128 bits! --Rumble

This commit is contained in:
Rumble
2007-05-08 15:20:59 +00:00
parent 3282b8fdc9
commit be3a023fcd
559 changed files with 305718 additions and 304868 deletions

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@@ -6,7 +6,7 @@ smell. The Hall is bare, only a few small paintings cover the walls. Clerics
have very little need for decorations of any kind. A small waiting room is to
the west.
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@@ -58,7 +58,7 @@ overturned leaving gaping holes. No wagons travel down this part of the city.
Everyone knows clerics have no need for anything besides what they can provide
by themselves.
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@@ -75,7 +75,7 @@ dirt. To the north you may enter the inner city towards the Temple of Sanctus
or go south towards the southern gate. The southern half of the city consists
of the magi's and cleric' quarters.
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@@ -92,7 +92,7 @@ where the inner city wall turns to the west. You are deep within the Magi's
Quarter. Accidents have been known to happen around here. People must be
careful for who knows what an inexperienced student may do.
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@@ -108,7 +108,7 @@ An Elegant Hall~
sides of the hallway. Depicted on these drawings are a myriad of creatures
ranging from ogres, orcs, goblins, and demons to humans, elves, and dwarves.
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@@ -129,7 +129,7 @@ large copper tubs filled with hot water. A large fire with pots of water
heating over it fills the eastern wall. These baths are only to be used by the
magi whom believe cleanliness is next to godliness.
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@@ -150,7 +150,7 @@ from wall to wall. Every rack is made precisely to standard, every sheet a
pristine white, without even a speck of dust. The Cleric's of Sanctus lead a
disciplined life, second to none, not even the soldiers.
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@@ -167,7 +167,7 @@ Sanctus consider decorations, desires, or any form od unnecessary wants to be
blasphemous. They dedicate their lives to helping others, never themselves, and
would all sacrifice their lives for that principle.
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@@ -188,7 +188,7 @@ on to the east. A small road follows along the inner city wall just north of
the Tower of the High Council which seems to glow because of its glaring
brightness.
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@@ -209,7 +209,7 @@ Even those would be vandals, pickpockets, and thugs shy away out of their
respect of the clerics. To be a cleric is to be respected second only to that
of the Master Magi.
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@@ -226,7 +226,7 @@ The massive fortification of rock and mortar is impressive, rising at least two
or maybe three times your own height. You can just make out a small walkway on
the top of the wall, too bad only the guards know where the entrance is.
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@@ -244,7 +244,7 @@ smaller. Far up in the tower you can see people walking by windows in white
flowing robes. The healers within are known for their miraculous abilities in
restoring the wounded.
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@@ -261,7 +261,7 @@ runs from the south gate directly to the heart of Sanctus inside the temple. A
few apprentice healers in flowing robes rush between the Temple and the Clerics'
Quarters, no doubt on an errand from the Council.
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@@ -279,7 +279,7 @@ Clerics' Quarters lie to the west while the Magis' Quarters are to the east.
Within their centers rises the Tower of the High Council of Clerics' and the
Tower of the Magi respectively.
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@@ -304,7 +304,7 @@ alley you walk in. Within the tower lie many secrets that the average citizen
is not privileged enough to be told about. Rumours abound, especially about the
Orb of Sanctum the gods left in the Master Magi's care.
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@@ -321,7 +321,7 @@ coming either from on top of the inner city wall to the north or from an open
window of the Tower of the Magi south of you. The voices are too low to be
discernable.
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@@ -338,7 +338,7 @@ battlefields. In case of an attack by superior numbers the citizens will fall
back into the inner city as a last measure of defense. Luckily, the army has
been very successful in protecting the city and it has never come to that.
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@@ -355,7 +355,7 @@ turns north along the Magis' Avenue. The Tower of the Magi still looms over you
oppressively. The sounds of voices echo between the tower and the inner city
wall, very disturbing.
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@@ -372,7 +372,7 @@ the inner city wall. The Magi Mansion is so extravagant, almost to the point of
becoming an eyesore, is just to the east. The Tower contains the fabled Orb of
Sanctum, but few are ever lucky enough to lay their eyes on it.
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@@ -394,7 +394,7 @@ in. In the one infront of you the army of Sanctus stands on the verge of
defeat, except for the constant bombardment of fireballs, lightning, and meteors
hurled from the battlements by the Magi.
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@@ -415,7 +415,7 @@ as appetizers, and others in fine silver plates and containers. The kitchen is
cramped, too many things and too many people in one area. The cooks look
overworked and ready to revolt.
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@@ -437,7 +437,7 @@ so that one can give thanks for all that has been given in this simple room of
prayer. The walls are unadorned, everything looks to be plain and only used for
its intended purpose.
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@@ -458,7 +458,7 @@ entire building. The only source of light are lanterns spaced widely apart upon
the walls which leave much of the hall in shadow. The bare floor and walls show
the lifestyle the clerics lead.
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@@ -480,7 +480,7 @@ inner city wall begins. Many people come to this quarter to seek aid from the
clerics, whether it be healing in the tower or to settle disputes within the
Hall.
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@@ -497,7 +497,7 @@ Very few are selected for this great honor, and even fewer ever achieve a
mastery in the art of restoring health. Several of the older clerics are here
bestowing their knowledge and wisdom to their students.
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@@ -513,7 +513,7 @@ A Training Room~
gray-haired man who is drawing something on a board. He often uses words of a
different language that are very hard to follow and impossible to understand.
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@@ -534,7 +534,7 @@ is shivering in fright. It seems to have broken its foot and the soon to be
healers are practicing their skills on it. Better than expirementing with live
humans.
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@@ -556,7 +556,7 @@ causing the young boy to instantly fall asleep. Another cleric takes the boys
arm which has been badly bruised and possibly broken and begins chanting
mysterious words. The bruises fade away without a trace.
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@@ -573,7 +573,7 @@ oppressive Tower of the Magi. This section of the city has a very solemn
feeling overshadowing it. The magic of healing on one side and the magic of
power and destruction on the other.
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@@ -590,7 +590,7 @@ are held within this tower no matter what time of day. The Magi are searching
relentlessly for the next Master Magi. They are short by two and the five
existing are all old and nearly finished in their lives.
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@@ -607,7 +607,7 @@ Though the army is generally all that is required to handle most battles, the
Magi are sometimes called upon to prevent heavy casualties or counter any
magical abilities the attackers may possess.
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@@ -628,7 +628,7 @@ that upholds the balance within the city. You hear the mention of the Orb of
Sanctus and of how the gods bestowed it upon the Master Magi to preserve and
protect. Without the Orb the city would surely fall.
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@@ -649,7 +649,7 @@ small flickering ball of light. The Master Magi notices you watching and
motions you away. No one disagrees with a Master Magi, at least no one that
wishes to live.
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@@ -667,7 +667,7 @@ tower, far above your head. The Magi train young students within to take their
place, but fewer and fewer meet the requirements and actually survive the
training.
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@@ -685,7 +685,7 @@ the windows. Rugs of the colors of the Magi line the floors. Everything is
spotless and well maintained. Living here would be what many would consider as
living the good life.
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@@ -703,7 +703,7 @@ extravagant life and hold themselves to be very prestigious and elegant. No one
would ever dare call them otherwise. The hall is unkempt and bare of any
furnishings.
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@@ -721,7 +721,7 @@ arranged assortments. The rest of the room is filled with empty cots and bunks
which are used to rehabilitate the injured if there are ever more casualties
than the tower can hold.
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@@ -738,7 +738,7 @@ It is here the High Council convenes to help citizens solve minor disputes.
The building is barren of any luxuries. That is the way a cleric must live,
without desires or wants.
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@@ -760,7 +760,7 @@ with multi-colored herbs swings in the gentle breeze. The Tower rises far above
you, its two spires reaching almost as high as the Temple. In contrast the hall
looks very mundane.
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@@ -785,7 +785,7 @@ west. The Tower around you is bathed in bright white light that reflects off
every surface around you. All around you the soft murmur of healers in training
or going about their daily routine can be heard.
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@@ -810,7 +810,7 @@ tower towards the High Council's chambers. Many famous healers reside within
this tower's magical walls. It is said that just by standing in certain rooms
of the tower one can heal at unnatural rates.
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@@ -838,7 +838,7 @@ The Tower of the Clerics~
around you is impressive in both size and stature. Large white pillars support
high domed ceilings of this spotless white room.
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@@ -867,7 +867,7 @@ the Southern Towers and the Temple of Sanctus. You are in the entrance of the
revered Tower of the High Council. High above you is where the councillors make
many important decisions on how to uphold the welfare and health of the city.
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@@ -892,7 +892,7 @@ To the west the Tower of the High Council of Clerics, to the east the Tower of
the Magi. Both impressive structures were built by both master architects and
the use of magic.
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@@ -917,7 +917,7 @@ oppression, as if something or someone is holding something back from you. A
large doorway to the west leads to the Southern Road or you may explore deeper
into the temple to the east.
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@@ -942,7 +942,7 @@ tinge of sulphur hangs in the air, probably a spell that went haywire.
Students roam the halls in deep thought, oblivious to the normal reality you
live in. Training Rooms lie all around you.
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@@ -970,7 +970,7 @@ The Tower of the Magi~
sounds of people chanting echo off the pitch black walls that almost appear
depthless. Most likely a simple trick of the eye, but then again, maybe not.
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@@ -1000,7 +1000,7 @@ wood causes one to lose themselves as they peer further and further into the
blackness. It is impossible to tell if this is caused by magic or just a simple
trick of the eye. To the east is the center of the Magis' Quarters.
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@@ -1024,7 +1024,7 @@ The Magis Quarter~
be found when they are not guarding the orb is to the east. The pure black
Tower of the Magi which houses the sacred orb that protects the city.
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@@ -1049,7 +1049,7 @@ style and design imaginable. The Magi believe in a life of service to their
discipline, but they also believe that they should be able to live in comfort.
This building is one of the most elaborate within the entire city.
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@@ -1071,7 +1071,7 @@ those who wish to study the fine art of magic to rest comfortably. Several
books lay open upon the tables. Occasional trickles of smoke waft in from under
the doorway to the east.
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@@ -1092,7 +1092,7 @@ herbs required for the mixes and salves the clerics require. They are rumoured
to sometimes sell some of their remedies, though this is very rare and at a very
steep price.
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@@ -1105,7 +1105,7 @@ form of antiseptic stings your nose and eyes. All the beds are empty, must be
the healers here are well-versed in their craft. The Temple continues to the
north and west.
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@@ -1122,7 +1122,7 @@ portraying a woman and children playing on a river's edge surround the edge of
basin. The water inside the basin is extremely clean and sterily, likely used
by the the clerics to tend for the wounded.
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@@ -1143,7 +1143,7 @@ the north, the center of the tower, holds a set of stairs leading higher up into
the tower. Small benches line the walls here, allowing people to rest from
their adentures.
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@@ -1164,7 +1164,7 @@ 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.
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@@ -1181,7 +1181,7 @@ its polished surfaces reflecting all light down onto the Clerics' Quarters which
protects. To the west the Tower of the Magi does the exact opposite, seeming
to absorb all light surround it. Their must be balance in all things.
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@@ -1198,7 +1198,7 @@ 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 foun
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@@ -1215,7 +1215,7 @@ a 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 it's safety.
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@@ -1236,7 +1236,7 @@ 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.
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@@ -1258,7 +1258,7 @@ 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.
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@@ -1276,7 +1276,7 @@ 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.
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door~
@@ -1288,7 +1288,7 @@ 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.
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@@ -1310,7 +1310,7 @@ bales of hay stacked everywhere the horses can't reach 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.
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@@ -1326,7 +1326,7 @@ 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.
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#365
On the Window Ledge~
@@ -1334,7 +1334,7 @@ On the Window Ledge~
the city. A gust of wind howls past trying to pull you with it. The only exit
is back into the tower or a deadly jump to the cobblestone road below.
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@@ -1347,7 +1347,7 @@ The Lab~
of books, scrolls, and potions. The entire room is scarred from fire and a fine
ash covers everything. Smoke still lingers in the rafters overhead.
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door~
@@ -1359,16 +1359,16 @@ The Realm Of The Dead~
as you can see in all directions. Rough winds plunging from the dark,
starless sky tear savagely at your fragile body.
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sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
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floor~
The stone floor is the same shade of grey as the sky and is completely plain
and unscratched. It is probably too hard for anything to leave as much as a
scratch on it.
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sky winds~
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
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S
$~