128 bits! --Rumble
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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 @@ dirt. To the north you may enter the inner city towards the Temple of Sanctus
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or go south towards the southern gate. The southern half of the city consists
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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
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Quarter. Accidents have been known to happen around here. People must be
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careful for who knows what an inexperienced student may do.
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@@ -108,7 +108,7 @@ An Elegant Hall~
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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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@@ -129,7 +129,7 @@ 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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@@ -150,7 +150,7 @@ 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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@@ -167,7 +167,7 @@ Sanctus consider decorations, desires, or any form od 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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@@ -188,7 +188,7 @@ 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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@@ -209,7 +209,7 @@ 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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@@ -226,7 +226,7 @@ The massive fortification of rock and mortar is impressive, rising at least two
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or maybe three times your own height. You can just make out a small walkway on
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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
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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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@@ -261,7 +261,7 @@ 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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@@ -279,7 +279,7 @@ Clerics' Quarters lie to the west while the Magis' 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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@@ -304,7 +304,7 @@ alley you walk in. Within the tower lie many secrets that the average citizen
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is not privileged enough to be told about. Rumours abound, especially about the
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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
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window of the Tower of the Magi south of you. The voices are too low to be
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discernable.
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@@ -338,7 +338,7 @@ 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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@@ -355,7 +355,7 @@ turns north along the Magis' Avenue. The Tower of the Magi still looms over you
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oppressively. The sounds of voices echo between the tower and the inner city
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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
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becoming an eyesore, is just to the east. The Tower contains the fabled Orb of
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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
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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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@@ -415,7 +415,7 @@ 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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@@ -437,7 +437,7 @@ 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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@@ -458,7 +458,7 @@ 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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@@ -480,7 +480,7 @@ 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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@@ -497,7 +497,7 @@ 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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@@ -513,7 +513,7 @@ 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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@@ -534,7 +534,7 @@ 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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@@ -556,7 +556,7 @@ causing the young boy to instantly fall asleep. Another cleric takes the boys
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arm which has been badly bruised and possibly broken and begins chanting
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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
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feeling overshadowing it. The magic of healing on one side and the magic of
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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
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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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@@ -607,7 +607,7 @@ 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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@@ -628,7 +628,7 @@ that upholds the balance within the city. You hear the mention of the Orb of
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Sanctus and of how the gods bestowed it upon the Master Magi to preserve and
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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
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motions you away. No one disagrees with a Master Magi, at least no one that
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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
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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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@@ -685,7 +685,7 @@ 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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@@ -703,7 +703,7 @@ 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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@@ -721,7 +721,7 @@ 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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@@ -738,7 +738,7 @@ 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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@@ -760,7 +760,7 @@ with multi-colored herbs swings in the gentle breeze. The Tower rises far above
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you, its two spires reaching almost as high as the Temple. In contrast the hall
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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
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every surface around you. All around you the soft murmur of healers in training
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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
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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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@@ -838,7 +838,7 @@ 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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@@ -867,7 +867,7 @@ the Southern Towers and the Temple of Sanctus. You are in the entrance of the
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revered Tower of the High Council. High above you is where the councillors make
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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
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the Magi. Both impressive structures were built by both master architects and
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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
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large doorway to the west leads to the Southern Road or you may explore deeper
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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.
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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 all around you.
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@@ -970,7 +970,7 @@ 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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@@ -1000,7 +1000,7 @@ 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 Magis' Quarters.
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@@ -1024,7 +1024,7 @@ The Magis Quarter~
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be found when they are not guarding the orb is to the east. The pure black
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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
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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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@@ -1071,7 +1071,7 @@ 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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@@ -1092,7 +1092,7 @@ 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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@@ -1105,7 +1105,7 @@ form of antiseptic stings your nose and eyes. All the beds are empty, must be
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the healers here are well-versed in their craft. The Temple continues to the
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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
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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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@@ -1143,7 +1143,7 @@ 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.
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@@ -1164,7 +1164,7 @@ apprentice does what he can to aid these poor people, but it is obvious that
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many of them need to be attended to shortly by a real healer or else they may
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||||
perish.
|
||||
~
|
||||
3 d 1
|
||||
3 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -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.
|
||||
~
|
||||
3 0 1
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -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
|
||||
~
|
||||
3 0 1
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -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.
|
||||
~
|
||||
3 d 1
|
||||
3 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -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.
|
||||
~
|
||||
3 0 1
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -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.
|
||||
~
|
||||
3 d 1
|
||||
3 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -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.
|
||||
~
|
||||
3 0 1
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
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.
|
||||
~
|
||||
3 0 1
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -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.
|
||||
~
|
||||
3 0 1
|
||||
3 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -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.
|
||||
~
|
||||
3 k 1
|
||||
3 1024 0 0 0 0
|
||||
S
|
||||
#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.
|
||||
~
|
||||
3 0 1
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -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.
|
||||
~
|
||||
3 0 0
|
||||
3 0 0 0 0 0
|
||||
D3
|
||||
~
|
||||
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.
|
||||
~
|
||||
3 dj 0
|
||||
3 520 0 0 0 0
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
E
|
||||
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.
|
||||
~
|
||||
E
|
||||
sky winds~
|
||||
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
||||
Reference in New Issue
Block a user