Corrected sector types in wld-files according last know good
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@@ -6,7 +6,7 @@ smell. The Hall is bare, only a few small paintings cover the walls. Clerics
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have very little need for decorations of any kind. A small waiting room is to
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the west.
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@@ -58,7 +58,7 @@ overturned leaving gaping holes. No wagons travel down this part of the city.
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Everyone knows clerics have no need for anything besides what they can provide
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by themselves.
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@@ -75,7 +75,7 @@ packed dirt. To the north one may enter the inner city towards the Temple of
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Sanctus or go south towards the southern gate. The southern half of the city
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consists of the magi and clerics' quarters.
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@@ -92,7 +92,7 @@ where the inner city wall turns to the west. This avenue runs deep within the
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Magi's Quarter. Accidents have been known to happen around here. People must
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be careful for who knows what an inexperienced student may do.
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@@ -109,7 +109,7 @@ sides of the hallway. Depicted on these drawings are a myriad of creatures
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ranging from ogres, orcs, goblins, and demons to humans, elves, and dwarves.
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One of the paintings looks oddly familiar.
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@@ -131,7 +131,7 @@ large copper tubs filled with hot water. A large fire with pots of water
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heating over it fills the eastern wall. These baths are only to be used by the
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magi whom believe cleanliness is next to godliness.
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@@ -152,7 +152,7 @@ from wall to wall. Every rack is made precisely to standard, every sheet a
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pristine white, without even a speck of dust. The Cleric's of Sanctus lead a
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disciplined life, second to none, not even the soldiers.
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@@ -170,7 +170,7 @@ Sanctus consider decorations, desires, or any form of unnecessary wants to be
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blasphemous. They dedicate their lives to helping others, never themselves, and
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would all sacrifice their lives for that principle.
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@@ -191,7 +191,7 @@ on to the east. A small road follows along the inner city wall just north of
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the Tower of the High Council which seems to glow because of its glaring
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brightness.
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@@ -212,7 +212,7 @@ Even those would be vandals, pickpockets, and thugs shy away out of their
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respect of the clerics. To be a cleric is to be respected second only to that
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of the Master Magi.
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@@ -230,7 +230,7 @@ or maybe three times the average man's height. One can just make out a small
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walkway on the top of the wall, too bad only the guards know where the entrance
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is.
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@@ -248,7 +248,7 @@ smaller. Far up in the tower you can see people walking by windows in white
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flowing robes. The healers within are known for their miraculous abilities in
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restoring the wounded.
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@@ -265,7 +265,7 @@ runs from the south gate directly to the heart of Sanctus inside the temple. A
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few apprentice healers in flowing robes rush between the Temple and the Clerics'
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Quarters, no doubt on an errand from the Council.
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@@ -283,7 +283,7 @@ clerics' quarters lie to the west while the magi quarters are to the east.
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Within their centers rises the Tower of the High Council of Clerics and the
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Tower of the Magi respectively.
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@@ -308,7 +308,7 @@ surroundings and the underlying alley. Within the tower lie many secrets that
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the average citizen is not privileged enough to be told about. Rumours abound,
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especially about the Orb of Sanctum the gods left in the Master Magi's care.
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@@ -325,7 +325,7 @@ coming either from on top of the inner city wall to the north or from an open
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window of the Tower of the Magi south of here. The voices are too low to be
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discernable.
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@@ -342,7 +342,7 @@ battlefields. In case of an attack by superior numbers the citizens will fall
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back into the inner city as a last measure of defense. Luckily, the army has
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been very successful in protecting the city and it has never come to that.
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@@ -359,7 +359,7 @@ it turns north along the Magi Avenue. The Tower of the Magi still looms heavy
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over the surroundings oppressively. The sounds of voices echo between the tower
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and the inner city wall, very disturbing.
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@@ -376,7 +376,7 @@ the inner city wall. The Magi Mansion lies just to the east, so extravagant
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that it is almost at the point of becoming an eyesore. The Tower contains the
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fabled Orb of Sanctum, but few are ever lucky enough to lay their eyes on it.
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@@ -398,7 +398,7 @@ in. In the one infront of you the army of Sanctus stands on the verge of
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defeat, except for the constant bombardment of fireballs, lightning, and meteors
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hurled from the battlements by the Magi.
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@@ -419,7 +419,7 @@ as appetizers, and others in fine silver plates and containers. The kitchen is
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cramped, too many things and too many people in one area. The cooks look
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overworked and ready to revolt.
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@@ -441,7 +441,7 @@ so that one can give thanks for all that has been given in this simple room of
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prayer. The walls are unadorned, everything looks to be plain and only used for
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its intended purpose.
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@@ -462,7 +462,7 @@ entire building. The only source of light are lanterns spaced widely apart upon
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the walls which leave much of the hall in shadow. The bare floor and walls show
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the lifestyle the clerics lead.
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@@ -484,7 +484,7 @@ inner city wall begins. Many people come to this quarter to seek aid from the
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clerics, whether it be healing in the tower or to settle disputes within the
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Hall.
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@@ -501,7 +501,7 @@ Very few are selected for this great honor, and even fewer ever achieve a
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mastery in the art of restoring health. Several of the older clerics are here
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bestowing their knowledge and wisdom to their students.
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@@ -517,7 +517,7 @@ A Training Room~
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gray-haired man who is drawing something on a board. He often uses words of a
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different language that are very hard to follow and impossible to understand.
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@@ -538,7 +538,7 @@ is shivering in fright. It seems to have broken its foot and the soon to be
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healers are practicing their skills on it. Better than expirementing with live
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humans.
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@@ -560,7 +560,7 @@ boy to instantly fall asleep. Another cleric takes the boys arm which has been
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badly bruised and possibly broken and begins chanting mysterious words. The
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bruises fade away without a trace.
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@@ -577,7 +577,7 @@ and the oppressive Tower of the Magi. This section of the city has a very
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solemn feeling overshadowing it. The magic of healing on one side and the magic
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of power and destruction on the other.
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@@ -594,7 +594,7 @@ are held within this tower no matter what time of day. The Magi are searching
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relentlessly for the next Master Magi. They are short by two and the five
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existing are all old and nearly finished in their lives.
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@@ -611,7 +611,7 @@ Though the army is generally all that is required to handle most battles, the
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Magi are sometimes called upon to prevent heavy casualties or counter any
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magical abilities the attackers may possess.
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@@ -632,7 +632,7 @@ that upholds the balance within the city. Mention of the Orb of Sanctus
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whispers around the room, and of how the gods bestowed it upon the Master Magi
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to preserve and protect. Without the Orb the city would surely fall.
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@@ -653,7 +653,7 @@ small flickering ball of light. The Master Magi casts a stern eye over anyone
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watching and motions them away. No one disagrees with a Master Magi, at least
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no one that wishes to live.
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@@ -671,7 +671,7 @@ above the other buildings. The Magi train young students within to take their
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place, but fewer and fewer meet the requirements and actually survive the
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training.
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@@ -689,7 +689,7 @@ the windows. Rugs of the colors of the Magi line the floors. Everything is
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spotless and well maintained. Living here would be what many would consider as
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living the good life.
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@@ -707,7 +707,7 @@ extravagant life and hold themselves to be very prestigious and elegant. No one
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would ever dare call them otherwise. The hall is unkempt and bare of any
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furnishings.
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@@ -725,7 +725,7 @@ arranged assortments. The rest of the room is filled with empty cots and bunks
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which are used to rehabilitate the injured if there are ever more casualties
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than the tower can hold.
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@@ -742,7 +742,7 @@ It is here the High Council convenes to help citizens solve minor disputes.
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The building is barren of any luxuries. That is the way a cleric must live,
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without desires or wants.
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@@ -764,7 +764,7 @@ with multi-colored herbs swings in the gentle breeze. The Tower rises far
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above, its two spires reaching almost as high as the Temple. In contrast the
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hall looks very mundane.
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@@ -789,7 +789,7 @@ west. The Tower is bathed in bright white light that reflects off every
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surface. All around, the soft murmur of healers in training or going about
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their daily routine can be heard.
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@@ -814,7 +814,7 @@ tower towards the High Council's chambers. Many famous healers reside within
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this tower's magical walls. It is said that just by standing in certain rooms
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of the tower one can heal at unnatural rates.
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@@ -842,7 +842,7 @@ The Tower of the Clerics~
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around you is impressive in both size and stature. Large white pillars support
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high domed ceilings of this spotless white room.
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@@ -872,7 +872,7 @@ entrance of the revered Tower of the High Council. High above is where the
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councillors make many important decisions on how to uphold the welfare and
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health of the city.
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@@ -897,7 +897,7 @@ part of the road. To the west the Tower of the High Council of Clerics, to the
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east the Tower of the Magi. Both impressive structures were built by both
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master architects and the use of magic.
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@@ -922,7 +922,7 @@ oppression, as if something or someone is holding something deliberately back.
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A large doorway to the west leads to the Southern Road or it is possible to
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explore deeper into the temple to the east.
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@@ -947,7 +947,7 @@ tinge of sulphur hangs in the air, probably a spell that went haywire.
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Students roam the halls in deep thought, oblivious to the normal reality you
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live in. Training Rooms lie in all directions.
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@@ -975,7 +975,7 @@ The Tower of the Magi~
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sounds of people chanting echo off the pitch black walls that almost appear
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depthless. Most likely a simple trick of the eye, but then again, maybe not.
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@@ -1005,7 +1005,7 @@ wood causes one to lose themselves as they peer further and further into the
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blackness. It is impossible to tell if this is caused by magic or just a simple
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trick of the eye. To the east is the center of the Magi Quarters.
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@@ -1029,7 +1029,7 @@ The Magi Quarters~
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found when they are not guarding the orb is to the east. Also nearby is the
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pure black Tower of the Magi which houses the sacred orb that protects the city.
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@@ -1054,7 +1054,7 @@ style and design imaginable. The Magi believe in a life of service to their
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discipline, but they also believe that they should be able to live in comfort.
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This building is one of the most elaborate within the entire city.
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@@ -1076,7 +1076,7 @@ those who wish to study the fine art of magic to rest comfortably. Several
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books lay open upon the tables. Occasional trickles of smoke waft in from under
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the doorway to the east.
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@@ -1097,7 +1097,7 @@ herbs required for the mixes and salves the clerics require. They are rumoured
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to sometimes sell some of their remedies, though this is very rare and at a very
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steep price.
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door~
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@@ -1110,7 +1110,7 @@ form of antiseptic stings in the air. All the beds are empty, must be the
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healers here are well-versed in their craft. The Temple continues to the north
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and west.
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@@ -1127,7 +1127,7 @@ portraying a woman and children playing on a river's edge surround the edge of
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basin. The water inside the basin is extremely clean and sterily, likely used
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by the the clerics to tend for the wounded.
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@@ -1148,7 +1148,7 @@ the north, the center of the tower, holds a set of stairs leading higher up into
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the tower. Small benches line the walls here, allowing people to rest from
|
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their adentures.
|
||||
~
|
||||
3 8 0 0 0 0
|
||||
3 8 0 0 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1169,7 +1169,7 @@ apprentice does what he can to aid these poor people, but it is obvious that
|
||||
many of them need to be attended to shortly by a real healer or else they may
|
||||
perish.
|
||||
~
|
||||
3 8 0 0 0 0
|
||||
3 8 0 0 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1186,7 +1186,7 @@ its polished surfaces reflecting all light down onto the Clerics' Quarters which
|
||||
it protects. To the west the Tower of the Magi does the exact opposite, seeming
|
||||
to absorb all light surrounding it. There must be balance in all things.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
3 0 0 0 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1203,7 +1203,7 @@ The smell of dust and musty old papers emanates from them. Many centuries of
|
||||
knowledge lie within these books that were salvaged from the lands beyond.
|
||||
Many more have yet to be found.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
3 0 0 0 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1220,7 +1220,7 @@ set of spiral staircases lead to the second floor. The Orb of Sanctum is
|
||||
protected somewhere within this tower. The Master Magi have been given the task
|
||||
of ensuring its safety.
|
||||
~
|
||||
3 8 0 0 0 0
|
||||
3 8 0 0 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1241,7 +1241,7 @@ fight in battles any longer. They have instead devoted their time to training
|
||||
future Magi to take their places. But, good students have become even harder
|
||||
to come by these days.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
3 0 0 0 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1263,7 +1263,7 @@ with various books. This must be some sort of study room for the Magi. The
|
||||
black walls seem to absorb the white light coming from strange bulbs hanging
|
||||
from the ceiling.
|
||||
~
|
||||
3 8 0 0 0 0
|
||||
3 8 0 0 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1281,7 +1281,7 @@ bookshelves, tables and the floor of this under sized room. It is here a vast
|
||||
amount of the Magi have left thei findings when delving into the depths of
|
||||
their magic.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
3 0 0 0 0 1
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1293,7 +1293,7 @@ The Southern Gate~
|
||||
well protected against an attack. Lookouts can be heard above chatting idly
|
||||
while the sentinel guards stand at attention waiting to be called into action.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
3 0 0 0 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1315,7 +1315,7 @@ building with bales of hay stacked everywhere. The horses can't reach the hay
|
||||
though they all seem to still try. It is possible to buy a horse for a minimal
|
||||
fee, but not all of them are well tamed and have been known to become ornery.
|
||||
~
|
||||
3 8 0 0 0 0
|
||||
3 8 0 0 0 1
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1331,7 +1331,7 @@ will never be used by mortals. Although a pet shopkeeper is not required it is
|
||||
recommended. In order to implement a pet shop the actual mud code has to be
|
||||
modified. Just ask Rumble to do it for you.
|
||||
~
|
||||
3 1024 0 0 0 0
|
||||
3 1024 0 0 0 1
|
||||
S
|
||||
#365
|
||||
On the Window Ledge~
|
||||
@@ -1340,7 +1340,7 @@ of the city. A gust of wind howls past threatening to pull anything along with
|
||||
it. The only exit is back into the tower or a deadly jump to the cobblestone
|
||||
road below.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
3 0 0 0 0 1
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
||||
Reference in New Issue
Block a user