Updated World and files for 3.53 release, take 2 --Rumble
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#100
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Temple of Sanctum~
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You stand inside a massive temple dedicated to the gods of Sanctus. The
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ceiling is supported by fluted columns and a main spiral stairwell that leads
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both up and down. Small rooms adjoin this chamber in all four cardinal
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directions. It is here mortals come to stay informed and discuss their
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adventures.
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This large room appears to be inside inside a massive temple dedicated to the
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gods of Sanctus. The ceiling is supported by fluted columns and a main spiral
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stairwell that leads both up and down. Small rooms adjoin this chamber in all
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four cardinal directions. It is here mortals come to stay informed and discuss
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their adventures.
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~
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D0
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@@ -75,12 +75,12 @@ Zone 1 is linked to the following zones:
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#101
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The Temple of the Gods~
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You have reached the highest point in the kingdom of Sanctus. It is from
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This seems to be the highest point in the kingdom of Sanctus. It is from
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here that the worshippers of the gods come to pay tribute to those who have
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saved them from the chaos and destruction beyond the sanctuary of the city
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walls. Large windows reach from the floor to the ceiling, giving an excellent
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view of the city and countryside beyond. An altar stands in the middle of the
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room with a statue on each side.
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room with a statue on each side.
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~
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D2
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@@ -110,11 +110,11 @@ T 158
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T 163
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#102
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Inner Sanctum~
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You have reached the highest room in the tower of Sanctum where only those
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This appears to be the highest room in the tower of Sanctum where only those
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devoted to the guild of Clerics are allowed to practice their skills and spells
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to become masters of their discipline. The walls are covered in a white see-
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through cloth giving you the impression of being inside of a tent rather than
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in a room. The room glows brightly, though you cannot tell from what source.
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through cloth giving one the impression of being inside of a tent rather than in
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a room. The room glows brightly, though one cannot tell from what source.
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~
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D5
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@@ -146,12 +146,12 @@ head chair, which is garnished in silver, is only used by the High Councilman.
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#104
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Inner Void~
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This room is exempt from all normal laws of reality. You have entered the
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realm of magic where the laws of science no longer exist. The void you find
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yourself in is created within your mind and is the perfect place to practice
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your mystical arts. For those who have trained hard enough they shall receive
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assistance in their pursuit of knowledge and power. Others will find peace in
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this void and never be able to return.
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This room is exempt from all normal laws of reality. It appears to have
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entered the realm of magic where the laws of science no longer exist. The void
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of this place is created within the traveler's mind and is the perfect place to
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practice mystical arts. For those who have trained hard enough they shall
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receive assistance in their pursuit of knowledge and power. Others will find
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peace in this void and never be able to return.
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~
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D5
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@@ -190,12 +190,11 @@ S
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#106
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Above the Northern Gate~
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In between the Thieves and Warriors Quarter the Northern Gate is the main
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defensive hold in case of an attack. At this distance you can just barely make
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out the shimmering dome that was created by the gods and is now sustained by
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the Magi. The dome curves along the walls of the city and can not be seen for
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more than a few feet in any direction. It reminds you of looking at a mirage.
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You can only see it if you glance to one side, it disappears as soon as you try
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to look straight at it. Stone stairs lead down into the city wall.
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defensive hold in case of an attack. At this distance one can just barely make
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out the shimmering dome that was created by the gods and is now sustained by the
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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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~
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D5
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@@ -283,11 +282,11 @@ D5
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#111
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Northwest Corner of the Inner Wall~
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To the north you hear the clang and crash of the smithies in the Warriors
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Quarter. To the west you see the barracks and the gate to the outside. The
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Temple of Sanctus rises above you to the southeast. It's single spire reaching
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up 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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To the north can be heard the clang and crash of the smithies in the Warriors
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Quarter. To the west the barracks and the gate to the outside are visible.
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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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~
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D5
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@@ -298,11 +297,11 @@ S
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#112
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Northeast Corner of the Inner Wall~
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The city to the north is covered in shadows and gloom, the Thieves Quarter.
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To the east you can see the gate and a long warehouse. The Temple of Sanctus
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rises above you to the southwest. A light breeze brings a bit of refreshment
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and a strange smell. Few people know, or want to know, what lies beyond the
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city walls and the safety of the dome. A stone stairwell leads down to the
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inner city.
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To the east one can see the gate and a long warehouse. The Temple of Sanctus
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rises above to the southwest. A light breeze brings a bit of refreshment and a
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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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~
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D5
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@@ -335,11 +334,11 @@ tales, but most have been forgotten with the passing of time.
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#114
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Above the Western Gate~
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Atop the battlements over the western gate you can see the luminescent glow
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of the dome that protects the city. You hear the occasional rattling of armor
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as the sentinels grow weary from their standing their posts hour after hour.
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The city to the east looks tranquil and safe. You can not see much to the west
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past the shimmering dome.
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Atop the battlements over the western gate one can see the luminescent glow
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of the dome that protects the city. The occasional rattling of armor can be
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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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~
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D5
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@@ -359,9 +358,9 @@ S
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Above the Inner Wall~
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The battlements on top of the inner wall are the last defense in case of an
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invasion. All citizens are required to move within the inner city and prepare
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to fight. The city has never fallen to this day. To the north you see the
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barracks, to the south the Hall of Clerics. A stone stairwell leads
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down to the inner city.
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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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~
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D5
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@@ -371,12 +370,12 @@ D5
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#116
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Travelling Room~
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This used to be a travelling room. Entire sections of the floor are now
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embedded in the ceiling and you can even see to the outside through a hole in
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one wall. This is what happens when a portal becomes unstable. You remind
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yourself to flee the second you think a portal may be falling apart. The
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charred silhouette of what once must have been a man is blasted into one of the
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walls.
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This used to be a traveling room. Entire sections of the floor are now
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embedded in the ceiling and it is even possible to see to the outside through a
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hole in one wall. This is what happens when a portal becomes unstable. It is
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certainly a grim reminder to flee the second it seems a portal may be falling
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apart. The charred silhouette of what once must have been a man is blasted into
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one of the walls.
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~
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D1
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@@ -399,11 +398,11 @@ the shadow of the unlucky man.
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#117
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Travelling Room~
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This rooms stands empty as it is being prepared for a portal summoning.
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The walls are glistening white plaster with a vaulted ceiling. Powerful mages
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are said to be able to create portals through their arcane arts. But many die
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in the process. The skill is as of yet unmastered. It is rumored that the
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evil Drakkar has achieved this mastery, but none have ever witnessed it.
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This room stands empty as it is being prepared for a portal summoning. The
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walls are glistening white plaster with a vaulted ceiling. Powerful mages are
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said to be able to create portals through their arcane arts, though many die in
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the process. The skill is as of yet unmastered. It is rumored that the evil
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Drakkar has achieved this mastery, but none have ever witnessed it.
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~
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D3
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@@ -413,11 +412,11 @@ D3
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#118
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Above the Inner Wall~
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On top of the battlements you have a good view of the eastern side of the
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city. To the north you see the Thieves Warehouse,, to the south the Mansion
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of the Magi. The Temple of Sanctus rises from the center of the city to the
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west. All looks well from this perspective. You cannot see beyond the city
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walls.
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On top of the battlements one has access to a good view of the eastern side
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of the city. To the north can be seen the Thieves Warehouse, to the south the
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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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~
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D5
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@@ -427,12 +426,11 @@ D5
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#119
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Above the Eastern Gate~
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The radiant dome of energy protecting the city curves over your head. The
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powerful magic causes the hairs on the back of your neck and arms to stand on
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end. The Magi are responsible for keeping the dome up. But two of the seven
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have already died. The War Master is planning for the worst, and preparing the
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army for battle. The guards stir restlessly below you. A stone stairwell
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leads down to the gate.
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The radiant dome of energy protecting the city curves high above. The
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powerful magic prickles like electricity in the air. The Magi are responsible
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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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~
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D5
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@@ -452,8 +450,8 @@ S
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Travelling Room~
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A few of the higher mages of Sanctus have been able to control the gateways
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that have opened between realms. One of these controlled portals is kept in
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this room. It is a one way ticket to the realm of midgaard. The portals are
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still eratic and uncontrollabe so anyone who uses them does so at their own
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this room. It is a one way ticket to the realm of Midgaard. The portals are
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still eratic and uncontrollable so anyone who uses them does so at their own
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risk. The flickering of the portal casts eerie shadows along the white walls.
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This must be the only room in the temple that has an uneasy feeling about it.
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~
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@@ -465,10 +463,10 @@ D0
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#121
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Southwestern Corner of the Inner Wall~
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Through the clouds you catch a glimpse of the shimmering dome. A good omen.
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To the west you can see the Hall of Clerics. To the south the Tower of the
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High 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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Through the clouds one catch a glimpse of the shimmering dome. A good omen.
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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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~
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D5
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@@ -486,10 +484,10 @@ collapsed and the laws of science and nature are in disorder.
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#122
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Southeastern Corner of the Inner Wall~
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A glimpse of shimmering light above you in the clouds reminds you of the
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protecting dome that ensures your 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
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the Magi in all its extravagance.
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A glimpse of shimmering light high above in the clouds reminds one of the
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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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~
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D5
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@@ -548,11 +546,11 @@ even lives here.
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#125
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Plane of the Magi~
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You find yourself in a place of non-existence. The walls recede from your
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vision until you stand only in a bleak greyness. You can no longer discern
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anything in three dimensions. The floor, ceiling, and sky all are the same
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bleak grey color. It is in the Magi come to test their mystical arts. It is
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not a good place to get lost in.
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Here, one finds themselves in a place of non-existence. The walls recede
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from vision until all that is visible is a bleak greyness. Nothing can any
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longer be discerned in three dimensions. The floor, ceiling, and sky all are
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the same bleak grey color. It is here the Magi come to test their mystical
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arts. It is not a good place to get lost in.
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~
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D0
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#126
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Plane of the Magi~
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The world you knew has vanished. You stand in the middle of greyness. In
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every direction you can neither tell distance or see any distinguishable
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landmark. A person could easily get lost in this nothingness. It is this
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nothingness that helps the Magi hone their abilities before unleashing them
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into the real world.
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Any fragments of the familiar world have vanished. All around stretches
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vague mists of greyness. In every direction no distance or any distinguishable
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landmark can be discerned. A person could easily get lost in this nothingness.
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It is this nothingness that helps the Magi hone their abilities before
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unleashing them into the real world.
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~
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D0
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#132
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Tower of the Magi~
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Within the halls of this Tower lies the Orb of Sanctum. It is the
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responsibility of all to ensure it's safety. Without the orb the dome would
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Within the halls of this tower lies the Orb of Sanctum. It is the
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responsibility of all to ensure its safety. Without the orb the dome would
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collapse and chaos would rule. The Magi have been given the honor of it placed
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within these halls. The orb is rumoured to have been created by the Gods
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Rumble and Ferret. But, no one knows for sure.
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within these halls. The orb is rumoured to have been created by the Gods Rumble
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and Ferret. But, no one knows for sure.
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~
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#136
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Kitchen~
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At first glance this room seems to be made just to prepare food for the
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towers occupants, but on second glance you realize a few of the cooks are
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towers occupants, but on second glance one can see that a few of the cooks are
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actually clerics and they are working over cauldrons of liquids that could not
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possibly be food. At least it does not smell like food. This must be where
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they make their healing elixirs, salves, and potions.
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they make their healing elixirs, salves, and potions.
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~
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D0
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#139
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Above the Southern Gate~
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The dome of protection glows brightly here since it is closest to the Orb of
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Sanctum. To the north you see the Temple of Sanctus towering above the Tower
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of the High Council and the Tower of the Magi. All three structures are
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Sanctum. To the north the Temple of Sanctus can be seen towering above the
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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 above you blocking all view to the chaotic world beyond.
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rises high into the air, blocking all view to the chaotic world beyond.
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~
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D5
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#143
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Letzgo Inn~
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The only Inn in Sanctus. The Letzgo Inn appeals to those who need to take a
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break or maybe just get away from home for a few days to receive one of the
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many "treatments" available by the fine staff. The sole proprietor goes by the
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name of Orlok and has been known to be rough, even deadly, to any customers
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that treat his "employees" unfairly. The Inn appears to be well kept.
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Further to the north you can see a winding staircase and a plethra of adjoining
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rooms.
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The only inn in Sanctus. The Letzgo Inn appeals to those who need to take a
|
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break or maybe just get away from home for a few days to receive one of the many
|
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"treatments" available by the fine staff. The sole proprietor goes by the name
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of Orlok and has been known to be rough, even deadly, to any customers that
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treat his "employees" unfairly. The inn appears to be well kept. Further to
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the north one can see a winding staircase and a plethra of adjoining rooms.
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~
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D2
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#144
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Shiro's Weaponry~
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You enter a large wood building with rack upon rack of weapons lining every
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wall, the floor, and even some suspended from the ceiling. The sound of
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This large wood building is filled with rack upon rack of weapons lining
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every wall, the floor, and even some suspended from the ceiling. The sound of
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someone honing a fine blade can be heard in the background. Some of the finest
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weapons in the realm are made right here under the supervision of Shiro, the
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master wesponsmith.
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master wesponsmith.
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~
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D2
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#146
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The Northern Road~
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The Northern Gate of Sanctus and the impressive wall surrounding it looms
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above you to the north. The dull sound of hammering comes from the building to
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your west and no sound escapes the building to the east. The North Way splits
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the 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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above to the north. The dull sound of hammering comes from the building to your
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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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~
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#148
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The Rustic~
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The only Restaurant in Sanctus. The Rustic serves up decent meals to anyone
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The only restaurant in Sanctus. The Rustic serves up decent meals to anyone
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that can afford them. The prices are fair and the service is excellent. The
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place is rather deserted and only a few customers are chatting idly in the
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back.
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place is rather deserted and only a few customers are chatting idly in the back.
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~
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D2
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@@ -1069,13 +1066,18 @@ D2
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#150
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Thieves Retreat~
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This gloomy bar has an uneasy feeling about it. Better be careful as this
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bar is frequented by the less honorable class in Sanctus. Very few people drink
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here since as soon as you are inebriated you will be relieved of any gold you
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||||
may be carrying. The bar seems to sell alot more than just drinks as large
|
||||
shelves walls hung with equipment fill the place.
|
||||
This gloomy bar has an uneasy feeling about it. Travelers pausing here
|
||||
should be careful as this bar is frequented by the less honorable class in
|
||||
Sanctus. Very few people drink here since as soon anyone inebriated is likely
|
||||
to be relieved of any gold they may be carrying. The bar seems to sell alot
|
||||
more than just drinks as large shelves are filled with various items and
|
||||
equipment.
|
||||
~
|
||||
1 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1143,10 +1145,10 @@ D3
|
||||
S
|
||||
#154
|
||||
The Warriors Quarter~
|
||||
You are in the northwest corner of the city. The warriors guild is just to
|
||||
the north and the army barracks are in the building to the west. Various
|
||||
stores lie further along Warriors Avenue to the east. There is a fair amount
|
||||
of people, mostly soldiers, going about their daily lives.
|
||||
This junction lies in the northwest corner of the city. The warriors guild
|
||||
is just to the north and the army barracks are in the building to the west.
|
||||
Various stores lie further along Warriors Avenue to the east. There is a fair
|
||||
amount of people, mostly soldiers, going about their daily lives.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1168,10 +1170,10 @@ door~
|
||||
S
|
||||
#155
|
||||
Warriors Avenue~
|
||||
A loud rucous to the north must be the local bar where soldiers go to
|
||||
relieve themselves of their worries. The cobblestone street is clean and well
|
||||
maintained. The buildings around you are made of wood and some are several
|
||||
stories tall.
|
||||
A loud ruckus to the north must be the local bar where soldiers go to relieve
|
||||
themselves of their worries. The cobblestone street is clean and well
|
||||
maintained. The buildings all around are made of wood and some are several
|
||||
stories tall.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1193,10 +1195,10 @@ D3
|
||||
S
|
||||
#156
|
||||
Warriors Avenue~
|
||||
The towns only Inn towers over you to the north. It is one of the biggest
|
||||
structures in Sanctus, excluding of course the temple. Many travellers go
|
||||
there to relax and unwind. Several small houses are to the south along this
|
||||
road while the northern half seems to consist mostly of shops.
|
||||
The towns only inn towers to the north. It is one of the biggest structures
|
||||
in Sanctus, excluding of course the temple. Many travellers go there to relax
|
||||
and unwind. Several small houses are to the south along this road while the
|
||||
northern half seems to consist mostly of shops.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1218,10 +1220,10 @@ D3
|
||||
S
|
||||
#157
|
||||
Warriors Avenue~
|
||||
Several soldiers rush past in a hurry to make their watch in time. You can
|
||||
hear someone working a grindstone to the north, most likely the weaponsmith.
|
||||
A small house to the south is shadowed by the tower of Sanctus in the middle of
|
||||
the city.
|
||||
Several soldiers rush past in a hurry to make their watch in time. The sound
|
||||
of someone working a grindstone can be heard to the north, most likely the
|
||||
weaponsmith. A small house to the south is shadowed by the tower of Sanctus in
|
||||
the middle of the city.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1245,8 +1247,7 @@ S
|
||||
Warriors Avenue~
|
||||
The clang and clash of metal being worked to the north could only be the
|
||||
towns Smithy. The street continues east and west with a small house to the
|
||||
south. Townspeople walk the streets going about their business. You are just
|
||||
another adventurer to them.
|
||||
south. Townspeople walk the streets going about their business.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1268,11 +1269,11 @@ D3
|
||||
S
|
||||
#159
|
||||
The Northern Intersection~
|
||||
To the west you can hear the hammering of the smithy and the grinding of a
|
||||
wetstone in the Warriors Quarter. To the east the Thieves Quarter is covered
|
||||
in shadows and mystery. Not a single sound escapes from that section of the
|
||||
city. You are standing on the North Way which runs from the North Gate down to
|
||||
the Temple of Sanctus.
|
||||
To the west one can hear the hammering of the smithy and the grinding of a
|
||||
wetstone in the Warriors Quarter. To the east the Thieves Quarter is covered in
|
||||
shadows and mystery. Not a single sound escapes from that section of the city.
|
||||
This intersection stands upon the North Way which runs from the North Gate down
|
||||
to the Temple of Sanctus.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1294,11 +1295,11 @@ D3
|
||||
S
|
||||
#160
|
||||
Thieves Avenue~
|
||||
You stand in the beginning of the thieves quarter where the less honorable
|
||||
class has formed a base of operations. The thieves of the city are responsible
|
||||
for the economic policies of the city and do a very good job. Of course they
|
||||
are so worried about keeping one another from stealing from the city that they
|
||||
don't dare do it themselves.
|
||||
This appears to be the beginning of the thieves quarter where the less
|
||||
honorable class has formed a base of operations. The thieves of the city are
|
||||
responsible for the economic policies of the city and do a very good job. Of
|
||||
course they are so worried about keeping one another from stealing from the city
|
||||
that they don't dare do it themselves.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1320,10 +1321,10 @@ D3
|
||||
S
|
||||
#161
|
||||
Thieves Avenue~
|
||||
A few cloaked figures glide past you with a skill and dexterity that reminds
|
||||
you to hold your gold very tightly while in this quarter of the city. The
|
||||
thieves may run the cities finances fairly, but they could care less about a
|
||||
single adventurer.
|
||||
A few cloaked figures glide past with a skill and dexterity that are clearly
|
||||
reminding of the need to hold onto gold very tightly while in this quarter of
|
||||
the city. The thieves may run the cities finances fairly, but they could care
|
||||
less about a single adventurer.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1346,9 +1347,9 @@ S
|
||||
#162
|
||||
Thieves Avenue~
|
||||
A strange smell comes from the north, the unforgettable smell of tanning
|
||||
hides. Must be the towns leather shop. Tall buildings to the south must be
|
||||
the houses of the locals. Probably shouldn't go wandering around, this place
|
||||
is full of thieves as it is and you may be mistaken for one.
|
||||
hides. Must be the towns leather shop. Tall buildings to the south must be the
|
||||
houses of the locals. Probably shouldn't go wandering around, this place is
|
||||
full of thieves as it is and it would be easy to be mistaken for one.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1370,10 +1371,10 @@ D3
|
||||
S
|
||||
#163
|
||||
Thieves Avenue~
|
||||
The smell of booze and smoke filters through an open door to the north.
|
||||
The local bar for the thieves. The town used to have only one bar until the
|
||||
warriors and thieves got into a huge braul and ended up burning the place to
|
||||
the ground. A few citizens walk past staring at you curiously.
|
||||
The smell of booze and smoke filters through an open door to the north. The
|
||||
local bar for the thieves. The town used to have only one bar until the
|
||||
warriors and thieves got into a huge braul and ended up burning the place to the
|
||||
ground. A few citizens walk past staring at each other curiously.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1397,8 +1398,8 @@ S
|
||||
Thieves Quarter~
|
||||
The guild of thieves lies just to the north while a huge warehouse rises
|
||||
above you to the east. Thieves Avenue makes a turn here to the south or west.
|
||||
You are now in the northeastern corner of the city, in the heart of the Thieves
|
||||
Quarter. Better keep an eye on your purse.
|
||||
This area is now in the northeastern corner of the city, in the heart of the
|
||||
Thieves Quarter. A traveler would be wise to watch their purse carefully.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1501,10 +1502,10 @@ D3
|
||||
S
|
||||
#169
|
||||
Warriors Avenue~
|
||||
The Barracks rise above you the west and a small cozy home is to your east.
|
||||
A well-travelled road continues north and south. You are in the Warriors
|
||||
The Barracks rise above the west and a small cozy home is to the east. A
|
||||
well-travelled road continues north and south. This appears to be the Warriors
|
||||
Quarter where the army of Sanctus bases it's operations. Several recruits rush
|
||||
past on assignment.
|
||||
past on assignment.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1570,10 +1571,10 @@ door~
|
||||
S
|
||||
#174
|
||||
The Northern Road~
|
||||
You walk between houses occupied by the local citizens. The wide Northern
|
||||
Road is packed solid from years of traffic from people, wagons, and horses. A
|
||||
small amount of dust is kicked up by every footstep. Directly to the south you
|
||||
can see the Temple.
|
||||
This road passes between houses occupied by the local citizens. The wide
|
||||
Northern Road is packed solid from years of traffic from people, wagons, and
|
||||
horses. A small amount of dust is kicked up by every footstep. Directly to the
|
||||
south one can see the Temple.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1640,8 +1641,8 @@ S
|
||||
Thieves Avenue~
|
||||
The tall warehouse holding the supplies and emergency stores of the city is
|
||||
to the west. The entrance looks to be a ways further north in the heart of the
|
||||
Thieve's Quarter. South you can see another intersection and the northest
|
||||
corner of the inner wall.
|
||||
Thieve's Quarter. South can be seen another intersection and the northest
|
||||
corner of the inner wall.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1731,10 +1732,10 @@ D3
|
||||
S
|
||||
#184
|
||||
The Northwest Intersection~
|
||||
You come to an intersection of Warriors Avenue and Warriors Alley. The
|
||||
alley crosses the city east to west behind the homes of the local citizens.
|
||||
This junction lies at an intersection of Warriors Avenue and Warriors Alley.
|
||||
The alley crosses the city east to west behind the homes of the local citizens.
|
||||
The alley is very narrow and dark as the inner city wall follows it on the
|
||||
southern side. Warriors Avenue continues north and south.
|
||||
southern side. Warriors Avenue continues north and south.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1752,10 +1753,11 @@ D2
|
||||
S
|
||||
#185
|
||||
Warriors Alley~
|
||||
You walk amongst the shadows in the cramped alley. A few piles of garbage
|
||||
are waiting to be cleaned up by the street sweeper. An alley cat hisses at you
|
||||
and then bolts as you trespass on its territory. This alley does not look safe
|
||||
and you wonder whether or not you will be running into some thugs.
|
||||
This cramped alley leads past dark flickering shadows. A few piles of
|
||||
garbage are waiting to be cleaned up by the street sweeper. An alley cat hisses
|
||||
and then bolts as it senses some trespasser on its territory. This alley does
|
||||
not look safe and one might wonder whether or not they could encounter some
|
||||
lurking thugs.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
@@ -1769,10 +1771,9 @@ D3
|
||||
S
|
||||
#186
|
||||
Warriors Alley~
|
||||
The inner city wall rises above you to the south. The sound of footsteps
|
||||
and the rattling of armor can be heard from the guards patrolling the top of
|
||||
the wall. The alley is even darker here and a person could easily hide in the
|
||||
shadows.
|
||||
The inner city wall rises above to the south. The sound of footsteps and the
|
||||
rattling of armor can be heard from the guards patrolling the top of the wall.
|
||||
The alley is even darker here and a person could easily hide in the shadows.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
@@ -1786,10 +1787,10 @@ D3
|
||||
S
|
||||
#187
|
||||
Warriors Alley~
|
||||
A line of houses block your way to the north. They seem to have back doors
|
||||
A line of houses block the way to the north. They seem to have back doors
|
||||
but all are bolted, locked, or nailed shut. This is definitely not the most
|
||||
friendly section of the city. An alley cat bolts past you as a large pile of
|
||||
garbage almost collapses on it.
|
||||
friendly section of the city. An alley cat bolts past as a large pile of
|
||||
garbage almost collapses on it.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
@@ -1803,10 +1804,10 @@ D3
|
||||
S
|
||||
#188
|
||||
Warriors Alley~
|
||||
The alley is a little brighter here as you are next to the Northern Road.
|
||||
The alley is a little brighter here as it lies next to the Northern Road.
|
||||
The sound of creaking wagons and the pound of horse hooves on the dirt road
|
||||
become trapped between the inner city wall and the houses within the alley
|
||||
making strange echoing sounds that are very distracting.
|
||||
making strange echoing sounds that are very distracting.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
@@ -1820,10 +1821,10 @@ D3
|
||||
S
|
||||
#189
|
||||
The Northern Road~
|
||||
You walk along the Northern Road with few other travellers. The streets
|
||||
seem to be surprisingly empty for some reason. You notice shadowy alleys to
|
||||
the east and west along the inner city wall. To the south is the Northern Gate
|
||||
to the inner city.
|
||||
This road continues on with few other travelers visible. The streets seem to
|
||||
be surprisingly empty for some reason. Shadowy alleys can be noticed to the
|
||||
east and west along the inner city wall. To the south is the Northern Gate to
|
||||
the inner city.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1880,9 +1881,9 @@ S
|
||||
#192
|
||||
Thieves Alley~
|
||||
A pool of blood lies in the center of the alley, a trail of blood leads to a
|
||||
garbage pile a few feet away. A mangy mutt trots past you and starts licking
|
||||
up the pool of blood. You should keep moving unless you want to draw attention
|
||||
to yourself.
|
||||
garbage pile a few feet away. A mangy mutt trots slowly past and starts licking
|
||||
up the pool of blood. A traveler here should keep moving unless they wanted to
|
||||
draw attention to themselves.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
@@ -1896,10 +1897,10 @@ D3
|
||||
S
|
||||
#193
|
||||
Thieves Alley~
|
||||
The inner city wall to the south towers over you, blocking out most of the
|
||||
light. The wall looks to be made from stone blocks and some sort of filler.
|
||||
You can't tell how thick it is, but judging from the height you would guess at
|
||||
least half as wide as it is tall.
|
||||
The inner city wall to the south towers high into the air, blocking out most
|
||||
of the light. The wall looks to be made from stone blocks and some sort of
|
||||
filler. Its not possible to tell how thick it is, but judging from the height
|
||||
one could guess at least half as wide as it is tall.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
@@ -1914,9 +1915,9 @@ S
|
||||
#194
|
||||
The Northeast Intersection~
|
||||
The Thieves Avenue comes to an intersection with a shady alley to the west.
|
||||
You are at the northeast corner of the inner city wall. On top of the wall you
|
||||
can see some type of post where the guards watch for any trouble. A large
|
||||
building to the east must be some sort of warehouse.
|
||||
This intersection is at the northeast corner of the inner city wall. On top of
|
||||
the wall one can see some type of post where the guards watch for any trouble.
|
||||
A large building to the east must be some sort of warehouse.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -2026,10 +2027,10 @@ D3
|
||||
S
|
||||
#199
|
||||
Warriors Avenue~
|
||||
In the distance you can hear some sargeant screaming at his recruits in a
|
||||
booming voice that echoes off the buildings and walls around you. The clank of
|
||||
armor and weapons is all about you as guards change watches and work on their
|
||||
equipment.
|
||||
In the distance one can hear some sergeant screaming at his recruits in a
|
||||
booming voice that echoes off the buildings and walls around. The clank of
|
||||
armor and weapons is all about as guards change watches and work on their
|
||||
equipment.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
|
||||
Reference in New Issue
Block a user