolls, wands, staves, etc. There are rickety worn out tables and chairs upon which a variety of curiosities rest. Merlin also has several animals and specimens of this and that in crocks on wooden shelves. You take a glimpse out the open window of Merlin's tower and see the rolling hills of Camelot as far as you gaze. But most of all you notice the large pulsating pentagram in the center of the room which throbs and humms in time to your heartbeat. There is also a SIGN here with unearthly glowing red lettering which blinks over and over the message "LOOK AT ME"
- Mists of Arden - You have steadily travelled downhill into a misty forested area. The tall black silhoettes of the towering oaks crowd your limited vision. You squint at the dirty trail which leads north and south and notice horsesign.
- Noble Road - You stand on Noble Road. The street is paved in yellow stone, giving the impression of gold in the wet sections. A statue of Uther Pendragon is here. The road continues east and west.
- Noble Road at the South Gate - You stand at on Noble road at the Great Southern Gate of Camelot. To the north lies the Noble quarters, where visiting nobility reside. The tournament yard is to the east and Noble Road continues west. There is a statue here of a knight.
- Noble's Chambers - You are tresspassing in a Nobles chamber. He negligently forgot to lock his door, relying upon the honor of all within Camelot to protect his posessions. The chambers consist of a common room, several bed chambers, and a servant area.
- Noble's Quarters - You are inside the quarters in which visiting nobleman reside. There is a courtyard with a fountain where you stand, and there are several individual chambers shooting off of the courtyard.
- Scots Keep - You are in the speldor of a Scots keep. Walls are draped with animal hides. Women and children are sprawled among pallets of skins and hides. A great roaring fire blazes in a huge stone hearth, taking the chill from your bones. The men were doing a dance involving leaping over swords, but they have stopped since you are here. There is a big iron pot warming from a chain in the fire.
- Squire's Run - You stand on Squire's Run. Squires bustle up and down the road on various errands for their lords. You notice a scroll lying on the ground. Squire's Run contines east and west.
- Squire's Run at the North Gate - You stand on Squire's run. A steady stream of traffic is coming and going to the south, where the squire's barracks is. To the north is the Great Northern Gate of Camelot. Squire's run continues to the west, and the Tourney Yard of Camelot is to the west. At your feet sits a beggar holding a cup.
- Stables - You stand in the vast stables of Camelot. Row upon row of stalls greet your eye. Smells of horse sweat and fresh straw combine in a pleasant mix. Stable hands are busy currying animals, shoeing horses, and feeding the magnificant chargers of Camelot. Light filters in through the rafters. To your west is Knight's Way.
- The Chasm - You stand before a deep chasm. You can see the fettered ends of an old rope bridge cut and hanging into the chasm. To the west is a dirty trail, and the cut rope bridge leads down.
- The Chasm - You stand at the brink of a deep chasm. The rope bridge across it has been cut by some vile villian and lies hanging down into the chasm. You can either climb down the bridge into the chasm or head to the green field to the east.
- The Court of Camelot - You stand in the fabled court of Camelot. Here in the sunny courtyard noblemen and knights walk barefoot in the grass discussing chivalry and wars to come. Troubadours play ballads on their lutes and entertainers hop and leap into the air all for a chance of earning the kings favor. Ladies in waiting play their love games with young knights and squires. The whole world seems like a much better place here, where friendship thrives and the high ideals of chivalry breathe. You have a commanding vantage of the Tourney Yard of Camelot from here. Exits lead to the knights barracks, the round table, the feast hall, and the tourney yard of Camelot.
- The Crossroads of Arden - You stand at the crossroads of two dusty paths. Dappled sunlight lights the intersection and you notice horsesign in the dirt. The path continues in the north, south, east and west directions.
- The Dark Hall of Mordred - You stand in the foul hall of Mordred. Smoke writhes upward to the rafters from a firepit in the center. Armor from defeated knights is hung from hooks on the wall. Knights sit in a circle about the fire staring woodenly into the flames. A young elvin lad in golden armor laughs as he weaves a dance amongst them.
- The Feast Hall - You have arrived in the feast hall of Camelot. You are in luck. A feast is in progress. There are many open bench type tables with sevants scurrying too and fro. Some tables hold knights, while others have ladies. A bards song adds to the festive air of celebration. A huge fire rages in a great stone hearth, over which a whole boar is being slowly cooked to perfection. Exits are north to the court of Camelot, and south to the ladies' chambers.
- The Forest Arden - You have entered a bright and cheerful section of the Forest Arden. Squirrels chase one and another around the ancient oaks, and butterfiles dance in the dappled sunshine. The air smells sweet, the sun is on your back, and the horsetrodden trail leads north, south, and east.
- The Forest Arden - You are on a path in the great forest Arden. Boy you wish there wern't so many of those pesky knats. The trail leads south and east.
- The Grassy Plains - You spend a week travelling through a great grassy plain. You have crossed several baronies in you travels. You have encounterd knights and pilgrims on your journey, and slept in many a hayloft and haystack. The farmland is productive here, and there have been many horse ranches, in which the fine steeds of Camelot are produced. At present you stand in a strange stone formation in the vast plain. The road stretches west to the rolling hills, and east to the rocky coast.
- The Great Northern Gate of Camelot - You stand before the great northern gate of Camelot. A dirt road winds down the hill upon which Camelot rests into the rolling grass hills of the north. To the south is Squire's Run.
- The Great Southern Gate - You stand before the great southern gate of Camelot. Southwards a cobbled road winds through fertile cultivated plains. Serfs are tilling the field with horse drawn ploughs. Corn, wheat, and beans are growing. Your vantage is fantastic, and the breeze clears your nose of the city smells.
- The Green Field Before Camelot - You stand under the open sky in the emerald green field before Camelot. Camelot lies ontop of a hill overlooking the field. Flags and banners snap in the fresh breeze from the proud towers of Camelot. You can either head east to Camelot or west to the chasm.
- The Highlands - You have spent the day travelling in the highlands, and you are very tired. You stand at an old Wall that runs east aod west through the hills. Not many trees grow here, as all has been cleared north of the wall. South of the wall stretches a winding road. North of the wall is the untamed Scottish highlands. There is an outpost to the east.
- The Ladies' Chambers - You are in the ladies' chambers. I hope you are a lady, for you are in big trouble if you are not! There are many many rooms here, some occupied, some not, but there certainly is a lot of activity. A young girl stands in sorrow here weeping, and you notice a group of ladies off in the corner. There is a door north of here leading to the feast hall, and a staircase winding up to a tower.
- The Northeastern Tower of Blackmoor - You stand inside the northeastern tower. You have a commanding view of the keep and the surrounding moor. Stairs lead down.
- The Pentagram - Well you have done it. You have stepped into the pentagram. You are blasted by a hellish heat, and cackling assails you from all sides. Your entire body is wracked in pain, and you hear yourself screaming in and endless cry of horror. You are stuck here forever!!!!!!
- The Rocky Coast - You have picked your way through the rocky coast. The weather has been foul, which has influenced your mood. The road vanished 2 days ago. Now you stand on a cliff overlooking the vast ocean. The mist obscures your view of the horizon, but you know its there- somewhere. Far below you is a rocky beach.
- The Rolling Hills - You have spent the day travelling a road through the rolling hills north of Camelot. You have gone through several villages. The people you have met are generally a happy lot. You presently stand at a crossroads. To the north, the road continues through the rolling hills. To the east the road goes into a grassy plain. To the south the road goes to Camelot.
- The Rolling Hills - You have spent the day travelling a road through the rolling hills north of Camelot. You have gone through several villages. The people you have met are generally a happy lot. To the north, the road winds upwards into the highlands. The road continues south into the rolling hills.
- The Round Table - You have entered the Round Table, where warcouncil is held between Arthur and his companions. The Round Table is 30' in diameter, and made of polished cherry. Around it are 50 chairs. The room which houses the table is also round and far above you see the domed ceiling. Light streams down in long rays to hit the gold and crystal candelabra, where it is broken into a brilliant prismatic spray. A door leads west to the court of Camelot, and a staircase winds upward.
- The Scottish Highlands - You have spent several days wandering in the Scottish highlands. You have spied the lassies tending the sheep, and several bands of wandering Scot raiders, which you have sensibly evaded. Up ahead, on the bluff rises a keep. You are not certain you should go in.
- The Western Gate of Camelot - You stand at the gates to Camelot. You have a commanding view of the emerald plane below. White granite walls rise impressively into the air.
- The rocky beach - You stand on the rocky beach wishing you had a boat. You had a tough climb down through all of those crevices. There are several caves and grottos here.
- Tourney Yard of Camelot - You stand in the reknowned tourney yard of Camelot. Here knights challenge one and another for a claim to a seat on the round table. You can make out several contests underway- perhaps you would like to joust?
- Tourney Yard of Camelot - You stand in the reknowned tourney yard of Camelot. Here knights challenge one and another for a claim to a seat on the round table. You can make out several contests underway- perhaps you would like to joust?
- Tourney Yard of Camelot - You stand in the reknowned tourney yard of Camelot. Here knights challenge one and another for a claim to a seat on the round table. You can make out several contests underway- perhaps you would like to joust?
- Tourney Yard of Camelot - You stand in the reknowned tourney yard of Camelot. Here knights challenge one and another for a claim to a seat on the round table. You can make out several contests underway- perhaps you would like to joust?
- Tourney Yard of Camelot - You stand in the reknowned tourney yard of Camelot. Here knights challenge one and another for a claim to a seat on the round table. You can make out several contests underway- perhaps you would like to joust?
- Tourney Yard of Camelot - You stand in the reknowned tourney yard of Camelot. Here knights challenge one and another for a claim to a seat on the round table. You can make out several contests underway- perhaps you would like to joust?
- Tourney Yard of Camelot - You stand in the reknowned tourney yard of Camelot. Here knights challenge one and another for a claim to a seat on the round table. You can make out several contests underway- perhaps you would like to joust?
- Tourney Yard of Camelot - You stand in the reknowned tourney yard of Camelot. Here knights challenge one and another for a claim to a seat on the round table. You can make out several contests underway- perhaps you would like to joust?
- Trail of Bones - You are on a path in the great forest Arden. Boy you wish there wern't so many of those pesky knats. The trail leads south and east.
- Victory Road - You stand on victory road. Knights pennons are stuck in the ground on both sides of the road, with their coat of arms flapping in the breeze. There are available slots for other coats of arms. Victory road continues to the east and west.
- Victory Road - Here Victory Road ends at the great Tourney Yard of Camelot. A podium for tourney winners is erected here- today it bears the coat of arms of Lancelot. Flanking the road are the standards of the other knights of the round table. A strange peace fills the air here. Victory road continues to the west, and the Tourney Yard of Camelot is to the east.
- Victory Road and Knights Way - You stand on a marbled road inside the great walls of Camelot. Pinnons fly from high towers and the buildings gleam of Delos. Victory Road contiues east into the keep, and Knights Way runs north and south.