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(Updated 08/07/01)

View the laws of the Blue Isles HERE

GUARDS ARE NEEDED!

If you are interested in playing a guard character, contact the mun of Soleil at lbrown@roava.net or catch her online as Soleil` or LovanMun

Current Active Guard Personnel:

Captain Soleil Tal'arik, played by LovanMun

Lorl, played by Glenn Tech

Ivory, played by RemyMun

Kalar, played by Jean

Miraque, played by Ann

Kou

Selanas

Olorin

 

The Long-Awaited Map of the Guardhouse!

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The original map and explanation confused some people, so I'll try to clarify it here.

A

This is the main reception area for the guardhouse. All visitors and people with business at the guardhouse must check in here first. The desk is usually manned by George. The door leading from this room to the cells and guards' rooms is always locked. Only guardhouse personnel have a key to this door.

B This is Captain Tal'arik's office. On the ocassions when George is not at the front desk, Soleil will leave his office door open to deal with any visitors.
C This is the evidence room. Any items confiscated from prisoners or being held as evidence are here. This room is locked at all times and the only keys are held by Soleil and George.
D This is the armory. Weapons, armor, and other supplies needed by the guards are stored here, including some dry goods and emergency water. Food for the horses is also kept here. This room is also kept locked, and only Soleil and George have the keys.
E This is the guards' break room. There is a table and some chairs here and a small stove for heating food or water on. This room is unlocked all the time.
F These are the common holding cells. Normal prisoners, brawlers, drunks, and the like are kept here. There are six cells, each containing only a cot bolted to the floor and a small copper chamber pot. The cells are all anti-magical, preventing any spell-use within their confines, and preventing any magical items from functioning. Some creatures of a magical nature can be harmed or killed by long-term confinement in these areas. Only guards have keys to the cells.
G These are the guards' quarters. Each one contains a bed, a footlocker, and a small desk with a chair. Room #1 is occupied by George. Room #2 is assigned to Vance, Room #3 is the Lady Katanya's, Room #4 is assigned to Isree, Room #5 is Lorl'sm Room #7 is Miraque's, Room #8 is Selanas', and Room #9 is Zet'Nal's. Each guard has a key that will fit only the door to his/her room.
H This is the stairwell, leading to the second floor and the basement. On the second floor is Soleil's room, and in the basement are solitary confinement cells, the interrogation room, and the guards' washrooms. (Maps to come in the future)
I This is the tackroom. Saddles and equipment for the horses is kept here.
J These are the stables. There is room for 11 horses. Stall #1 is occupied by Soleil's horse, a rather plain looking bay horse. Stall #2 is occupied by Vance's horse. Both horses seem none too fond of George. All doors leading into the stable area are locked at all times, and only guardhouse personnel have keys for these doors.

GENERAL INFORMATION: The entire guardhouse with the exception of the prisoner cells is lit by lamps on the walls powered by magic. They stay lit all the time, and have shutters that can be closed to darken a room. There are also unlit torches in the walls, to be used in case for some reason the magical lights get extinguished. Each guard room has a magical lamp and a torch, and a candle on the small desk. The only windows in the entire building are in the reception area, Soleil's office, and Soleil's room upstairs. All windows are barred and have shutters which are closed at night. There is a stove in Soleil's office, the reception area, the guard's break room, and one on each hall by the guards' rooms to give heat to the building. The cells and the guards' rooms are somewhat chilly at times, but each cot or bed is well supplied with warm blankets. Soleil has a fireplace in his room upstairs.

 

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