Updated World and files for 3.53 release, take 2 --Rumble

This commit is contained in:
Rumble
2007-06-19 22:49:43 +00:00
parent fb0cc1f450
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#100
Temple of Sanctum~
You stand inside a massive temple dedicated to the gods of Sanctus. The
ceiling is supported by fluted columns and a main spiral stairwell that leads
both up and down. Small rooms adjoin this chamber in all four cardinal
directions. It is here mortals come to stay informed and discuss their
adventures.
This large room appears to be inside inside a massive temple dedicated to the
gods of Sanctus. The ceiling is supported by fluted columns and a main spiral
stairwell that leads both up and down. Small rooms adjoin this chamber in all
four cardinal directions. It is here mortals come to stay informed and discuss
their adventures.
~
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#101
The Temple of the Gods~
You have reached the highest point in the kingdom of Sanctus. It is from
This seems to be the highest point in the kingdom of Sanctus. It is from
here that the worshippers of the gods come to pay tribute to those who have
saved them from the chaos and destruction beyond the sanctuary of the city
walls. Large windows reach from the floor to the ceiling, giving an excellent
view of the city and countryside beyond. An altar stands in the middle of the
room with a statue on each side.
room with a statue on each side.
~
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#102
Inner Sanctum~
You have reached the highest room in the tower of Sanctum where only those
This appears to be the highest room in the tower of Sanctum where only those
devoted to the guild of Clerics are allowed to practice their skills and spells
to become masters of their discipline. The walls are covered in a white see-
through cloth giving you the impression of being inside of a tent rather than
in a room. The room glows brightly, though you cannot tell from what source.
through cloth giving one the impression of being inside of a tent rather than in
a room. The room glows brightly, though one cannot tell from what source.
~
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#104
Inner Void~
This room is exempt from all normal laws of reality. You have entered the
realm of magic where the laws of science no longer exist. The void you find
yourself in is created within your mind and is the perfect place to practice
your mystical arts. For those who have trained hard enough they shall receive
assistance in their pursuit of knowledge and power. Others will find peace in
this void and never be able to return.
This room is exempt from all normal laws of reality. It appears to have
entered the realm of magic where the laws of science no longer exist. The void
of this place is created within the traveler's mind and is the perfect place to
practice mystical arts. For those who have trained hard enough they shall
receive assistance in their pursuit of knowledge and power. Others will find
peace in this void and never be able to return.
~
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#106
Above the Northern Gate~
In between the Thieves and Warriors Quarter the Northern Gate is the main
defensive hold in case of an attack. At this distance you can just barely make
out the shimmering dome that was created by the gods and is now sustained by
the Magi. The dome curves along the walls of the city and can not be seen for
more than a few feet in any direction. It reminds you of looking at a mirage.
You can only see it if you glance to one side, it disappears as soon as you try
to look straight at it. Stone stairs lead down into the city wall.
defensive hold in case of an attack. At this distance one can just barely make
out the shimmering dome that was created by the gods and is now sustained by the
Magi. The dome curves along the walls of the city and can not be seen for more
than a few feet in any direction. It flickers as if a mirage, only visible when
glanced at from one side. Stone stairs lead down into the city wall.
~
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#111
Northwest Corner of the Inner Wall~
To the north you hear the clang and crash of the smithies in the Warriors
Quarter. To the west you see the barracks and the gate to the outside. The
Temple of Sanctus rises above you to the southeast. It's single spire reaching
up into the sky higher than any other building in the realm. A stone stairwell
leads down to the inner city.
To the north can be heard the clang and crash of the smithies in the Warriors
Quarter. To the west the barracks and the gate to the outside are visible.
The Temple of Sanctus rises above to the southeast, its single spire reaching up
into the sky higher than any other building in the realm. A stone stairwell
leads down to the inner city.
~
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#112
Northeast Corner of the Inner Wall~
The city to the north is covered in shadows and gloom, the Thieves Quarter.
To the east you can see the gate and a long warehouse. The Temple of Sanctus
rises above you to the southwest. A light breeze brings a bit of refreshment
and a strange smell. Few people know, or want to know, what lies beyond the
city walls and the safety of the dome. A stone stairwell leads down to the
inner city.
To the east one can see the gate and a long warehouse. The Temple of Sanctus
rises above to the southwest. A light breeze brings a bit of refreshment and a
strange smell. Few people know, or want to know, what lies beyond the city
walls and the safety of the dome. A stone stairwell leads down to the inner
city.
~
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#114
Above the Western Gate~
Atop the battlements over the western gate you can see the luminescent glow
of the dome that protects the city. You hear the occasional rattling of armor
as the sentinels grow weary from their standing their posts hour after hour.
The city to the east looks tranquil and safe. You can not see much to the west
past the shimmering dome.
Atop the battlements over the western gate one can see the luminescent glow
of the dome that protects the city. The occasional rattling of armor can be
heard, as the sentinels grow weary from their standing their posts hour after
hour. The city to the east looks tranquil and safe. It is not possible to see
much to the west past the shimmering dome.
~
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Above the Inner Wall~
The battlements on top of the inner wall are the last defense in case of an
invasion. All citizens are required to move within the inner city and prepare
to fight. The city has never fallen to this day. To the north you see the
barracks, to the south the Hall of Clerics. A stone stairwell leads
down to the inner city.
to fight. The city has never fallen to this day. To the north one can see the
barracks, to the south the Hall of Clerics. A stone stairwell leads down to the
inner city.
~
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#116
Travelling Room~
This used to be a travelling room. Entire sections of the floor are now
embedded in the ceiling and you can even see to the outside through a hole in
one wall. This is what happens when a portal becomes unstable. You remind
yourself to flee the second you think a portal may be falling apart. The
charred silhouette of what once must have been a man is blasted into one of the
walls.
This used to be a traveling room. Entire sections of the floor are now
embedded in the ceiling and it is even possible to see to the outside through a
hole in one wall. This is what happens when a portal becomes unstable. It is
certainly a grim reminder to flee the second it seems a portal may be falling
apart. The charred silhouette of what once must have been a man is blasted into
one of the walls.
~
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#117
Travelling Room~
This rooms stands empty as it is being prepared for a portal summoning.
The walls are glistening white plaster with a vaulted ceiling. Powerful mages
are said to be able to create portals through their arcane arts. But many die
in the process. The skill is as of yet unmastered. It is rumored that the
evil Drakkar has achieved this mastery, but none have ever witnessed it.
This room stands empty as it is being prepared for a portal summoning. The
walls are glistening white plaster with a vaulted ceiling. Powerful mages are
said to be able to create portals through their arcane arts, though many die in
the process. The skill is as of yet unmastered. It is rumored that the evil
Drakkar has achieved this mastery, but none have ever witnessed it.
~
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#118
Above the Inner Wall~
On top of the battlements you have a good view of the eastern side of the
city. To the north you see the Thieves Warehouse,, to the south the Mansion
of the Magi. The Temple of Sanctus rises from the center of the city to the
west. All looks well from this perspective. You cannot see beyond the city
walls.
On top of the battlements one has access to a good view of the eastern side
of the city. To the north can be seen the Thieves Warehouse, to the south the
Mansion of the Magi. The Temple of Sanctus rises from the center of the city to
the west. All looks well from this perspective. It is not possible to see
beyond the city walls.
~
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#119
Above the Eastern Gate~
The radiant dome of energy protecting the city curves over your head. The
powerful magic causes the hairs on the back of your neck and arms to stand on
end. The Magi are responsible for keeping the dome up. But two of the seven
have already died. The War Master is planning for the worst, and preparing the
army for battle. The guards stir restlessly below you. A stone stairwell
leads down to the gate.
The radiant dome of energy protecting the city curves high above. The
powerful magic prickles like electricity in the air. The Magi are responsible
for keeping the dome up. But two of the seven have already died. The War
Master is planning for the worst, and preparing the army for battle. The guards
stir restlessly below. A stone stairwell leads down to the gate.
~
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Travelling Room~
A few of the higher mages of Sanctus have been able to control the gateways
that have opened between realms. One of these controlled portals is kept in
this room. It is a one way ticket to the realm of midgaard. The portals are
still eratic and uncontrollabe so anyone who uses them does so at their own
this room. It is a one way ticket to the realm of Midgaard. The portals are
still eratic and uncontrollable so anyone who uses them does so at their own
risk. The flickering of the portal casts eerie shadows along the white walls.
This must be the only room in the temple that has an uneasy feeling about it.
~
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#121
Southwestern Corner of the Inner Wall~
Through the clouds you catch a glimpse of the shimmering dome. A good omen.
To the west you can see the Hall of Clerics. To the south the Tower of the
High Council of Clerics glows pristinely white. The town seems peaceful and
untroubled by the turmoils outside the walls.
Through the clouds one catch a glimpse of the shimmering dome. A good omen.
To the west one can see the Hall of Clerics. To the south the Tower of the High
Council of Clerics glows pristinely white. The town seems peaceful and
untroubled by the turmoils outside the walls.
~
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#122
Southeastern Corner of the Inner Wall~
A glimpse of shimmering light above you in the clouds reminds you of the
protecting dome that ensures your safety. To the south the black stone of the
Tower of the Magi glistens serenely. To the east you can see the Mansion of
the Magi in all its extravagance.
A glimpse of shimmering light high above in the clouds reminds one of the
protecting dome that ensures oner safety. To the south the black stone of the
Tower of the Magi glistens serenely. To the east you can see the Mansion of the
Magi in all its extravagance.
~
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#125
Plane of the Magi~
You find yourself in a place of non-existence. The walls recede from your
vision until you stand only in a bleak greyness. You can no longer discern
anything in three dimensions. The floor, ceiling, and sky all are the same
bleak grey color. It is in the Magi come to test their mystical arts. It is
not a good place to get lost in.
Here, one finds themselves in a place of non-existence. The walls recede
from vision until all that is visible is a bleak greyness. Nothing can any
longer be discerned in three dimensions. The floor, ceiling, and sky all are
the same bleak grey color. It is here the Magi come to test their mystical
arts. It is not a good place to get lost in.
~
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#126
Plane of the Magi~
The world you knew has vanished. You stand in the middle of greyness. In
every direction you can neither tell distance or see any distinguishable
landmark. A person could easily get lost in this nothingness. It is this
nothingness that helps the Magi hone their abilities before unleashing them
into the real world.
Any fragments of the familiar world have vanished. All around stretches
vague mists of greyness. In every direction no distance or any distinguishable
landmark can be discerned. A person could easily get lost in this nothingness.
It is this nothingness that helps the Magi hone their abilities before
unleashing them into the real world.
~
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#132
Tower of the Magi~
Within the halls of this Tower lies the Orb of Sanctum. It is the
responsibility of all to ensure it's safety. Without the orb the dome would
Within the halls of this tower lies the Orb of Sanctum. It is the
responsibility of all to ensure its safety. Without the orb the dome would
collapse and chaos would rule. The Magi have been given the honor of it placed
within these halls. The orb is rumoured to have been created by the Gods
Rumble and Ferret. But, no one knows for sure.
within these halls. The orb is rumoured to have been created by the Gods Rumble
and Ferret. But, no one knows for sure.
~
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#136
Kitchen~
At first glance this room seems to be made just to prepare food for the
towers occupants, but on second glance you realize a few of the cooks are
towers occupants, but on second glance one can see that a few of the cooks are
actually clerics and they are working over cauldrons of liquids that could not
possibly be food. At least it does not smell like food. This must be where
they make their healing elixirs, salves, and potions.
they make their healing elixirs, salves, and potions.
~
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#139
Above the Southern Gate~
The dome of protection glows brightly here since it is closest to the Orb of
Sanctum. To the north you see the Temple of Sanctus towering above the Tower
of the High Council and the Tower of the Magi. All three structures are
Sanctum. To the north the Temple of Sanctus can be seen towering above the
Tower of the High Council and the Tower of the Magi. All three structures are
impressive works of architecture and magic combined. To the south the dome
rises above you blocking all view to the chaotic world beyond.
rises high into the air, blocking all view to the chaotic world beyond.
~
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#143
Letzgo Inn~
The only Inn in Sanctus. The Letzgo Inn appeals to those who need to take a
break or maybe just get away from home for a few days to receive one of the
many "treatments" available by the fine staff. The sole proprietor goes by the
name of Orlok and has been known to be rough, even deadly, to any customers
that treat his "employees" unfairly. The Inn appears to be well kept.
Further to the north you can see a winding staircase and a plethra of adjoining
rooms.
The only inn in Sanctus. The Letzgo Inn appeals to those who need to take a
break or maybe just get away from home for a few days to receive one of the many
"treatments" available by the fine staff. The sole proprietor goes by the name
of Orlok and has been known to be rough, even deadly, to any customers that
treat his "employees" unfairly. The inn appears to be well kept. Further to
the north one can see a winding staircase and a plethra of adjoining rooms.
~
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#144
Shiro's Weaponry~
You enter a large wood building with rack upon rack of weapons lining every
wall, the floor, and even some suspended from the ceiling. The sound of
This large wood building is filled with rack upon rack of weapons lining
every wall, the floor, and even some suspended from the ceiling. The sound of
someone honing a fine blade can be heard in the background. Some of the finest
weapons in the realm are made right here under the supervision of Shiro, the
master wesponsmith.
master wesponsmith.
~
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#146
The Northern Road~
The Northern Gate of Sanctus and the impressive wall surrounding it looms
above you to the north. The dull sound of hammering comes from the building to
your west and no sound escapes the building to the east. The North Way splits
the city of Sanctus into two Quarters. The thieves quarter in the east and the
Warriors Quarter to the west.
above to the north. The dull sound of hammering comes from the building to your
west and no sound escapes the building to the east. The North Way splits the
city of Sanctus into two Quarters. The thieves quarter in the east and the
Warriors Quarter to the west.
~
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#148
The Rustic~
The only Restaurant in Sanctus. The Rustic serves up decent meals to anyone
The only restaurant in Sanctus. The Rustic serves up decent meals to anyone
that can afford them. The prices are fair and the service is excellent. The
place is rather deserted and only a few customers are chatting idly in the
back.
place is rather deserted and only a few customers are chatting idly in the back.
~
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#150
Thieves Retreat~
This gloomy bar has an uneasy feeling about it. Better be careful as this
bar is frequented by the less honorable class in Sanctus. Very few people drink
here since as soon as you are inebriated you will be relieved of any gold you
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.
~
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#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.
~
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#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.
~
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#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.
~
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#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.
~
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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.
~
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#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.
~
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#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.
~
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#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.
~
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#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.
~
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#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.
~
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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.
~
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#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.
~
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#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.
~
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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.
~
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#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.
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#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.
~
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#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.
~
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#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.
~
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#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.
~
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#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.
~
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#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.
~
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#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.
~
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#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.
~
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#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.
~
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