Readme File, KINGSPOINT Ver 2.1 (TM) - 6-25-94
The GOLDTREE ENGINE (TM)

-------
- NOTES ON THE KP GRAPHICAL DISPLAY
- IMPORTANT PROGRAM MAINTENANCE
- NOTES ON THE DATABASES
- TERMINATE AND STAY RESIDENT PROGRAM WARNINGS
- ADDITIONAL CITY INFO, DISTRICT BOUNDARIES
- REPLACEMENT PARTS FOR KINGSPOINT
- OTHER PRODUCTS AVAILABLE FOR KINGSPOINT
- ADDENDUM NOTES ON VER 2.0
	NEW CONFIG.KP
	NEW MAIN SCREEN
	NEW HARDWARE REQUIREMENTS
	NEW INSTALL
	MOUSE BEHAVIOR
- ADVENTURE 1 - THE BLUE ROBED MAN AT THE IRON MULE
- ADVENTURE 2 - THE KIDNAPPING
-------


- NOTES ON THE KP GRAPHICAL DISPLAY

The Graphic Display Option in the Character and Building sheets allows the display of most standard graphic files, however, the Kingspoint(TM) program is designed to display images from the Kingspoint Graphic Libraries and may display other images in different or reversed  colors.  Write to Goldtree Enterprises for information on ordering these Graphic Libraries. 


- IMPORTANT PROGRAM  MAINTENANCE

In order to maintain the program, you must frequently erase *.TMP files from the DOS prompt:
EXAMPLE:
type:
C:\KPOINT\erase *.TMP

Frequently run the Rebuild Files option from the Utility Menu.


- NOTES ON THE DATABASES

DO NOT ATTEMPT TO ALTER, EDIT, OR CHANGE ANY DATABASE IN THE KINGSPOINT PROGRAM IN ANY WAY OTHER THAN THE WAYS DESCRIBED IN THE USER'S GUIDE.  
Any attempt at tampering with the databases will cause the automatic shut down of the software and GOLDTREE will not be responsible.


- TERMINATE AND STAY RESIDENT PROGRAM WARNINGS

When running Kingspoint, all TSR's should be removed from RAM.  For further explanations of TSR's, see your DOS Guide.



- ADDITIONAL CITY INFO, DISTRICT BOUNDARIES

The boundaries of the Districts of Kingspoint are as follows:
The Waterfront is bounded by the City wall to the North, Main Street to the South, King's Cove to the East, and Haggle Street to the West.

The Market District is bounded by  the City wall to the North, Main Street to the South, Haggle Street to the East, and Division to the West.

The Noble's District is bounded by Main Street to the North, The Castle wall to the South, The cliff to the East, and The Avenue of Fortunes to the west.

The Temple District is bounded by the City wall to the North, Main Street to the South, Division and Avenue of Many Robes to the East, and the Cliff to the West.

The Mage's District is bounded by the Town Square to the North, The Castle to the South, The Avenue of Fortunes to the East, and the Avenue of Many Robes to the West.




- REPLACEMENT PARTS FOR KINGSPOINT

To replace any part of the Kingspoint Software package, or order duplicate parts, send the proper amount in check or money order to Goldtree Enterprises.   Be sure to send your complete address when ordering and refer to all ordered parts using all the information listed below, such as Part #, Name, Quantity, and Price. 

Send off for a free brochure listing other Kingspoint products, adventures, upgrades, and more.
 
Send to:
		Goldtree Enterprises
		3401 Ridgelake Drive
		Suite 103
		Metairie, LA   70002


Don't forget to add $5 ($9 international) for shipping and handling to the following prices.


Part #     Name                         				Price
GT1001-	Kingspoint Binder-3 ring, 1/2 inch     		$7
GT1003-	Kingspoint Map Pages                     		$15
GT1004-	Kingspoint Scale Enlargement sheets, (20)    	$5



- OTHER PRODUCTS AVAILABLE FOR KINGSPOINT

Part #      Name 								Price
GT2001- 	KPEXTEND-            					$12
	     Makes use of your computer's   
           extended memory, greatly speeding up KP.
GT2002- 	Giant Poster Key Map					$10
	     Giant Poster Key Map of Kingspoint.  30 X 42  
	     inch wall, or tabletop, map. 
GT2003- 	KP T-shirt        						$12

We are constantly adding products, add-ons, utilities, libraries, and working with other companies.  If you wish to keep up with these developments, register your product and you will receive mailing updates.


- ADDENDUM NOTES ON VER 2.0

	NEW CONFIG.KP

The NEW Config.KP file is self explanatory.  Please look at the file in the computer program, and not the example in the User's Manual.


	NEW MAIN SCREEN

The new screens are more efficient, pleasing to the eye, and useful.  These screens still operate in the same way and still respond to the F-Function Keys, only now the mouse works and allows you greater speed and accuracy when Game Mastering.

The mouse allows you to select options from the Main Screen.  These options include many windows that are blueish-green and the mouse can scroll, block text, select, or explode and move these windows as well as escape using the upper left hand corner.

The new Main Screen allows the forward and backward movement of days as well as the advancement of the time flow ratio with small arrows.

The Mouse allows you to click on the header bar of the "Current Location" window and bring up the stat screen of the current location.

If you click in the "Visible Life" or "Player" window, you can access characters by clicking on them.  You must click once to access the window, once to choose the character, and once more to either bring up the character, a random generation, a window asking you to enter a character, or a menu.

When clicking on "MAP", give the computer a second or two to bring up the Main Map.

On the Character and Building Screens, when you select a graphic file you use the Left Mouse Button to select and the Right Mouse button to choose the selection.  When displaying a graphic, give the computer a few seconds to display it.

Use the above method with TYPE\APPEARANCE when choosing a major and minor category.  

*NOTE - You cannot change the TYPE\APP of a KINGSPOINT CHARACTER, the program is not broken.

In the Building Screen, click on the Header Bar of the Buildings on Block window to explode it.


	NEW HARDWARE REQUIREMENTS

The new hardware requirements are as follows:
	- EGA and higher
	- Mouse recommended
	- DOS 3.1 and up


	NEW INSTALL

You now only have to type "INSTALL A: C:" to install kingspoint.  The "A:" being the floppy drive.  If your drive is a "B:" drive than type 
	INSTALL B: C:

**Remember to be at the floppy drive prompt "B: or A:" when you type:
	"INSTALL (A: or B:) C:".

Just to be sure!  This is what your computer screen should look like:


	B:\> Install B: C:

		or

	A:\> Install A: C:


ADVENTURE 1.


THE BLUE ROBED MAN AT THE IRON MULE

     "The weary adventurer opened one eye then the next, the lids
fighting a crust of sleep and exhaustion.  His own body weight held
him fast to the floor, his wet clothing pinned his arms and legs. 
He knew the vomit he lay in were his own, and the blood someone
else's.  What truly baffled him was the place, what place was he
in.  He peered through the wet, charred hay about his face and into
the gloom beyond and saw shadowy figures scuffling in the dark.  A
few sat at crude tables, while others stood and muttered. 
     With sudden recollection he moaned to himself in drunken
agony.  His head exploded in pain as he sat up, he furrowed his
brow tight and shut his eyes.  
     "The Iron Mule", he moaned as he held his stomach, "The Iron
Mule".  His friend was nowhere in sight, his possessions were gone,
and daylight streamed into the front door of the wretched inn as it
was ripped from its hinges.  Another fight had started at the Iron
Mule." 


FORWARD

     This adventure is designed for two adventurers of mid level, one of which is willing to participate in a heavy drinking contest.  Fighters and strong thieves are preferred, but a magic-user or cleric may survive.


GM'S NOTE:

The Iron Mule is a seedy bar in the Waterfront District of Kingspoint, but can be a seedy bar in any setting.  Kingspoint is a new city included with KINGSPOINT(TM), a computer Super Utility that serves as a command center for the Game Master.


PLAYER'S BRIEFING

It all comes back to you as you prop yourself up on one arm, hoping the brawl will stay clear of your dark corner.  You were new to Kingspoint, laden with gold, and in a great need to unwind.  The cart driver told you the best spot for adventurers to unwind was the Iron Mule, and drove you straight to it.  Sure, the street was strewn with refuse, lined with dark and boarded-up warehouses, but  the inn came so highly touted.  You didn't even think twice about the cart driver dropping you at the corner and not in front of the establishment itself.  

The shabby, sagging, run down building looked innocent enough, its sign leaning against the wall.  The sign read in a black scrawl, "The Iron Mule".  You barely gave the name a second thought as you pushed the door open with a thump.

The interior of the building was so dark that you were sure you had stepped into an abandoned building, then your eyes adjusted.  Two or three sputtering candles barely illuminated the inside.  The floor was covered in wet hay, charred and mixed with mud and other unspeakable refuse that now coats you.  The roof sagged terribly,
and in places was propped up by timbers.  The crowd seemed to gather in the back corner.

The Iron Mule, you guessed, as the show began.  In the dark back corner of the inn a mule was being fed glass, coins, broken mugs, and anything the crowd would give him.  The show ended and the drinking began.  

You and your companion had sat in the near dark for an hour when suddenly a burly dwarf, with a slick black beard and bright blue eyes, hefted the nearest candle and barked, "This place is filled with silk bellied humans!!"  A few hisses and jeers greeted him, a dagger whizzed past his head.  He glared into the dark, "Is that your answer to  a challenge?  Can't any of you humans stand against me, a lowly dwarf, in a bout of drinks?"  

A fat slob of a man pushed into the light, his cracked teeth and yellow eyes shone with wetness.  "I will put you under the table, little man."

The room erupted in cheers for the brave man as the dwarf raised a gritty hand, "I will drink you and another, of your choosing, under the table.  So choose and meet me at my table."

The dwarf leapt towards a corner, the yellow light of the candle dancing about the Iron Mule's walls.  A hand from the dark grabbed your shoulder and lifted you off your feet.  "That would have never happened if I weren't so damn drunk", you thought as you were shoved forward. 

"I have found him!!"  The odor of bile wafted past your nostrils as the fat man pushed you, "I have found my partner!  Not that he will even need to drink a drop as you will be sucking hay before I even get a bit dizzy."  You tried to argue, but your lips just flapped, and you laughed.

"You were born dizzy," the dwarf growled as the two of you faced him, a crowd gathering behind.

Suddenly, the crowd surged and everyone fell forward.  You remember the wide blue eyes and frantic screech as you fell forward and onto the panicked dwarf.  Then the others fell on top of you.   As you smelled the bile to your right, your companion to your left began to struggle.  He was being dragged from the heap.  Something
crashed into your skull as you ventured to look sideways.  

And now, as you rub your sore head, a man approaches.  His soiled blue robes are frayed from dragging the ground, his black turban veiled and revealing little, his voice a harsh whisper.  "I know of your friends whereabouts, but it will cost you.  Agree to the price, or your friend dies."


FOR THE GAME MASTER

The companion can be another PC who can try to escape, but communication between the two players should NOT be allowed during his abduction.  

The PC and friend are apparently being helped out by the Blue Robed man, but were actually selected by him to be conned by the Dwarf and Fat Man earlier in the day.  The Blue Robed Man will lead the first PC to a ship in the harbor that contains the other PC.  The captain, an agent of the Blue Robed Man, will be on board and will
release the player for ten gold.  He claims that he has not yet paid for the slaves and makes it a practice to "not buy men of any real skill, profession, or association such as your friend".  But the Blue Robed Man still needs to be paid his due.

The PC's should still assume that the Blue Robed Man is their savior.

The man in the blue robes will ask both the PC and his companion to help him by stealing back something that has been stolen from him.  The two players will be sent to the docks and asked to break into a ship named the "Sea Cat".  In the captains quarters is a locked wooden box with silver inlay on the lid.  He tells them that the
box is magically trapped, but safe as long as they do not open it.  The Blue Robed man gives a sketch of the ship to the players and instructions where to bring the box.  

If the players do not agree, they will be jumped by the Fat Man and Dwarf, both high level fighters, and killed.  If they do, they will be successful in retrieving the box, but not without a fight as the caper must look real.  The ship has a skeletal crew on board and they are all usually busy with maintenance, sleeping, or gambling.  The crew consists of:

     First Mate - Warrior/Mage. High level fighter and Mid level
mage.  Parrot familiar.  Appears to be a pirate. 

     Able Bodied Seamen (6) - Low level fighters. Short swords and
daggers.

     Cabin Boy - Zero Level.  Will 75% be able to hide and go to
authorities after following PC's.

A fight above deck will attract attention.  Unless the ship burns, or the fight is carried onto the land, no one will do a thing. 

THE SEA CAT

The "Sea Cat" is a typical merchant ship.  It has twin masts, two steering oars, main decks, and a double level poop deck.  It is 72 feet long and 26 feet wide.  

1. The Main Deck has an entrance on either side that is accessible by ladders.  In the center of the Main Deck is a small boat able to hold ten people.  There are hatches and doors to the various decks below and on the poop.

2. The First Poop deck is to the rear of the ship and above the Main Deck.  This is where the twin steering oars are and the passenger's quarters.  A steep stair/ladder leads up to the Second Poop Deck.

3. The Second Poop Deck has a door leading into the Captain's Cabin and a steep stair/ladder leading up to the top of the poop deck. 
     a. The captain's cabin has a nice bed, writing desk, and three small chests nailed to the floor.  The chests have poisoned needle locks on them and the writing desk has a secret compartment that is empty (The captain's log is usually here but has been removed).  The other chests contain small weapons and clothes.  One chest has
a sack of coins (250 gold) and a ledger of crew pay and supplies.

     The small wooden box with the silver inlaid lid sits under the clothes in one of the chests.  

4. There are other places on a ship not important to this adventure but may be used in battle, such as the crow's nest at the top of the main mast, the other rooms, crew quarters, and decks and cargo holds below.  Below deck are also three guard dogs in cages.


THE BLUE ROBED MAN AND THE MYSTERY BOX

The Blue Robed Man is actually Kadeem Manx, the owner of the Sea Cat, and is carrying the box as a passage.  He does not know what the box contains.

Kadeem was always an inquisitive fellow, but the box had taken him past curiosity to the point of obsession many months ago.  The box was given to him almost a year ago by a mysterious man who said that Kadeem would be paid on a yearly basis to watch the box and carry it with him always until it was reclaimed.  His last instructions were to never open the box under any circumstances.  The man has not been heard of in ten months.  

Kadeem has spent the time becoming increasingly absorbed by the puzzle of the box.  At first he idly watched it, becoming distracted during conversation on occasion, then took to staying in his cabin and examining it for hours on end.  He would shake it and
try to feel or hear what may be in the box, but to no avail.  He began to bring the box to sages in all ports of the world, stopping off and loosing time, sometimes going the long way on a route to do so.  None could tell him where the box had come from or
what it may contain.  Some mage's casts spells that told him nothing other than whatever was in the box was a greatly protected secret.  Kadeem had to end the torment of what was in the box soon.


THE MYSTERY MAN is an agent for one of Kadeem's past lovers.  Kadeem had been particularly cruel to her and is still suspected of having killed her brother.  She had the box constructed and the plan set in motion to get revenge.  

She knew that if Kadeem had to choose between breaking maritime law (and being assured of getting caught), and risking everything he cared about, or satisfying his curiosity, it would be torture for him.  Either way he would lose.  She new he would be killed by his own weakness, curiosity.  On top of that, his ship would be left to
his former lover, the party he had broken maritime law against, by opening the box.  

AFTER THE PLAYERS STEAL THE BOX, they will leave it under the bed of a prearranged inn room in the city.  They will go on their way and soon be found by the guard and held.  The Demon Mages will be brought in to cast spells determining that the PC's are the ones who stole the box.  They will still probably not suspect Kadeem of foul play.

IF THE PC'S DO NOT OPEN THE BOX, by the time the PC's convince the authorities to look for the box at the inn, it will be open on the floor.  Kadeem will be shredded and tossed about the room and the surrounding area.  

IF THE PLAYERS OPEN THE BOX, they will be confronted by an Efreeti. The Efreeti will offer them each 250,000 gold if they can bring his captor (Kadeem's former lover) to him on the Elemental Plane of Fire.  (This can be a great offshoot long term adventure)  The Efreeti will disappear and seek Kadeem.


LATER THAT DAY

The Mystery man arrives and clears the PC's of all trouble.  As he escorts them from the jail, he tells them the story of Kadeem and how they were set up.  The man tells them of Kadeem's cruelty and his lover's plan to seek her slow and painful revenge. 

If the players mention the reward the Efreeti offered, the man will make a counteroffer to them not to hunt her down.  He offers 5,000 gold up front and lifetime free passage on the Sea Cat wherever she may sail. 



ADVENTURE 2.

                        THE KIDNAPPING

SET UP:
     1.  A merchant who the party has worked for in the past contacts the party to rescue his daughter.

     2.  The party is new in Kingspoint and is hired by a merchant who needs a group that is free of the political intrigues of the city to rescue his daughter.

     3.  While walking down the street the party witnesses a merchant's daughter being kidnapped.  The merchant pleads with the party to help him get his daughter back as soon as possible.

BACKGROUND:
     Hatshepsut, a member of the secret cult of Osiris and one of
the premier merchants in Kingspoint, has just lost his daughter to
kidnappers.  Within an hour of her abduction Hatshepsut was
contacted by the perpetrators, and told to pay 5,000 gold pieces
and withdraw his bid on the grain contracts for Kingspoint in
return for his only child.
     The owner of these contracts gains a virtual monopoly on one
of the most important commodities in the city, for Kingspoint is
located on an island which is incapable of supplying the required
amount of food to maintain the city's population.  Therefore, he
who possess these vital contacts gains not only great wealth, he
also gains political power.
     The kidnappers have told Hatshepsut to bring the gold to a
certain room in the Thebian Tavern by noon of the next day and then
to immediately withdraw his bid.  The kidnappers will not retrieve
the gold until they have received word that Hatshepsut has
officially nullified his bid.  
     The gold is lagniappe, the grain contracts are the real
objective in this crime.  Hatshepsut has been told that his
daughter will be on the steps of the Town Hall once he has done as
told.  However, the kidnappers have no intention of ever releasing
Hatshepsut's daughter, Diyala.  The woman on the steps is merely an
imposter, who through magic has taken on the appearance of Diyala.

     Horeb, a rival merchant, had failed to out bribe the city
officials, therefore he concocted this scheme to become the most
powerful merchant in Kingspoint.  The merchant, through spies well
placed in Hatshepsut's household, has learned that his most prized
possession is his daughter, and through this young girl he was
vulnerable.  
     Diyala proved to be an easy catch.  A young woman of fifteen
years, Diyala became unmanageable for her over protective father. 
Horeb has learned that the girl constantly slips by her guards and
heads out into the city to spend time with her aristocratic
friends.  Diyala's disobedience has strained her relationship with
her father and has led the girl to become increasingly
intransigent, staying out later and longer.  It was on one of these
jaunts that Horeb's servants abducted Hatshepsut's daughter.
     Hatshepsut is no fool, because of the nature of the
kidnappers' demands he has narrowed down his adversary to just two
men, Horeb and another merchant.  Of the two Hatshepsut believes
that Horeb is the most likely one, because of the man's resources. 
For this reason he has gambled and hired the group of adventurers
to recover his daughter in the one night available.  He is willing
to pay the party a suitable amount of money or magic as the
individual GM sees fit.
     Horeb is also no fool, and fully expects Hatshepsut to take
some measure against him.  For this reason he has painstakingly set
up a double agent within Hatshepsut's house.  This man, Nisya, has
gained Hatshepsut's confidence through his "proven" loyalty and
wealth of skills.  Nisya will talk Hatshepsut into sending him with
the adventurers, only to lead them into a trap.

 THE ADVENTURE:
     The adventurers have till noon the next day to find the girl. 
 Nisya and Hatshepsut have conferred and are in agreement, Horeb's
warehouse is the most likely place that Diyala is being held.  Of
course, Nisya is leading the party into an ambush.
     The warehouse is located in the Waterfront at 604 Dark Deals. 
Inside the warehouse are casks of pitch, lumber, rigging and an
assortment of items used in the repair of ships.  Also there are
stacks of barrels and crates.
     Nisya leads the party to the entrance of the building.  Once
inside the adventurers find themselves waylaid in the middle of a
well prepared ambush which the traitor Nisya masterminded.  The
crates and barrels have been arranged to form corridors which the
party will travel down.  The ambushers are comprised of the
following:

     Ogres (2), Mid, Mid
     Rogues (3) Mid, Low, Low
     Warriors (4) Mid, Mid, Low, Low
     Mage (1) Mid
     Cut-throats (9) Zero

     The ogres are hidden on top of a wall or crates so they will
be able to throw weighted nets onto the party.  Once the ogres
throw their nets the thugs will converge on the party from both
sides.  During the battle Nisya will defend himself and will appear
to doing his best to defeat the thugs.  In reality he is holding
back hoping the party loses the battle.  Nisya has worked to long
and hard to give up his place as a trusted servant of Hatshepsut.
In the case of the party winning the battle Nisya will be very
upset that Diyala is not here.  "Heads will roll!", he screams
after the search of the warehouse turns up nothing.

     Of course at this point it is evident from the ambush that
Horeb was prepared for an attack to retrieve Hatshepsut's daughter. 
Nisya pushes the party to proceed immediately to Horeb's house, at
201 Coast in the Noble's District, before he is aware of their
presence.  He pulls out a rough sketch of Horeb's house that
reveals a secret trap door on a flat section of the roof.  Leading
them to this door, Nisya will bring the party across the trapped roof.
               Once the whole party is on the roof, the ceiling collapses
dropping the party, except for Nisya who is managing to levitate,
into Horeb's prized possession, The Living Pool.

THE LIVING POOL: 
     The pool appears to be a greenish liquid, cool to the touch,
at first.   But as the pool receives "dinner," the temperature
rises to a "comfortable" warmth.   The pool is an acidic monster
that slowly dissolves its prey. 
     The pool is 30' wide.  Toward the edges of the pool the depth
is only 3' gently sloping down to a 12' depth in the center. 
Although some in the party may find themselves in the shallower
ends of the pool they quickly discover to their chagrin, that the
pool actually coalesces around their legs if they try to move to
the edge.  However, anyone wishing to go deeper will find their
movement easy, even encouraged.  
     The pool cannot be hurt by any weapons, and the pool is
somehow able to nullify any magic attempted by anyone that is
within contact with the pool.  The exception to this are the small
globules that are floating within the pool.  There are hundreds of
these little things floating within its depths.  They can be harmed
by weapons, yet they cannot be killed.  If an attack is directed at
them they will seem to retreat from the attacker.  
     The true weakness of the pool is the creatures brain.  The
brain is located at the center of the pool and is not visible from
the surface, however, anyone swimming beneath the surface can see
a darker area at the bottom of the pool.  The brain will try and
protect itself from any attack by creating a hard layer around
itself that will enhance its armor class (base 3) by one every
round that it is attacked.  The GM should take into account that
the adventurers are in a foreign environment.  It will also
increase the pressure on anyone at this depth causing double normal
damage, 2 points per round as opposed to one point of damage.  The
brain can take 50% of it's points in damage before it becomes
dormant, hardens and expels everyone within it.  It will remain
dormant for 2 hours

     Meanwhile, as the party is floundering in the pool Nisya
taunts them claiming that no one has ever escaped the living pool. 
Of course the party will be enraged an will desire to shoot this
noisome traitor, and of course Nisya has prepared for this
eventuality, having placed a magical spell, protection from missile
like weapons, upon himself.  
     Confident in the party's demise, Nisya reveals that Diyala
will not survive till noon tomorrow and his master Horeb will soon
be the most powerful merchant in Kingspoint.  After this the roof
will reset itself and Nisya will leave.

     Once the party escapes the pool they will find themselves in
an underground chamber.  A locked, iron door is set 10' up in the
wall.  The door is very strong and cannot be smashed in.  The
characters must use magic or pick the lock.  Underneath Horeb's two
story house is a small basement level which contains a root cellar,
torture room, secret storage room for stolen items to be held, and
a trap door into the sewers, which is guarded.

     Horeb can be found with Nisya and Diyala on the second story.
Other inhabitants are as follows:

     Guards (6) Low 
     Attack Dogs (2) Low 
     Servants (4) Non-Combatants 
     Wenches (2) Non-Combatants

     The party must keep in mind that they cannot kill Horeb
without the authorities looking into the matter and arresting the
party members for the murder of a prominent merchant.  Hatshepsut
will remind the party of this before they leave to retrieve Diyala. 
When faced with death, Horeb becomes a pitiful excuse for a man. 
He falls to the ground whimpering and begging for his life; all an
act.  When he is down Diyala will use this opportunity to kick him
several times.

     Once the party returns to Hatshepsut's house he will pay them
and be indebted to them.  When the contracts come to pass he easily
gets the bid  Now the party has a powerful friend and a powerful
enemy in the city.  Horeb will not forget what the party has done
and will try to make life miserable for them whenever he can.  The
kidnapping changed Diyala from a spoiled little rich girl to a
somber and quiet young woman.  She now has a desire to follow her
father's footsteps and never will allow something like this to
happen again.
