Corrected sector types in wld-files according last know good
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@@ -131,7 +131,7 @@ is in need. A large rectangular table with thirteen chairs surrounding it
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fills the center of the room. A large pane window overhead admits a glowing
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aura that fills the room with serenity.
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@@ -174,7 +174,7 @@ most revered of all the classes as they are the most powerful. But that power
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has a price. Only five Magi have survived. Five decorative cushions are
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placed in a circle in the middle of the room.
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@@ -197,7 +197,7 @@ Magi. The dome curves along the walls of the city and can not be seen for more
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than a few feet in any direction. It flickers as if a mirage, only visible when
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glanced at from one side. Stone stairs lead down into the city wall.
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@@ -288,7 +288,7 @@ The Temple of Sanctus rises above to the southeast, its single spire reaching up
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into the sky higher than any other building in the realm. A stone stairwell
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leads down to the inner city.
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@@ -303,7 +303,7 @@ strange smell. Few people know, or want to know, what lies beyond the city
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walls and the safety of the dome. A stone stairwell leads down to the inner
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city.
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@@ -340,7 +340,7 @@ heard, as the sentinels grow weary from their standing their posts hour after
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hour. The city to the east looks tranquil and safe. It is not possible to see
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much to the west past the shimmering dome.
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@@ -362,7 +362,7 @@ to fight. The city has never fallen to this day. To the north one can see the
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barracks, to the south the Hall of Clerics. A stone stairwell leads down to the
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inner city.
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@@ -418,7 +418,7 @@ Mansion of the Magi. The Temple of Sanctus rises from the center of the city to
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the west. All looks well from this perspective. It is not possible to see
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beyond the city walls.
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@@ -432,7 +432,7 @@ for keeping the dome up. But two of the seven have already died. The War
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Master is planning for the worst, and preparing the army for battle. The guards
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stir restlessly below. A stone stairwell leads down to the gate.
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@@ -468,7 +468,7 @@ To the west one can see the Hall of Clerics. To the south the Tower of the High
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Council of Clerics glows pristinely white. The town seems peaceful and
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untroubled by the turmoils outside the walls.
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@@ -489,7 +489,7 @@ protecting dome that ensures oner safety. To the south the black stone of the
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Tower of the Magi glistens serenely. To the east you can see the Mansion of the
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Magi in all its extravagance.
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@@ -700,7 +700,7 @@ this is where the sick and wounded are put up for the night. Even the
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apprentices sometimes stay here when they are too tired to go home after a hard
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days work. The room is empty now, the healers must have done their jobs well.
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@@ -714,7 +714,7 @@ for the safety of the Orb of Sanctum. The Orb is what was given to the Magi by
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the gods to sustain the protective dome. As long as the orb is safely in place
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and a Magi is present to sustain it the dome will remain.
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@@ -810,7 +810,7 @@ are the only inhabitants. All of them are made out of wood and are polished to
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a glossy shine. A single window looks out over the Southern Gate. To live a
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life as a Cleric is to life a life without desire and need.
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@@ -860,7 +860,7 @@ spells line all three walls. Everything from potions to pills and everything
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in between. Some of the jars contain strange beasts soaking in a strange
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liquid. The smell of dust and strange herbs permeates the room.
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@@ -874,7 +874,7 @@ Most never make it. The Magi of the Purple and Grey robes has never been
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achieved. The actual testing to be a Magi remains a mystery as only the Magi
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themselves have witnessed it.
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@@ -888,7 +888,7 @@ Tower of the High Council and the Tower of the Magi. All three structures are
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impressive works of architecture and magic combined. To the south the dome
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rises high into the air, blocking all view to the chaotic world beyond.
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@@ -909,7 +909,7 @@ guarded diligently. These gates are normally locked at night to ensure the
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safety of the city. Only the east and west gates remain open all day. The
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luminescent dome encompassing the city can be seen just to the north.
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@@ -1021,7 +1021,7 @@ west and no sound escapes the building to the east. The North Way splits the
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city of Sanctus into two Quarters. The thieves quarter in the east and the
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Warriors Quarter to the west.
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@@ -1151,7 +1151,7 @@ is just to the north and the army barracks are in the building to the west.
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Various stores lie further along Warriors Avenue to the east. There is a fair
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amount of people, mostly soldiers, going about their daily lives.
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@@ -1176,7 +1176,7 @@ themselves of their worries. The cobblestone street is clean and well
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maintained. The buildings all around are made of wood and some are several
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stories tall.
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@@ -1201,7 +1201,7 @@ in Sanctus, excluding of course the temple. Many travellers go there to relax
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and unwind. Several small houses are to the south along this road while the
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northern half seems to consist mostly of shops.
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@@ -1226,7 +1226,7 @@ of someone working a grindstone can be heard to the north, most likely the
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weaponsmith. A small house to the south is shadowed by the tower of Sanctus in
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the middle of the city.
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@@ -1250,7 +1250,7 @@ Warriors Avenue~
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towns Smithy. The street continues east and west with a small house to the
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south. Townspeople walk the streets going about their business.
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@@ -1276,7 +1276,7 @@ shadows and mystery. Not a single sound escapes from that section of the city.
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This intersection stands upon the North Way which runs from the North Gate down
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to the Temple of Sanctus.
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@@ -1302,7 +1302,7 @@ responsible for the economic policies of the city and do a very good job. Of
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course they are so worried about keeping one another from stealing from the city
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that they don't dare do it themselves.
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@@ -1327,7 +1327,7 @@ reminding of the need to hold onto gold very tightly while in this quarter of
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the city. The thieves may run the cities finances fairly, but they could care
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less about a single adventurer.
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@@ -1352,7 +1352,7 @@ hides. Must be the towns leather shop. Tall buildings to the south must be the
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houses of the locals. Probably shouldn't go wandering around, this place is
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full of thieves as it is and it would be easy to be mistaken for one.
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@@ -1377,7 +1377,7 @@ local bar for the thieves. The town used to have only one bar until the
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warriors and thieves got into a huge braul and ended up burning the place to the
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ground. A few citizens walk past staring at each other curiously.
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@@ -1402,7 +1402,7 @@ above you to the east. Thieves Avenue makes a turn here to the south or west.
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This area is now in the northeastern corner of the city, in the heart of the
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Thieves Quarter. A traveler would be wise to watch their purse carefully.
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@@ -1467,7 +1467,7 @@ the city has fought in. Sanctus has never fallen. Various weapons and suits
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of armor are all bolted to the floor and walls. A small doorway leads into the
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bunk room to the east. The hall continues north and south.
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@@ -1509,7 +1509,7 @@ well-travelled road continues north and south. This appears to be the Warriors
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Quarter where the army of Sanctus bases it's operations. Several recruits rush
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past on assignment.
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@@ -1579,7 +1579,7 @@ horses. A small amount of dust is kicked up by every footstep. Directly to the
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south one can see the Temple. A small stone bridge arches over a small stream
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to the north. There is something unusual about the bridge.
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@@ -1597,7 +1597,7 @@ cover the entire floor. A candelabra sits in the middle of a polished oak
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table. A four post bed can be seen in the back of the house. Nothing like
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living the good life.
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door~
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@@ -1610,7 +1610,7 @@ this house. Small mattresses lay on the floor in the back of the room. Not
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much hope for privacy in this house. A few dolls are having a tea party in one
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corner.
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door~
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@@ -1623,7 +1623,7 @@ trespassing, I'm sure no one will mind. The house is very compact. The
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kitchen and bedrooms are not separated by any walls. This must be a house for
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the poor.
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door~
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@@ -1635,7 +1635,7 @@ A Clean House~
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Well maintained it seems. Not everyone is rich enough to afford a housekeeper,
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but these folks must be. You can hear a baby crying, sounds hungry.
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door~
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@@ -1648,7 +1648,7 @@ to the west. The entrance looks to be a ways further north in the heart of the
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Thieve's Quarter. South can be seen another intersection and the northest
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corner of the inner wall.
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@@ -1741,7 +1741,7 @@ The alley crosses the city east to west behind the homes of the local citizens.
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The alley is very narrow and dark as the inner city wall follows it on the
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southern side. Warriors Avenue continues north and south.
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@@ -1763,7 +1763,7 @@ and then bolts as it senses some trespasser on its territory. This alley does
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not look safe and one might wonder whether or not they could encounter some
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lurking thugs.
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@@ -1779,7 +1779,7 @@ Warriors Alley~
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rattling of armor can be heard from the guards patrolling the top of the wall.
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The alley is even darker here and a person could easily hide in the shadows.
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@@ -1796,7 +1796,7 @@ but all are bolted, locked, or nailed shut. This is definitely not the most
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friendly section of the city. An alley cat bolts past as a large pile of
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garbage almost collapses on it.
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@@ -1813,7 +1813,7 @@ The sound of creaking wagons and the pound of horse hooves on the dirt road
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become trapped between the inner city wall and the houses within the alley
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making strange echoing sounds that are very distracting.
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@@ -1830,7 +1830,7 @@ be surprisingly empty for some reason. Shadowy alleys can be noticed to the
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east and west along the inner city wall. To the south is the Northern Gate to
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the inner city.
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@@ -1855,7 +1855,7 @@ bother cleaning this place up. The sound of a fight can be heard further to
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the east within the alley. This is definitely the most dangerous section of
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Sanctus.
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@@ -1872,7 +1872,7 @@ that dispute was settled one way or the other. The inner city wall to the
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south keeps the alley eternally in shadows, no matter the time of day or night.
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Houses to the north have their back doors shut and locked.
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@@ -1889,7 +1889,7 @@ garbage pile a few feet away. A mangy mutt trots slowly past and starts licking
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up the pool of blood. A traveler here should keep moving unless they wanted to
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draw attention to themselves.
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@@ -1906,7 +1906,7 @@ of the light. The wall looks to be made from stone blocks and some sort of
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filler. Its not possible to tell how thick it is, but judging from the height
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one could guess at least half as wide as it is tall.
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@@ -1923,7 +1923,7 @@ This intersection is at the northeast corner of the inner city wall. On top of
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the wall one can see some type of post where the guards watch for any trouble.
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A large building to the east must be some sort of warehouse.
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@@ -2036,7 +2036,7 @@ booming voice that echoes off the buildings and walls around. The clank of
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armor and weapons is all about as guards change watches and work on their
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equipment.
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