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Updated World and files for 3.53 release, take 2 --Rumble
This commit is contained in:
@@ -3,11 +3,11 @@ The Void~
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You don't think that you are not floating in nothing. You can see
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a strange portal located above you.
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~
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0 0 0 0 0 0
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D4
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~
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~
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0 0 -1
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0 0 100
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S
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T 1200
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#1
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@@ -21,7 +21,7 @@ D5
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A strange portal in the floor is the only exit.
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~
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~
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S
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#2
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Welcome to the Builder Academy~
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@@ -552,16 +552,6 @@ D2
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~
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0 0 21
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S
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#32
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An unfinished room~
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You are in an unfinished room.
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~
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0 0 0 0 0 9
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D1
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~
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~
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0 0 33
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S
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#33
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Rumble's Room~
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The mark of the immature man is that he wants to die nobly for a cause,
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@@ -569,14 +559,6 @@ while the mark of the mature man is that he wants to live humbly for one.
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--Wilhelm Stekel
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~
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0 8 0 0 0 0
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D1
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~
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~
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0 0 33
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D3
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~
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~
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0 0 32
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E
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.test~
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can you see this with look around?
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@@ -677,7 +659,6 @@ from you. It's a beautiful reciprocal arrangement.
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--The Catcher in the Rye
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~
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S
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T 1200
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#34
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Pool of Images~
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A broad mosaic walkway wraps around the natural hotsprings in this cavernous
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@@ -721,7 +702,7 @@ D3
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D4
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~
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trapdoor~
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1 0 -1
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1 0 130
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S
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#90
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Epictetus' Prison Cell~
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@@ -1,10 +1,10 @@
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#100
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Temple of Sanctum~
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You stand inside a massive temple dedicated to the gods of Sanctus. The
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ceiling is supported by fluted columns and a main spiral stairwell that leads
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both up and down. Small rooms adjoin this chamber in all four cardinal
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directions. It is here mortals come to stay informed and discuss their
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adventures.
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This large room appears to be inside inside a massive temple dedicated to the
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gods of Sanctus. The ceiling is supported by fluted columns and a main spiral
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stairwell that leads both up and down. Small rooms adjoin this chamber in all
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four cardinal directions. It is here mortals come to stay informed and discuss
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their adventures.
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~
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1 28 0 0 0 0
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D0
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@@ -75,12 +75,12 @@ Zone 1 is linked to the following zones:
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S
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#101
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The Temple of the Gods~
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You have reached the highest point in the kingdom of Sanctus. It is from
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This seems to be the highest point in the kingdom of Sanctus. It is from
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here that the worshippers of the gods come to pay tribute to those who have
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saved them from the chaos and destruction beyond the sanctuary of the city
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walls. Large windows reach from the floor to the ceiling, giving an excellent
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view of the city and countryside beyond. An altar stands in the middle of the
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room with a statue on each side.
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room with a statue on each side.
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~
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1 16 0 0 0 0
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D2
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@@ -110,11 +110,11 @@ T 158
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T 163
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#102
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Inner Sanctum~
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You have reached the highest room in the tower of Sanctum where only those
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This appears to be the highest room in the tower of Sanctum where only those
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devoted to the guild of Clerics are allowed to practice their skills and spells
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to become masters of their discipline. The walls are covered in a white see-
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through cloth giving you the impression of being inside of a tent rather than
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in a room. The room glows brightly, though you cannot tell from what source.
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through cloth giving one the impression of being inside of a tent rather than in
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a room. The room glows brightly, though one cannot tell from what source.
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~
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1 24 0 0 0 0
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D5
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@@ -146,12 +146,12 @@ head chair, which is garnished in silver, is only used by the High Councilman.
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S
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#104
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Inner Void~
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This room is exempt from all normal laws of reality. You have entered the
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realm of magic where the laws of science no longer exist. The void you find
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yourself in is created within your mind and is the perfect place to practice
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your mystical arts. For those who have trained hard enough they shall receive
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assistance in their pursuit of knowledge and power. Others will find peace in
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this void and never be able to return.
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This room is exempt from all normal laws of reality. It appears to have
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entered the realm of magic where the laws of science no longer exist. The void
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of this place is created within the traveler's mind and is the perfect place to
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practice mystical arts. For those who have trained hard enough they shall
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receive assistance in their pursuit of knowledge and power. Others will find
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peace in this void and never be able to return.
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~
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1 24 0 0 0 0
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D5
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@@ -190,12 +190,11 @@ S
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#106
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Above the Northern Gate~
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In between the Thieves and Warriors Quarter the Northern Gate is the main
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defensive hold in case of an attack. At this distance you can just barely make
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out the shimmering dome that was created by the gods and is now sustained by
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the Magi. The dome curves along the walls of the city and can not be seen for
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more than a few feet in any direction. It reminds you of looking at a mirage.
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You can only see it if you glance to one side, it disappears as soon as you try
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to look straight at it. Stone stairs lead down into the city wall.
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defensive hold in case of an attack. At this distance one can just barely make
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out the shimmering dome that was created by the gods and is now sustained by the
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Magi. The dome curves along the walls of the city and can not be seen for more
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than a few feet in any direction. It flickers as if a mirage, only visible when
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glanced at from one side. Stone stairs lead down into the city wall.
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~
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1 0 0 0 0 0
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D5
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@@ -283,11 +282,11 @@ D5
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S
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#111
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Northwest Corner of the Inner Wall~
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To the north you hear the clang and crash of the smithies in the Warriors
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Quarter. To the west you see the barracks and the gate to the outside. The
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Temple of Sanctus rises above you to the southeast. It's single spire reaching
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up into the sky higher than any other building in the realm. A stone stairwell
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leads down to the inner city.
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To the north can be heard the clang and crash of the smithies in the Warriors
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Quarter. To the west the barracks and the gate to the outside are visible.
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The Temple of Sanctus rises above to the southeast, its single spire reaching up
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into the sky higher than any other building in the realm. A stone stairwell
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leads down to the inner city.
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~
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1 0 0 0 0 0
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D5
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@@ -298,11 +297,11 @@ S
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#112
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Northeast Corner of the Inner Wall~
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The city to the north is covered in shadows and gloom, the Thieves Quarter.
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To the east you can see the gate and a long warehouse. The Temple of Sanctus
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rises above you to the southwest. A light breeze brings a bit of refreshment
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and a strange smell. Few people know, or want to know, what lies beyond the
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city walls and the safety of the dome. A stone stairwell leads down to the
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inner city.
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To the east one can see the gate and a long warehouse. The Temple of Sanctus
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rises above to the southwest. A light breeze brings a bit of refreshment and a
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strange smell. Few people know, or want to know, what lies beyond the city
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walls and the safety of the dome. A stone stairwell leads down to the inner
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city.
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~
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1 0 0 0 0 0
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D5
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@@ -335,11 +334,11 @@ tales, but most have been forgotten with the passing of time.
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S
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#114
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Above the Western Gate~
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Atop the battlements over the western gate you can see the luminescent glow
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of the dome that protects the city. You hear the occasional rattling of armor
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as the sentinels grow weary from their standing their posts hour after hour.
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The city to the east looks tranquil and safe. You can not see much to the west
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past the shimmering dome.
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Atop the battlements over the western gate one can see the luminescent glow
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of the dome that protects the city. The occasional rattling of armor can be
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heard, as the sentinels grow weary from their standing their posts hour after
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hour. The city to the east looks tranquil and safe. It is not possible to see
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much to the west past the shimmering dome.
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~
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1 0 0 0 0 0
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D5
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@@ -359,9 +358,9 @@ S
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Above the Inner Wall~
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The battlements on top of the inner wall are the last defense in case of an
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invasion. All citizens are required to move within the inner city and prepare
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to fight. The city has never fallen to this day. To the north you see the
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barracks, to the south the Hall of Clerics. A stone stairwell leads
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down to the inner city.
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to fight. The city has never fallen to this day. To the north one can see the
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barracks, to the south the Hall of Clerics. A stone stairwell leads down to the
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inner city.
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~
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1 0 0 0 0 0
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D5
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@@ -371,12 +370,12 @@ D5
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S
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#116
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Travelling Room~
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This used to be a travelling room. Entire sections of the floor are now
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embedded in the ceiling and you can even see to the outside through a hole in
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one wall. This is what happens when a portal becomes unstable. You remind
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yourself to flee the second you think a portal may be falling apart. The
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charred silhouette of what once must have been a man is blasted into one of the
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walls.
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This used to be a traveling room. Entire sections of the floor are now
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embedded in the ceiling and it is even possible to see to the outside through a
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hole in one wall. This is what happens when a portal becomes unstable. It is
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certainly a grim reminder to flee the second it seems a portal may be falling
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apart. The charred silhouette of what once must have been a man is blasted into
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one of the walls.
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~
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1 16 0 0 0 0
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D1
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@@ -399,11 +398,11 @@ the shadow of the unlucky man.
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S
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#117
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Travelling Room~
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This rooms stands empty as it is being prepared for a portal summoning.
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The walls are glistening white plaster with a vaulted ceiling. Powerful mages
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are said to be able to create portals through their arcane arts. But many die
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in the process. The skill is as of yet unmastered. It is rumored that the
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evil Drakkar has achieved this mastery, but none have ever witnessed it.
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This room stands empty as it is being prepared for a portal summoning. The
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walls are glistening white plaster with a vaulted ceiling. Powerful mages are
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said to be able to create portals through their arcane arts, though many die in
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the process. The skill is as of yet unmastered. It is rumored that the evil
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Drakkar has achieved this mastery, but none have ever witnessed it.
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~
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D3
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@@ -413,11 +412,11 @@ D3
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S
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#118
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Above the Inner Wall~
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On top of the battlements you have a good view of the eastern side of the
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city. To the north you see the Thieves Warehouse,, to the south the Mansion
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of the Magi. The Temple of Sanctus rises from the center of the city to the
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west. All looks well from this perspective. You cannot see beyond the city
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walls.
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On top of the battlements one has access to a good view of the eastern side
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of the city. To the north can be seen the Thieves Warehouse, to the south the
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Mansion of the Magi. The Temple of Sanctus rises from the center of the city to
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the west. All looks well from this perspective. It is not possible to see
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beyond the city walls.
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~
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1 0 0 0 0 0
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D5
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@@ -427,12 +426,11 @@ D5
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S
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#119
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Above the Eastern Gate~
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The radiant dome of energy protecting the city curves over your head. The
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powerful magic causes the hairs on the back of your neck and arms to stand on
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end. The Magi are responsible for keeping the dome up. But two of the seven
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have already died. The War Master is planning for the worst, and preparing the
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army for battle. The guards stir restlessly below you. A stone stairwell
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leads down to the gate.
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The radiant dome of energy protecting the city curves high above. The
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powerful magic prickles like electricity in the air. The Magi are responsible
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for keeping the dome up. But two of the seven have already died. The War
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Master is planning for the worst, and preparing the army for battle. The guards
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stir restlessly below. A stone stairwell leads down to the gate.
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~
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1 0 0 0 0 0
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D5
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@@ -452,8 +450,8 @@ S
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Travelling Room~
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A few of the higher mages of Sanctus have been able to control the gateways
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that have opened between realms. One of these controlled portals is kept in
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this room. It is a one way ticket to the realm of midgaard. The portals are
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still eratic and uncontrollabe so anyone who uses them does so at their own
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this room. It is a one way ticket to the realm of Midgaard. The portals are
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still eratic and uncontrollable so anyone who uses them does so at their own
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risk. The flickering of the portal casts eerie shadows along the white walls.
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This must be the only room in the temple that has an uneasy feeling about it.
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~
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@@ -465,10 +463,10 @@ D0
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S
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#121
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Southwestern Corner of the Inner Wall~
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Through the clouds you catch a glimpse of the shimmering dome. A good omen.
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To the west you can see the Hall of Clerics. To the south the Tower of the
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High Council of Clerics glows pristinely white. The town seems peaceful and
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untroubled by the turmoils outside the walls.
|
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Through the clouds one catch a glimpse of the shimmering dome. A good omen.
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To the west one can see the Hall of Clerics. To the south the Tower of the High
|
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Council of Clerics glows pristinely white. The town seems peaceful and
|
||||
untroubled by the turmoils outside the walls.
|
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~
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1 0 0 0 0 0
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D5
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@@ -486,10 +484,10 @@ collapsed and the laws of science and nature are in disorder.
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S
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#122
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Southeastern Corner of the Inner Wall~
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A glimpse of shimmering light above you in the clouds reminds you of the
|
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protecting dome that ensures your safety. To the south the black stone of the
|
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Tower of the Magi glistens serenely. To the east you can see the Mansion of
|
||||
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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1 0 0 0 0 0
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D5
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@@ -548,11 +546,11 @@ even lives here.
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S
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#125
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Plane of the Magi~
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||||
You find yourself in a place of non-existence. The walls recede from your
|
||||
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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1 8 0 0 0 0
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D0
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@@ -582,11 +580,11 @@ D5
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S
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#126
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||||
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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1 8 0 0 0 0
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D0
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@@ -724,11 +722,11 @@ D1
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S
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#132
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||||
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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1 8 0 0 0 0
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D0
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@@ -843,10 +841,10 @@ S
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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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1 8 0 0 0 0
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D0
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@@ -884,10 +882,10 @@ S
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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.
|
||||
~
|
||||
1 0 0 0 0 0
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D5
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@@ -965,13 +963,12 @@ D4
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S
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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.
|
||||
~
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
@@ -981,11 +978,11 @@ D2
|
||||
S
|
||||
#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.
|
||||
~
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
@@ -1012,10 +1009,10 @@ S
|
||||
#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.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1043,10 +1040,10 @@ D2
|
||||
S
|
||||
#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.
|
||||
|
||||
~
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
@@ -1069,13 +1066,18 @@ D2
|
||||
S
|
||||
#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.
|
||||
~
|
||||
1 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1143,10 +1145,10 @@ D3
|
||||
S
|
||||
#154
|
||||
The Warriors Quarter~
|
||||
You are in the northwest corner of the city. The warriors guild is just to
|
||||
the north and the army barracks are in the building to the west. Various
|
||||
stores lie further along Warriors Avenue to the east. There is a fair amount
|
||||
of people, mostly soldiers, going about their daily lives.
|
||||
This junction lies in the northwest corner of the city. The warriors guild
|
||||
is just to the north and the army barracks are in the building to the west.
|
||||
Various stores lie further along Warriors Avenue to the east. There is a fair
|
||||
amount of people, mostly soldiers, going about their daily lives.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1168,10 +1170,10 @@ door~
|
||||
S
|
||||
#155
|
||||
Warriors Avenue~
|
||||
A loud rucous to the north must be the local bar where soldiers go to
|
||||
relieve themselves of their worries. The cobblestone street is clean and well
|
||||
maintained. The buildings around you are made of wood and some are several
|
||||
stories tall.
|
||||
A loud ruckus to the north must be the local bar where soldiers go to relieve
|
||||
themselves of their worries. The cobblestone street is clean and well
|
||||
maintained. The buildings all around are made of wood and some are several
|
||||
stories tall.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1193,10 +1195,10 @@ D3
|
||||
S
|
||||
#156
|
||||
Warriors Avenue~
|
||||
The towns only Inn towers over you to the north. It is one of the biggest
|
||||
structures in Sanctus, excluding of course the temple. Many travellers go
|
||||
there to relax and unwind. Several small houses are to the south along this
|
||||
road while the northern half seems to consist mostly of shops.
|
||||
The towns only inn towers to the north. It is one of the biggest structures
|
||||
in Sanctus, excluding of course the temple. Many travellers go there to relax
|
||||
and unwind. Several small houses are to the south along this road while the
|
||||
northern half seems to consist mostly of shops.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1218,10 +1220,10 @@ D3
|
||||
S
|
||||
#157
|
||||
Warriors Avenue~
|
||||
Several soldiers rush past in a hurry to make their watch in time. You can
|
||||
hear someone working a grindstone to the north, most likely the weaponsmith.
|
||||
A small house to the south is shadowed by the tower of Sanctus in the middle of
|
||||
the city.
|
||||
Several soldiers rush past in a hurry to make their watch in time. The sound
|
||||
of someone working a grindstone can be heard to the north, most likely the
|
||||
weaponsmith. A small house to the south is shadowed by the tower of Sanctus in
|
||||
the middle of the city.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1245,8 +1247,7 @@ S
|
||||
Warriors Avenue~
|
||||
The clang and clash of metal being worked to the north could only be the
|
||||
towns Smithy. The street continues east and west with a small house to the
|
||||
south. Townspeople walk the streets going about their business. You are just
|
||||
another adventurer to them.
|
||||
south. Townspeople walk the streets going about their business.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1268,11 +1269,11 @@ D3
|
||||
S
|
||||
#159
|
||||
The Northern Intersection~
|
||||
To the west you can hear the hammering of the smithy and the grinding of a
|
||||
wetstone in the Warriors Quarter. To the east the Thieves Quarter is covered
|
||||
in shadows and mystery. Not a single sound escapes from that section of the
|
||||
city. You are standing on the North Way which runs from the North Gate down to
|
||||
the Temple of Sanctus.
|
||||
To the west one can hear the hammering of the smithy and the grinding of a
|
||||
wetstone in the Warriors Quarter. To the east the Thieves Quarter is covered in
|
||||
shadows and mystery. Not a single sound escapes from that section of the city.
|
||||
This intersection stands upon the North Way which runs from the North Gate down
|
||||
to the Temple of Sanctus.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1294,11 +1295,11 @@ D3
|
||||
S
|
||||
#160
|
||||
Thieves Avenue~
|
||||
You stand in the beginning of the thieves quarter where the less honorable
|
||||
class has formed a base of operations. The thieves of the city are responsible
|
||||
for the economic policies of the city and do a very good job. Of course they
|
||||
are so worried about keeping one another from stealing from the city that they
|
||||
don't dare do it themselves.
|
||||
This appears to be the beginning of the thieves quarter where the less
|
||||
honorable class has formed a base of operations. The thieves of the city are
|
||||
responsible for the economic policies of the city and do a very good job. Of
|
||||
course they are so worried about keeping one another from stealing from the city
|
||||
that they don't dare do it themselves.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1320,10 +1321,10 @@ D3
|
||||
S
|
||||
#161
|
||||
Thieves Avenue~
|
||||
A few cloaked figures glide past you with a skill and dexterity that reminds
|
||||
you to hold your gold very tightly while in this quarter of the city. The
|
||||
thieves may run the cities finances fairly, but they could care less about a
|
||||
single adventurer.
|
||||
A few cloaked figures glide past with a skill and dexterity that are clearly
|
||||
reminding of the need to hold onto gold very tightly while in this quarter of
|
||||
the city. The thieves may run the cities finances fairly, but they could care
|
||||
less about a single adventurer.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1346,9 +1347,9 @@ S
|
||||
#162
|
||||
Thieves Avenue~
|
||||
A strange smell comes from the north, the unforgettable smell of tanning
|
||||
hides. Must be the towns leather shop. Tall buildings to the south must be
|
||||
the houses of the locals. Probably shouldn't go wandering around, this place
|
||||
is full of thieves as it is and you may be mistaken for one.
|
||||
hides. Must be the towns leather shop. Tall buildings to the south must be the
|
||||
houses of the locals. Probably shouldn't go wandering around, this place is
|
||||
full of thieves as it is and it would be easy to be mistaken for one.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1370,10 +1371,10 @@ D3
|
||||
S
|
||||
#163
|
||||
Thieves Avenue~
|
||||
The smell of booze and smoke filters through an open door to the north.
|
||||
The local bar for the thieves. The town used to have only one bar until the
|
||||
warriors and thieves got into a huge braul and ended up burning the place to
|
||||
the ground. A few citizens walk past staring at you curiously.
|
||||
The smell of booze and smoke filters through an open door to the north. The
|
||||
local bar for the thieves. The town used to have only one bar until the
|
||||
warriors and thieves got into a huge braul and ended up burning the place to the
|
||||
ground. A few citizens walk past staring at each other curiously.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1397,8 +1398,8 @@ S
|
||||
Thieves Quarter~
|
||||
The guild of thieves lies just to the north while a huge warehouse rises
|
||||
above you to the east. Thieves Avenue makes a turn here to the south or west.
|
||||
You are now in the northeastern corner of the city, in the heart of the Thieves
|
||||
Quarter. Better keep an eye on your purse.
|
||||
This area is now in the northeastern corner of the city, in the heart of the
|
||||
Thieves Quarter. A traveler would be wise to watch their purse carefully.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1501,10 +1502,10 @@ D3
|
||||
S
|
||||
#169
|
||||
Warriors Avenue~
|
||||
The Barracks rise above you the west and a small cozy home is to your east.
|
||||
A well-travelled road continues north and south. You are in the Warriors
|
||||
The Barracks rise above the west and a small cozy home is to the east. A
|
||||
well-travelled road continues north and south. This appears to be the Warriors
|
||||
Quarter where the army of Sanctus bases it's operations. Several recruits rush
|
||||
past on assignment.
|
||||
past on assignment.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1570,10 +1571,10 @@ door~
|
||||
S
|
||||
#174
|
||||
The Northern Road~
|
||||
You walk between houses occupied by the local citizens. The wide Northern
|
||||
Road is packed solid from years of traffic from people, wagons, and horses. A
|
||||
small amount of dust is kicked up by every footstep. Directly to the south you
|
||||
can see the Temple.
|
||||
This road passes between houses occupied by the local citizens. The wide
|
||||
Northern Road is packed solid from years of traffic from people, wagons, and
|
||||
horses. A small amount of dust is kicked up by every footstep. Directly to the
|
||||
south one can see the Temple.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1640,8 +1641,8 @@ S
|
||||
Thieves Avenue~
|
||||
The tall warehouse holding the supplies and emergency stores of the city is
|
||||
to the west. The entrance looks to be a ways further north in the heart of the
|
||||
Thieve's Quarter. South you can see another intersection and the northest
|
||||
corner of the inner wall.
|
||||
Thieve's Quarter. South can be seen another intersection and the northest
|
||||
corner of the inner wall.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1731,10 +1732,10 @@ D3
|
||||
S
|
||||
#184
|
||||
The Northwest Intersection~
|
||||
You come to an intersection of Warriors Avenue and Warriors Alley. The
|
||||
alley crosses the city east to west behind the homes of the local citizens.
|
||||
This junction lies at an intersection of Warriors Avenue and Warriors Alley.
|
||||
The alley crosses the city east to west behind the homes of the local citizens.
|
||||
The alley is very narrow and dark as the inner city wall follows it on the
|
||||
southern side. Warriors Avenue continues north and south.
|
||||
southern side. Warriors Avenue continues north and south.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1752,10 +1753,11 @@ D2
|
||||
S
|
||||
#185
|
||||
Warriors Alley~
|
||||
You walk amongst the shadows in the cramped alley. A few piles of garbage
|
||||
are waiting to be cleaned up by the street sweeper. An alley cat hisses at you
|
||||
and then bolts as you trespass on its territory. This alley does not look safe
|
||||
and you wonder whether or not you will be running into some thugs.
|
||||
This cramped alley leads past dark flickering shadows. A few piles of
|
||||
garbage are waiting to be cleaned up by the street sweeper. An alley cat hisses
|
||||
and then bolts as it senses some trespasser on its territory. This alley does
|
||||
not look safe and one might wonder whether or not they could encounter some
|
||||
lurking thugs.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
@@ -1769,10 +1771,9 @@ D3
|
||||
S
|
||||
#186
|
||||
Warriors Alley~
|
||||
The inner city wall rises above you to the south. The sound of footsteps
|
||||
and the rattling of armor can be heard from the guards patrolling the top of
|
||||
the wall. The alley is even darker here and a person could easily hide in the
|
||||
shadows.
|
||||
The inner city wall rises above to the south. The sound of footsteps and the
|
||||
rattling of armor can be heard from the guards patrolling the top of the wall.
|
||||
The alley is even darker here and a person could easily hide in the shadows.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
@@ -1786,10 +1787,10 @@ D3
|
||||
S
|
||||
#187
|
||||
Warriors Alley~
|
||||
A line of houses block your way to the north. They seem to have back doors
|
||||
A line of houses block the way to the north. They seem to have back doors
|
||||
but all are bolted, locked, or nailed shut. This is definitely not the most
|
||||
friendly section of the city. An alley cat bolts past you as a large pile of
|
||||
garbage almost collapses on it.
|
||||
friendly section of the city. An alley cat bolts past as a large pile of
|
||||
garbage almost collapses on it.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
@@ -1803,10 +1804,10 @@ D3
|
||||
S
|
||||
#188
|
||||
Warriors Alley~
|
||||
The alley is a little brighter here as you are next to the Northern Road.
|
||||
The alley is a little brighter here as it lies next to the Northern Road.
|
||||
The sound of creaking wagons and the pound of horse hooves on the dirt road
|
||||
become trapped between the inner city wall and the houses within the alley
|
||||
making strange echoing sounds that are very distracting.
|
||||
making strange echoing sounds that are very distracting.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
@@ -1820,10 +1821,10 @@ D3
|
||||
S
|
||||
#189
|
||||
The Northern Road~
|
||||
You walk along the Northern Road with few other travellers. The streets
|
||||
seem to be surprisingly empty for some reason. You notice shadowy alleys to
|
||||
the east and west along the inner city wall. To the south is the Northern Gate
|
||||
to the inner city.
|
||||
This road continues on with few other travelers visible. The streets seem to
|
||||
be surprisingly empty for some reason. Shadowy alleys can be noticed to the
|
||||
east and west along the inner city wall. To the south is the Northern Gate to
|
||||
the inner city.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -1880,9 +1881,9 @@ S
|
||||
#192
|
||||
Thieves Alley~
|
||||
A pool of blood lies in the center of the alley, a trail of blood leads to a
|
||||
garbage pile a few feet away. A mangy mutt trots past you and starts licking
|
||||
up the pool of blood. You should keep moving unless you want to draw attention
|
||||
to yourself.
|
||||
garbage pile a few feet away. A mangy mutt trots slowly past and starts licking
|
||||
up the pool of blood. A traveler here should keep moving unless they wanted to
|
||||
draw attention to themselves.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
@@ -1896,10 +1897,10 @@ D3
|
||||
S
|
||||
#193
|
||||
Thieves Alley~
|
||||
The inner city wall to the south towers over you, blocking out most of the
|
||||
light. The wall looks to be made from stone blocks and some sort of filler.
|
||||
You can't tell how thick it is, but judging from the height you would guess at
|
||||
least half as wide as it is tall.
|
||||
The inner city wall to the south towers high into the air, blocking out most
|
||||
of the light. The wall looks to be made from stone blocks and some sort of
|
||||
filler. Its not possible to tell how thick it is, but judging from the height
|
||||
one could guess at least half as wide as it is tall.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
@@ -1914,9 +1915,9 @@ S
|
||||
#194
|
||||
The Northeast Intersection~
|
||||
The Thieves Avenue comes to an intersection with a shady alley to the west.
|
||||
You are at the northeast corner of the inner city wall. On top of the wall you
|
||||
can see some type of post where the guards watch for any trouble. A large
|
||||
building to the east must be some sort of warehouse.
|
||||
This intersection is at the northeast corner of the inner city wall. On top of
|
||||
the wall one can see some type of post where the guards watch for any trouble.
|
||||
A large building to the east must be some sort of warehouse.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
@@ -2026,10 +2027,10 @@ D3
|
||||
S
|
||||
#199
|
||||
Warriors Avenue~
|
||||
In the distance you can hear some sargeant screaming at his recruits in a
|
||||
booming voice that echoes off the buildings and walls around you. The clank of
|
||||
armor and weapons is all about you as guards change watches and work on their
|
||||
equipment.
|
||||
In the distance one can hear some sergeant screaming at his recruits in a
|
||||
booming voice that echoes off the buildings and walls around. The clank of
|
||||
armor and weapons is all about as guards change watches and work on their
|
||||
equipment.
|
||||
~
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -1213,7 +1213,7 @@ surrounding area.
|
||||
D0
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
0 0 20901
|
||||
D2
|
||||
~
|
||||
~
|
||||
|
||||
@@ -30,7 +30,7 @@ Down takes you to the starting room of this zone.
|
||||
D1
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
0 0 1100
|
||||
D3
|
||||
~
|
||||
~
|
||||
|
||||
@@ -33,12 +33,63 @@ D1
|
||||
D3
|
||||
~
|
||||
~
|
||||
0 0 -1
|
||||
0 0 1100
|
||||
D5
|
||||
~
|
||||
~
|
||||
0 0 1999
|
||||
E
|
||||
spoilers~
|
||||
Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you
|
||||
really have to look there are a few little neat zone inclusions listed here to
|
||||
spoil your zone exploring pleasure. Just type look and then the number to look
|
||||
at each one (look 1 for example).
|
||||
|
||||
1: The Leviathan
|
||||
|
||||
2: Spider Cocoons
|
||||
|
||||
3: The Dark Candleholder
|
||||
|
||||
4: The Metal Contraption
|
||||
|
||||
~
|
||||
E
|
||||
1~
|
||||
This is just a little trigger that sets off in room 1911 when you enter. A
|
||||
series of messages goes off and then the leviathan mob emerges. If you move
|
||||
more than one room away in the middle of fighting the creature it will disappear
|
||||
again, reloading fully restored. This is just the framework so far for a little
|
||||
quest I'm creating around it. Ooh, additionally the room that the leviathan
|
||||
loads in will only let you leave 90% of the time due to slippery mud.
|
||||
~
|
||||
E
|
||||
2~
|
||||
The spider's cocoons are used to trap people.. Both players and mobs alike.
|
||||
If you fight the whisper spider in room 1993 it will start sending messages
|
||||
about wrapping web around you. Ultimately if you do not flee or kill the spider
|
||||
quickly you will find yourself wrapped in a cocoon, unable to move or see
|
||||
anything. In this state all you can do is send tells, and wriggle which makes
|
||||
the cocoon visibly move to everyone else (as immortal you can also use the goto
|
||||
command). To open one of these cocoons another player must have a fire torch
|
||||
(object 1905) and type burn. This will set it on fire and release the trapped
|
||||
mob or player. If a trapped player is not freed within about 5 minutes he/she
|
||||
will die.
|
||||
~
|
||||
E
|
||||
3~
|
||||
In room 1982, a dark candleholder can be found. On zone reset a candle loads
|
||||
inside, and if this is taken, a passage opens up to the north. Once on the
|
||||
other side (room 1983), the passage closes and a voice can be heard telling you
|
||||
to "leave what you have taken", in reference of course to the candle. If the
|
||||
candle is not dropped and you continue on to any other room, it will be purged
|
||||
and the voice will kindly remind you of your doom, as you are now essentially
|
||||
trapped. However, dropping the candle like a good mudder will cause a drow
|
||||
spirit to reveal herself, explaining that she will open the way if you call on
|
||||
the name of Eilistraee. Naturally, saying the word Eilistraee causes the spirit
|
||||
to vanish and the passage out to reopen.. Albeit for a limited time.
|
||||
~
|
||||
E
|
||||
4~
|
||||
In room 1990 there is a large metal contraption, that essentially produces
|
||||
potions when the right ingredients are put into it. PRESS empties the machine
|
||||
@@ -63,57 +114,6 @@ an empty vial placed into the contraption and the mixture poured out.
|
||||
If any combination of ingredients other than those listed are combined,
|
||||
a black potion will be produced which lowers all three attributes.
|
||||
|
||||
~
|
||||
E
|
||||
3~
|
||||
In room 1982, a dark candleholder can be found. On zone reset a candle loads
|
||||
inside, and if this is taken, a passage opens up to the north. Once on the
|
||||
other side (room 1983), the passage closes and a voice can be heard telling you
|
||||
to "leave what you have taken", in reference of course to the candle. If the
|
||||
candle is not dropped and you continue on to any other room, it will be purged
|
||||
and the voice will kindly remind you of your doom, as you are now essentially
|
||||
trapped. However, dropping the candle like a good mudder will cause a drow
|
||||
spirit to reveal herself, explaining that she will open the way if you call on
|
||||
the name of Eilistraee. Naturally, saying the word Eilistraee causes the spirit
|
||||
to vanish and the passage out to reopen.. Albeit for a limited time.
|
||||
~
|
||||
E
|
||||
2~
|
||||
The spider's cocoons are used to trap people.. Both players and mobs alike.
|
||||
If you fight the whisper spider in room 1993 it will start sending messages
|
||||
about wrapping web around you. Ultimately if you do not flee or kill the spider
|
||||
quickly you will find yourself wrapped in a cocoon, unable to move or see
|
||||
anything. In this state all you can do is send tells, and wriggle which makes
|
||||
the cocoon visibly move to everyone else (as immortal you can also use the goto
|
||||
command). To open one of these cocoons another player must have a fire torch
|
||||
(object 1905) and type burn. This will set it on fire and release the trapped
|
||||
mob or player. If a trapped player is not freed within about 5 minutes he/she
|
||||
will die.
|
||||
~
|
||||
E
|
||||
1~
|
||||
This is just a little trigger that sets off in room 1911 when you enter. A
|
||||
series of messages goes off and then the leviathan mob emerges. If you move
|
||||
more than one room away in the middle of fighting the creature it will disappear
|
||||
again, reloading fully restored. This is just the framework so far for a little
|
||||
quest I'm creating around it. Ooh, additionally the room that the leviathan
|
||||
loads in will only let you leave 90% of the time due to slippery mud.
|
||||
~
|
||||
E
|
||||
spoilers~
|
||||
Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you
|
||||
really have to look there are a few little neat zone inclusions listed here to
|
||||
spoil your zone exploring pleasure. Just type look and then the number to look
|
||||
at each one (look 1 for example).
|
||||
|
||||
1: The Leviathan
|
||||
|
||||
2: Spider Cocoons
|
||||
|
||||
3: The Dark Candleholder
|
||||
|
||||
4: The Metal Contraption
|
||||
|
||||
~
|
||||
S
|
||||
#1901
|
||||
@@ -149,16 +149,16 @@ this direction.
|
||||
~
|
||||
0 0 1903
|
||||
E
|
||||
fungus~
|
||||
These tiny sprouting mushrooms are typical swamp flora, thriving on the damp
|
||||
rotting wood of the abandoned sign.
|
||||
~
|
||||
E
|
||||
old broken crossroads sign~
|
||||
This old splintered sign has long lost any visible markings, black rivulets
|
||||
of ink staining the rotting wood that stands uselessly here, just a remnant of
|
||||
past inhabitants.
|
||||
~
|
||||
E
|
||||
fungus~
|
||||
These tiny sprouting mushrooms are typical swamp flora, thriving on the damp
|
||||
rotting wood of the abandoned sign.
|
||||
~
|
||||
S
|
||||
#1902
|
||||
Squelching Ground~
|
||||
@@ -270,16 +270,16 @@ wafting on the western air.
|
||||
~
|
||||
0 0 1906
|
||||
E
|
||||
scarlet stains~
|
||||
These large dark patches in the mud glisten slightly crimson in any light,
|
||||
the faded blood stains of many fallen warriors.
|
||||
~
|
||||
E
|
||||
glimpses metal armour weapons~
|
||||
Small pieces of weaponry and armour protrude from the ground like shrapnel,
|
||||
so deeply rusted and swallowed in mud that they are practically irretrievable
|
||||
and are obviously of no further use for warring.
|
||||
~
|
||||
E
|
||||
scarlet stains~
|
||||
These large dark patches in the mud glisten slightly crimson in any light,
|
||||
the faded blood stains of many fallen warriors.
|
||||
~
|
||||
S
|
||||
T 1971
|
||||
#1906
|
||||
@@ -309,18 +309,18 @@ ripple in the restless breeze.
|
||||
~
|
||||
0 0 1912
|
||||
E
|
||||
scattered pools slime~
|
||||
These slippery pools are coated with floating algae and slime of various
|
||||
organic kinds. The water is presumably toxic as it is so saturated with rust
|
||||
and rot that it glints scarlet in the light.
|
||||
~
|
||||
E
|
||||
old rusted weapons armour rotted~
|
||||
These battered pieces of metal and algae-encrusted leather are all that is
|
||||
left of an obviously mighty battle. There are no corpses to be found, all that
|
||||
died presumably devoured by creatures here or rotted long before these metals
|
||||
began to rust.
|
||||
~
|
||||
E
|
||||
scattered pools slime~
|
||||
These slippery pools are coated with floating algae and slime of various
|
||||
organic kinds. The water is presumably toxic as it is so saturated with rust
|
||||
and rot that it glints scarlet in the light.
|
||||
~
|
||||
S
|
||||
T 1971
|
||||
#1907
|
||||
@@ -383,17 +383,17 @@ overturned tree's skeletal branches grasping at the air.
|
||||
~
|
||||
0 0 1909
|
||||
E
|
||||
small jagged peaks sharp rocks~
|
||||
These rocks look almost like the remnants of a huge embedded boulder or
|
||||
statue that has been broken away by some massive force. Firmly entrenched in
|
||||
the mud, the rough-edged base spikes out like several rows of teeth.
|
||||
~
|
||||
E
|
||||
thin layers slime old unidentifiable stains~
|
||||
The slick green coating of algae is obvious over all of these rocks, decaying
|
||||
plant slime as well as darker and more ominous stains paint the jagged surfaces
|
||||
various shades of red and black.
|
||||
~
|
||||
E
|
||||
small jagged peaks sharp rocks~
|
||||
These rocks look almost like the remnants of a huge embedded boulder or
|
||||
statue that has been broken away by some massive force. Firmly entrenched in
|
||||
the mud, the rough-edged base spikes out like several rows of teeth.
|
||||
~
|
||||
S
|
||||
T 1971
|
||||
#1909
|
||||
@@ -460,16 +460,16 @@ impossible.
|
||||
~
|
||||
0 0 1910
|
||||
E
|
||||
ominous shadows~
|
||||
Dark rippling shadows stir unnaturally beneath the water, the movements of
|
||||
some hidden creature no doubt.
|
||||
~
|
||||
E
|
||||
insects~
|
||||
These simple swamp insects flit so fast it is hard to see them properly, tiny
|
||||
and plated with defensive exoskeletons they pause only to feed on the smaller
|
||||
zooplankton in the water.
|
||||
~
|
||||
E
|
||||
ominous shadows~
|
||||
Dark rippling shadows stir unnaturally beneath the water, the movements of
|
||||
some hidden creature no doubt.
|
||||
~
|
||||
S
|
||||
T 1908
|
||||
T 1993
|
||||
@@ -494,16 +494,16 @@ the air with an eye-watering metallic scent.
|
||||
~
|
||||
0 0 1906
|
||||
E
|
||||
glimpses shiny metal~
|
||||
Old broken pieces of weapons and shields float in shards amongst the bubbling
|
||||
water, stirring as though in some cauldron of death.
|
||||
~
|
||||
E
|
||||
splintered bone~
|
||||
Pieces of decaying bone are all that remain of any organic corpses, bleached
|
||||
almost white from the alkaline water here and stripped by predators of all flesh
|
||||
that hadn't rotted away naturally.
|
||||
~
|
||||
E
|
||||
glimpses shiny metal~
|
||||
Old broken pieces of weapons and shields float in shards amongst the bubbling
|
||||
water, stirring as though in some cauldron of death.
|
||||
~
|
||||
S
|
||||
T 1971
|
||||
#1913
|
||||
@@ -769,16 +769,16 @@ roots sticking high into the air further south.
|
||||
~
|
||||
0 0 1917
|
||||
E
|
||||
moss grasses~
|
||||
The plant life here is abundant but miserable looking, as though there is
|
||||
constant competition to survive, nutrients being scavenged by almost every form
|
||||
of life imaginable.
|
||||
~
|
||||
E
|
||||
weak trunks branches leaves willows bark~
|
||||
These frail looking trees look as though they are barely surviving off of the
|
||||
watery soil and fog shrouded sunlight, bending weakly in the slightest breeze.
|
||||
|
||||
~
|
||||
E
|
||||
moss grasses~
|
||||
The plant life here is abundant but miserable looking, as though there is
|
||||
constant competition to survive, nutrients being scavenged by almost every form
|
||||
of life imaginable.
|
||||
~
|
||||
S
|
||||
T 1971
|
||||
@@ -823,18 +823,18 @@ other, forming a bridge that extends to the east.
|
||||
~
|
||||
0 0 1922
|
||||
E
|
||||
fungus~
|
||||
This is the same miserable organism that grows abundantly on every surface on
|
||||
sight, flat and sickly green, they are just another indication that the entire
|
||||
place is rotting.
|
||||
~
|
||||
E
|
||||
shelled creatures~
|
||||
Little snails, and the encrustations of crabs and mollusks decorate the
|
||||
surfaces with their coloured remains. It is impossible to tell which of these
|
||||
are alive and which are long dead, most seem perfectly content to stay
|
||||
completely motionless.
|
||||
~
|
||||
E
|
||||
fungus~
|
||||
This is the same miserable organism that grows abundantly on every surface on
|
||||
sight, flat and sickly green, they are just another indication that the entire
|
||||
place is rotting.
|
||||
~
|
||||
S
|
||||
T 1971
|
||||
#1924
|
||||
@@ -1068,10 +1068,9 @@ with what looks like a wooden padlock.
|
||||
bamboogates~
|
||||
1 1906 1931
|
||||
E
|
||||
swords crude jewelled throne~
|
||||
These rather beautiful swords have been carelessly bent and fastened together
|
||||
to form a slightly unusual but attractive throne, coloured gems sparkling in the
|
||||
hilts and firelight reflecting off the still shiny metal.
|
||||
great fire~
|
||||
This raging fire seems to be kept continually going, the sickly smell of
|
||||
flesh and burning leather wafting in the smokey air around it.
|
||||
~
|
||||
E
|
||||
pieces broken armour decoration walls~
|
||||
@@ -1079,9 +1078,10 @@ pieces broken armour decoration walls~
|
||||
doubt serving the secondary purpose of displaying the vanquishing of foes.
|
||||
~
|
||||
E
|
||||
great fire~
|
||||
This raging fire seems to be kept continually going, the sickly smell of
|
||||
flesh and burning leather wafting in the smokey air around it.
|
||||
swords crude jewelled throne~
|
||||
These rather beautiful swords have been carelessly bent and fastened together
|
||||
to form a slightly unusual but attractive throne, coloured gems sparkling in the
|
||||
hilts and firelight reflecting off the still shiny metal.
|
||||
~
|
||||
S
|
||||
#1934
|
||||
@@ -1149,17 +1149,17 @@ be heard, as though some hidden cave lies beneath.
|
||||
~
|
||||
0 0 1937
|
||||
E
|
||||
cooking utensils simple clay pots~
|
||||
These recently used tools have been dumped on the ground with pieces of flesh
|
||||
still clinging to them, the smell of rotting is almost unbearable and flies buzz
|
||||
almost frantically around the filthy surfaces.
|
||||
~
|
||||
E
|
||||
rudimentary shelter stiff reeds~
|
||||
This primitive enclosure is of only basic use in shielding rainfall and heavy
|
||||
winds. Open on one side, it seems for the most part abandoned, as though the
|
||||
creatures who made it only gather here for certain occasions.
|
||||
~
|
||||
E
|
||||
cooking utensils simple clay pots~
|
||||
These recently used tools have been dumped on the ground with pieces of flesh
|
||||
still clinging to them, the smell of rotting is almost unbearable and flies buzz
|
||||
almost frantically around the filthy surfaces.
|
||||
~
|
||||
S
|
||||
T 1971
|
||||
#1937
|
||||
@@ -1883,9 +1883,10 @@ T 1971
|
||||
#1968
|
||||
[Inside the Cocoon (for Trigger)]~
|
||||
This room is for people to be teleported to when they are trapped inside a
|
||||
spider's cocoon. Only the commands who, tell and goto should work in this room
|
||||
for any players under level 33. Oh the command wriggle also works, but only to
|
||||
make the object cocoon visibly wriggle to anyone in room 1993.
|
||||
spider's cocoon (or a good time-out room). Only the commands who and gossip
|
||||
should work in this room for any players under level 33. Oh the command wriggle
|
||||
also works, but only to make the object cocoon visibly wriggle to anyone in room
|
||||
1993.
|
||||
~
|
||||
19 136 0 0 0 0
|
||||
S
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
#200
|
||||
The Northern Road~
|
||||
You find yourself standing in the middle of a very mysterious looking road.
|
||||
Everything to the east appears to be dark and gloomy, giving you the feeling
|
||||
that maybe you shouldn't have come here. However, things in the west change
|
||||
dramatically. You can hear the shouts of soldiers in training. The road
|
||||
continues to the north and south.
|
||||
This seems to be the middle of a very mysterious looking road. Everything to
|
||||
the east appears to be dark and gloomy, giving off the impression that maybe
|
||||
travelers would better avoid coming here. However, things in the west change
|
||||
dramatically. The shouts of soldiers in training can be heard. The road
|
||||
continues to the north and south.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -59,10 +59,10 @@ Zone 2 is linked to the following zones:
|
||||
S
|
||||
#201
|
||||
Thieves Avenue~
|
||||
You walk between the inner city wall and the warehouse. The warehouse is
|
||||
made from sturdy timber with a set of wide double doors that appear to open
|
||||
outwards. Wagon tracks lead right up to the warehouse. This must be where
|
||||
traders come to unload their supplies.
|
||||
This avenue passes between the inner city wall and the warehouse. The
|
||||
warehouse is made from sturdy timber with a set of wide double doors that appear
|
||||
to open outwards. Wagon tracks lead right up to the warehouse. This must be
|
||||
where traders come to unload their supplies.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -163,8 +163,8 @@ S
|
||||
Warriors Avenue~
|
||||
The inner city wall and the army barracks guide the avenue north and south
|
||||
through the Warriors Quarter. Very few people are around, but plenty of
|
||||
soldiers rush about. You wonder why anyone would sign up for the army after
|
||||
all the stories you've heard.
|
||||
soldiers rush about. One might wonder why anyone would sign up for the army
|
||||
after all the stories flying around.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -178,9 +178,9 @@ D2
|
||||
S
|
||||
#207
|
||||
The Northern Temple Circle~
|
||||
You continue walking along the cobblestone road. You can see the temple
|
||||
towering over you, shimmering in the light. The road continues to the south
|
||||
and east. A stairwell leads up onto the top of the inner city wall.
|
||||
As one continues walking along the cobblestone road the temple can be seen
|
||||
towering high above, shimmering in the light. The road continues to the south
|
||||
and east. A stairwell leads up onto the top of the inner city wall.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
@@ -198,10 +198,10 @@ D4
|
||||
S
|
||||
#208
|
||||
The Northern Temple Circle~
|
||||
The road ahead of you is long. You can see an intersection up ahead, to the
|
||||
east. It looks like it leads into the temple. The smell of some sort of vile
|
||||
concoction emanates from a building to the south. You think you can hear
|
||||
someone chanting within.
|
||||
The road ahead is long, and an intersection can be seen up ahead to the east.
|
||||
It looks like it leads into the temple. The smell of some sort of vile
|
||||
concoction emanates from a building to the south. The sound of someone chanting
|
||||
can be heard coming from within.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
@@ -219,10 +219,10 @@ D3
|
||||
S
|
||||
#209
|
||||
The Northern Temple Circle~
|
||||
You can see an intersection just ahead to the east. It's leading directly
|
||||
An intersection can be seen just ahead to the east. Its leading directly
|
||||
into the temple of Sanctus. The road continues to the east and west. A small
|
||||
building to the south has boxes and envelopes stacked on both sides of the
|
||||
entrance. You can hear someone cursing within.
|
||||
entrance. The sound of someone cursing can be heard coming from within.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
@@ -240,10 +240,11 @@ D3
|
||||
S
|
||||
#210
|
||||
The Northern Temple Circle Intersection~
|
||||
A large intersection is before you. If you go south, you will go into the
|
||||
wonderful Temple of Sanctus. To the east and west is a road that looks to wind
|
||||
around the temple. To the north you can't see anything but open road.
|
||||
Everything around is silent, making you feel all alone.
|
||||
A large intersection spreads out in all directions. The southern path
|
||||
appears to lead to the wonderful Temple of Sanctus. To the east and west is a
|
||||
road that looks to wind around the temple. To the north nothing can be seen but
|
||||
open road. Everything around is silent, making the area seem abandoned and
|
||||
alone.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -265,10 +266,11 @@ D3
|
||||
S
|
||||
#211
|
||||
The Northern Temple Circle~
|
||||
You can see an intersection just ahead to the west. It's leading directly
|
||||
An intersection can be seen just ahead to the west. Its leading directly
|
||||
into the temple of Sanctus. The road continues to the east and west. To the
|
||||
south is a building with barred windows and a reinforced door that currently
|
||||
stands open. A sign above the door informs you that it is the Bank of Sanctus.
|
||||
stands open. A sign above the door informs passing people that it is the Bank
|
||||
of Sanctus.
|
||||
~
|
||||
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||||
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|
||||
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|
||||
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|
||||
#212
|
||||
The Northern Temple Circle~
|
||||
You can see an intersection just ahead to the west. It looks to be leading
|
||||
An intersection can be seen just ahead to the west. It looks to be leading
|
||||
directly into the temple of Sanctus. The road continues east and west. The
|
||||
sound of running water to the south and the squeak of a water pump can only
|
||||
mean one thing. It must be the infamous Sanctus Water Hole run by none other
|
||||
than Hazel herself.
|
||||
sound of running water to the south and the squeak of a water pump can only mean
|
||||
one thing. It must be the infamous Sanctus Water Hole run by none other than
|
||||
Hazel herself.
|
||||
~
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
#213
|
||||
The Northern Temple Circle~
|
||||
The road makes a sharp turn here, heading to the south. You can see an
|
||||
The road makes a sharp turn here, heading to the south. One can see an
|
||||
intersection just up ahead. A set of stone stairs leads up into the
|
||||
northeastern lookout tower of the inner city wall. From there guards can
|
||||
oversee the entire Thieves Quarter.
|
||||
oversee the entire Thieves Quarter.
|
||||
~
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
#214
|
||||
Thieves Avenue~
|
||||
Wagons of supplies and loud mouthed traders pass by, looking you over to see
|
||||
if they might be able to swindle some of your gold. Most look at you with
|
||||
Wagons of supplies and loud mouthed traders pass by, looking travelers over
|
||||
to see if they might be able to swindle some of your gold. Most look with
|
||||
disappointment as everyone knows few adventurers are rich these days. The
|
||||
avenue follows along the inner city wall to the north and south.
|
||||
avenue follows along the inner city wall to the north and south.
|
||||
~
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
#219
|
||||
Warriors Avenue~
|
||||
The building to your west is made out of stone, sealed with mortar. It must
|
||||
have taken years to construct it. The inner city wall to your east is made of
|
||||
The building to the west is made out of stone, sealed with mortar. It must
|
||||
have taken years to construct it. The inner city wall to the east is made of
|
||||
the same material. That must have been one of the many foul jobs given to new
|
||||
recruits.
|
||||
recruits.
|
||||
~
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
#220
|
||||
The Western Temple Circle~
|
||||
You are in the western sector of the inner city, beside the Temple of
|
||||
Sanctus. The tall reinforced western wall rises above you. Few people roam
|
||||
the streets and the area has a very peaceful feeling. The sound of muttering
|
||||
voices seems to be coming from within or on top of the wall to your west.
|
||||
This circle lies within the western sector of the inner city, beside the
|
||||
Temple of Sanctus. The tall reinforced western wall rises high into the air.
|
||||
Few people roam the streets and the area has a very peaceful feeling. The sound
|
||||
of muttering voices seems to be coming from within or on top of the wall to the
|
||||
west.
|
||||
~
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
#221
|
||||
Ingrid's Potions~
|
||||
A foul smelling yellow mist hugs the floor. Billowing around your feet as
|
||||
you work your way to the counter. Several kettles are boiling over woodless
|
||||
A foul smelling yellow mist hugs the floor. Billowing around the floor as
|
||||
one works their way to the counter. Several kettles are boiling over woodless
|
||||
fires that put off no smoke. The yellow fog overflows the top of one of the
|
||||
kettles, giving the room an awful aroma.
|
||||
kettles, giving the room an awful aroma.
|
||||
~
|
||||
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|
||||
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|
||||
@@ -472,7 +475,7 @@ S
|
||||
Post Office~
|
||||
Piles of mail are stacked in every nook and cranny of this small room. The
|
||||
postal service of Sanctus is heavily overworked it seems. Somewhere amidst the
|
||||
piles of mail you hear someone snoring. Maybe not overworked, just lazy.
|
||||
piles of mail someone can be heard snoring. Maybe not overworked, just lazy.
|
||||
~
|
||||
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|
||||
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|
||||
@@ -482,10 +485,10 @@ D0
|
||||
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|
||||
#223
|
||||
Northern Temple Entrance~
|
||||
You're standing in the entrance to the temple. Hundreds of small lit
|
||||
candles surround you in a blanket of light. You can hear a soft humming noise
|
||||
coming from within the depths of the temple. Maybe it would be worth your time
|
||||
to go have a look.
|
||||
This appears to be the northernmost entrance to the temple. Hundreds of
|
||||
small lit candles surround the place in a blanket of light. A soft humming
|
||||
noise can be heard coming from within the depths of the temple. An adventurous
|
||||
traveler would certainly be drawn to go and have a look.
|
||||
~
|
||||
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|
||||
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|
||||
@@ -525,10 +528,10 @@ D0
|
||||
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|
||||
#226
|
||||
The Eastern Temple Circle~
|
||||
The inner city wall rises above you to the east. The sound of armor
|
||||
clanking can be heard as some guards must be making their rounds on top of the
|
||||
wall. This road winds around the Temple of Sanctus allowing you to enter from
|
||||
either the north or south.
|
||||
The inner city wall rises above to the east. The sound of armor clanking can
|
||||
be heard as some guards must be making their rounds on top of the wall. This
|
||||
road winds around the Temple of Sanctus allowing one to enter from either the
|
||||
north or south.
|
||||
~
|
||||
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|
||||
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|
||||
@@ -626,10 +629,10 @@ D0
|
||||
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|
||||
#232
|
||||
Warriors Avenue~
|
||||
You are just north of the center of the western half of Sanctus where the
|
||||
Warriors Quarter and Clerics Quarters meet. The Western Road runs from the
|
||||
This avenue is just north of the center of the western half of Sanctus where
|
||||
the Warriors Quarter and Clerics Quarters meet. The Western Road runs from the
|
||||
temple to the west gate. Very few people are about, mostly just soldiers on
|
||||
patrol.
|
||||
patrol.
|
||||
~
|
||||
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|
||||
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|
||||
@@ -643,10 +646,10 @@ D2
|
||||
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|
||||
#233
|
||||
The Western Temple Circle~
|
||||
To the south you see the western gate to leave the inner city. The Temple
|
||||
of Sanctus can only be entered from the north or south. A small shed of some
|
||||
sort has been erected to the east. It was recently made from wood and appears
|
||||
to have been constructed in a hurry.
|
||||
To the south one see the western gate to leave the inner city. The Temple of
|
||||
Sanctus can only be entered from the north or south. A small shed of some sort
|
||||
has been erected to the east. It was recently made from wood and appears to
|
||||
have been constructed in a hurry.
|
||||
~
|
||||
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|
||||
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|
||||
@@ -664,10 +667,10 @@ D2
|
||||
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|
||||
#234
|
||||
Captain Lugdach's~
|
||||
Every imaginable type of watercraft fills this room. From canoes, to
|
||||
buoyant vests. An old salty sailor sits in the back carving out what must be a
|
||||
canoe from a huge oak. He looks about as tough as they come. You can't help
|
||||
but look for a parrot and peg leg.
|
||||
Every imaginable type of watercraft fills this room. From canoes, to buoyant
|
||||
vests. An old salty sailor sits in the back carving out what must be a canoe
|
||||
from a huge oak. He looks about as tough as they come. He inspires the urge to
|
||||
look for a parrot and peg leg.
|
||||
~
|
||||
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|
||||
D3
|
||||
@@ -677,10 +680,10 @@ D3
|
||||
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|
||||
#235
|
||||
Donation Room~
|
||||
A large area has been set aside for those of great wealth and power to
|
||||
donate to those who are less fortunate. Racks and shelves line the walls to
|
||||
supply ample storage for those who wish to donate. Be a good citizen and leave
|
||||
something for the poor.
|
||||
A large area has been set aside for those of great wealth and power to donate
|
||||
to those who are less fortunate. Racks and shelves line the walls to supply
|
||||
ample storage for those who wish to donate. This is the ideal place to be a
|
||||
good citizen and leave something for the poor.
|
||||
~
|
||||
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|
||||
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|
||||
@@ -694,11 +697,10 @@ D2
|
||||
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|
||||
#236
|
||||
Inside the Temple of Sanctus~
|
||||
You find yourself walking down a small hallway. You look around at your
|
||||
surroundings. To the south you see a large room containing a beautiful stone
|
||||
fountain! Maybe you could get a drink there. The floor at your feet is made
|
||||
from marble, and looks flawless. A lot of time and effort must have been put
|
||||
into this temple.
|
||||
The floor spreads out lengthwise into a small hallway. To the south a large
|
||||
room containing a beautiful stone fountain is visible, tempting travelers to
|
||||
drink from it. The polished floor is made from smooth marble, and looks
|
||||
flawless. A lot of time and effort must have been put into this temple.
|
||||
~
|
||||
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|
||||
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|
||||
@@ -738,9 +740,9 @@ S
|
||||
#238
|
||||
Carla the Cloth Mistress~
|
||||
The room is filled to overflowing with bundles of wool, cloth, velvet, silk.
|
||||
Everything a person could imagine. All used to make some of the finest clothes
|
||||
in the realm. Every type of clothing can be found here. What you don't see,
|
||||
Carla can make.
|
||||
Everything a person could imagine. All used to make some of the finest clothes
|
||||
in the realm. Every type of clothing can be found here. Anything that can't be
|
||||
seen, Carla can make.
|
||||
~
|
||||
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|
||||
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|
||||
@@ -750,10 +752,10 @@ D1
|
||||
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|
||||
#239
|
||||
The Eastern Temple Circle~
|
||||
The western gate of the inner city wall is just to the south where you can
|
||||
venture out into the city. The Tower of Sanctus shines brightly, it's white
|
||||
The western gate of the inner city wall is just to the south where one can
|
||||
venture out into the city. The Tower of Sanctus shines brightly, its white
|
||||
marble reflecting all light that strikes it. The Tower is rumoured to be a
|
||||
combination of magic and perfect architecture.
|
||||
combination of magic and perfect architecture.
|
||||
~
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
#240
|
||||
Thieves Avenue~
|
||||
From here you have an excellent view of the temple to the west. It reflects
|
||||
any light that shines at it, the smooth white walls seem almost magical. To
|
||||
the south the avenue reaches an intersection. The meeting of the Thieves
|
||||
Quarter and the Magi's Quarter.
|
||||
From here one has an excellent view of the temple to the west. It reflects
|
||||
any light that shines at it, the smooth white walls seem almost magical. To the
|
||||
south the avenue reaches an intersection. The meeting of the Thieves Quarter
|
||||
and the Magi Quarter.
|
||||
~
|
||||
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|
||||
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|
||||
@@ -814,10 +816,10 @@ D0
|
||||
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|
||||
#243
|
||||
The West Gate~
|
||||
The dome can be seen just to the west. The gate you stand in is normally
|
||||
The dome can be seen just to the west. The gate standing here is normally
|
||||
kept open, the tall wooden beams are reinforced with metal bars. Guards can be
|
||||
heard above you, lookouts to warn in the case of an attack. The town looks
|
||||
very safe and secure from here.
|
||||
heard high above, lookouts to warn in the case of an attack. The town looks
|
||||
very safe and secure from here.
|
||||
~
|
||||
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|
||||
D1
|
||||
@@ -840,9 +842,9 @@ S
|
||||
#244
|
||||
The Western Road~
|
||||
The road leads directly from the Temple to the western gate. To the north
|
||||
you can see the Warriors Barracks and to the south the Hall of Clerics. The
|
||||
one can see the Warriors Barracks and to the south the Hall of Clerics. The
|
||||
road consists of hard packed dirt with a few ruts from wagons. The hustle and
|
||||
bustle of the city can be heard all around you.
|
||||
bustle of the city can be heard all around.
|
||||
~
|
||||
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|
||||
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|
||||
@@ -856,10 +858,10 @@ D3
|
||||
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|
||||
#245
|
||||
The Western Road~
|
||||
In the western half of the city you can see a large building set aside for
|
||||
In the western half of the city one can see a large building set aside for
|
||||
the army to the north while a smaller building to the south appears to be part
|
||||
of the clerics quarter. The temple rises above you to the east. You could
|
||||
leave the protection of the city and go west through the gate.
|
||||
of the clerics' quarter. The temple rises high above to the east. Here, one
|
||||
could leave the protection of the city and go west through the gate.
|
||||
~
|
||||
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|
||||
D1
|
||||
@@ -898,10 +900,11 @@ D3
|
||||
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|
||||
#247
|
||||
Under the Inner Wall~
|
||||
You walk through the western inner wall gate. It is extremely dark in here.
|
||||
The inner wall appears to be about twenty feet in thickness. No one could ever
|
||||
batter down this wall. Looking up you see a portculis built into the wall.
|
||||
You wonder what would happen if it were to suddenly let go and crush you.
|
||||
This path passes through the western inner wall gate. It is extremely dark
|
||||
in here. The inner wall appears to be about twenty feet in thickness. No one
|
||||
could ever batter down this wall. Looking up, one can see a portculis built
|
||||
into the wall. Its probably best not to wonder what would happen if it were to
|
||||
suddenly let go and come crashing down.
|
||||
~
|
||||
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|
||||
D1
|
||||
@@ -942,8 +945,9 @@ S
|
||||
The Mortal Board Room~
|
||||
A large board hangs on the western wall to allow for mortals to keep in
|
||||
contact with the gods or each other. The board is monitored and any questions
|
||||
should be promptly answered. If the board is not the place to solve your
|
||||
problems simply go to the post office and mail a god.
|
||||
should be promptly answered. If the board is not the right place for a
|
||||
particular problem to be solved, it is possible to go to the post office and
|
||||
mail a god.
|
||||
~
|
||||
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|
||||
D1
|
||||
@@ -953,10 +957,10 @@ D1
|
||||
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|
||||
#250
|
||||
Inside the Temple~
|
||||
The white marble floor has been polished to the point where you can see your
|
||||
The white marble floor has been polished to the point where one can see their
|
||||
own reflection perfectly. Not a single marr or scratch on it's flawless
|
||||
surface. The echo of people walking inside the temple can be heard, though not
|
||||
pinpointed.
|
||||
pinpointed.
|
||||
~
|
||||
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|
||||
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|
||||
@@ -978,10 +982,10 @@ D3
|
||||
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|
||||
#251
|
||||
The Center of Sanctus~
|
||||
You stand in the exact center of the city of Sanctus. From this spot is
|
||||
where Rumble and Ferret began restoring order to the world. Many tales abound
|
||||
about this fabled temple and its founders. Most are just that, tales, but many
|
||||
hold truths beyond what even the storytellers realize.
|
||||
This open space seems to be the exact center of the city of Sanctus. From
|
||||
this spot is where Rumble and Ferret began restoring order to the world. Many
|
||||
tales abound about this fabled temple and its founders. Most are just that,
|
||||
tales, but many hold truths beyond what even the storytellers realize.
|
||||
~
|
||||
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|
||||
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|
||||
@@ -1007,12 +1011,12 @@ D4
|
||||
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|
||||
#252
|
||||
Inside the Temple of Sanctus~
|
||||
The fluted columns of white marble laced with gold sets your mouth agape.
|
||||
The workmanship required to create this place must have been unbelievable.
|
||||
Must be the rumours that it was created by the gods are true. Several benches
|
||||
can be seen to the north. The sound of running water can be heard to the west.
|
||||
To the south you see people in prayer, while to the east you see a small room
|
||||
with several people gossiping.
|
||||
The fluted columns of white marble laced with gold are enough to make
|
||||
anyone's mouth gape. The workmanship required to create this place must have
|
||||
been unbelievable. Must be the rumours that it was created by the gods are
|
||||
true. Several benches can be seen to the north. The sound of running water can
|
||||
be heard to the west. To the south people can be seen, busy in prayer, while to
|
||||
the east a small room lies, full of several people gossiping.
|
||||
~
|
||||
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|
||||
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|
||||
@@ -1035,9 +1039,9 @@ S
|
||||
#253
|
||||
The Social Board Room~
|
||||
It is here the people of Sanctus come to discuss anything and everything.
|
||||
This board is used for no other reason than to socialize with one and another.
|
||||
This board is used for no other reason than to socialize with one another.
|
||||
Various boards can be found throughout the realm. This one can be viewed by
|
||||
anyone.
|
||||
anyone.
|
||||
~
|
||||
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|
||||
D3
|
||||
@@ -1072,10 +1076,10 @@ D4
|
||||
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|
||||
#255
|
||||
Under the Inner Wall~
|
||||
This passage through the inner city wall reminds you of a tunnel. The wall
|
||||
is so thick that no matter the time of day shadows still lurk everywhere under
|
||||
here. A portculis is built into the ceiling above you. Must be the controls
|
||||
for it are on top of it.
|
||||
This passage through the inner city wall is reminiscent of of a tunnel. The
|
||||
wall is so thick that no matter the time of day shadows still lurk everywhere
|
||||
under here. A portculis is built into the ceiling high above. Must be the
|
||||
controls for it are on top of it.
|
||||
~
|
||||
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|
||||
D1
|
||||
@@ -1089,10 +1093,10 @@ D3
|
||||
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|
||||
#256
|
||||
The Eastern Intersection~
|
||||
You stand on the Eastern Road that travels from the east gate to the Temple
|
||||
of Sanctus. North lies the Thieves Quarter while to the South you can enter
|
||||
the Magi's Quarter. This road bustles with activity as people go about their
|
||||
daily lives.
|
||||
This intersection stands on the Eastern Road that travels from the east gate
|
||||
to the Temple of Sanctus. North lies the Thieves Quarter while to the South one
|
||||
can enter the Magi's Quarter. This road bustles with activity as people go
|
||||
about their daily lives.
|
||||
~
|
||||
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|
||||
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|
||||
@@ -1114,10 +1118,10 @@ D3
|
||||
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|
||||
#257
|
||||
The Eastern Road~
|
||||
The Eastern intersection is just to your west. To the north lies the
|
||||
Thieves Quarter and their warehouse. South is the Magi's Mansion and the
|
||||
Magi's Quarter. To the east you can exit the city through the Eastern Gate.
|
||||
The infamous Temple of Sanctus can be seen rising from the center of the city.
|
||||
The Eastern intersection is just to the west. To the north lies the Thieves
|
||||
Quarter and their warehouse. South is the Magi's Mansion and the Magi's
|
||||
Quarter. To the east one can exit the city through the Eastern Gate. The
|
||||
infamous Temple of Sanctus can be seen rising from the center of the city.
|
||||
~
|
||||
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|
||||
D1
|
||||
@@ -1131,10 +1135,10 @@ D3
|
||||
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|
||||
#258
|
||||
The Eastern Road~
|
||||
You travel along the Eastern Road. The gate lies to the east while the
|
||||
entire city spreads out before you to the west. The safety of the city is
|
||||
preferred by almost everyone. But, some people choose to live outside the east
|
||||
gate where there are very few troubles or mishaps.
|
||||
This road passes along the Eastern Road. The gate lies to the east while the
|
||||
entire city spreads out to the west. The safety of the city is preferred by
|
||||
almost everyone. But, some people choose to live outside the east gate where
|
||||
there are very few troubles or mishaps.
|
||||
~
|
||||
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|
||||
D1
|
||||
@@ -1148,10 +1152,10 @@ D3
|
||||
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|
||||
#259
|
||||
The Eastern Gate~
|
||||
The dome stretches out further than usual here, covering some sections of
|
||||
the residential district. This area is known for it's relative safety. Very
|
||||
few problems arise from beyond the east gate. The city of Sanctus lies to the
|
||||
west. To the east you can see the remains of an old gatheouse.
|
||||
The dome stretches out further than usual here, covering some sections of the
|
||||
residential district. This area is known for it's relative safety. Very few
|
||||
problems arise from beyond the east gate. The city of Sanctus lies to the west.
|
||||
To the east one can see the remains of an old gatehouse.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D3
|
||||
@@ -1192,10 +1196,10 @@ D2
|
||||
S
|
||||
#262
|
||||
Clerics Avenue~
|
||||
To the north you can leave the Clerics Quarter and either continue to the
|
||||
To the north one can leave the Clerics Quarter and either continue to the
|
||||
Warriors Quarter, go east into the Temple of Sanctus or west to the western
|
||||
gate. A large building and the inner city wall on each side of this north
|
||||
south street leaves little room for walking.
|
||||
gate. A large building and the inner city wall on each side of this north south
|
||||
street leaves little room for walking.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -1211,8 +1215,8 @@ S
|
||||
The Western Temple Circle~
|
||||
The inner city not only holds the temple, but also numerous shops for the
|
||||
town folk. Everything, well almost everything, can be found within these walls
|
||||
to support the town. A woman lugging a sack full of groceries arrives from the
|
||||
east.
|
||||
to support the town. Women lugging sacks full of groceries arrive from the east
|
||||
and pass down the street.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -1232,8 +1236,8 @@ S
|
||||
The Town Grocer~
|
||||
Chunks of ice lie in crates of sawdust to cool the perishable items. Fruit
|
||||
and vegetable stands line both walls. This shop seems to carry everything,
|
||||
except bread and meat. Must be the Baker, Butcher, and Grocer have an
|
||||
understanding.
|
||||
except bread and meat. Must be the baker, butcher, and grocer have an
|
||||
understanding.
|
||||
~
|
||||
2 8 0 0 0 0
|
||||
D3
|
||||
@@ -1262,8 +1266,8 @@ S
|
||||
Inside the Temple of Sanctus~
|
||||
This is the main passage through the temple. Small rooms to each side are
|
||||
unusually quiet. It appears people are in prayer inside. The center of the
|
||||
Temple lies to the north. The white marble floor, walls, and ceilings of the
|
||||
temple are spotless.
|
||||
temple lies to the north. The white marble floor, walls, and ceilings of the
|
||||
temple are spotless.
|
||||
~
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
@@ -1285,10 +1289,10 @@ D3
|
||||
S
|
||||
#267
|
||||
A Room of Prayer~
|
||||
The room surrounds you in a soft glow from dozens of candles lining the
|
||||
walls, filling the alter and even hanging from the ceiling by chandeliers.
|
||||
The candles are scented, leaving a faint aroma of spring flowers. Cushions of
|
||||
various colors cover the floor in precise rows.
|
||||
The room is surrounded with a soft glow from dozens of candles lining the
|
||||
walls, filling the alter and even hanging from the ceiling by chandeliers. The
|
||||
candles are scented, leaving a faint aroma of spring flowers. Cushions of
|
||||
various colors cover the floor in precise rows.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -1315,10 +1319,10 @@ D1
|
||||
S
|
||||
#269
|
||||
The Eastern Temple Circle~
|
||||
The smell of tanned hides and flowers comes from the east, how strange.
|
||||
You are just inside the market center of Sanctus. The stores have all taken up
|
||||
shop surrounding the Temple. They originally were afraid the outer city could
|
||||
be overrun, but now they are just too lazy to move.
|
||||
The smell of tanned hides and flowers comes from the west, how strange.
|
||||
This circle lies just inside the market center of Sanctus. The stores have all
|
||||
taken up shop surrounding the Temple. They originally were afraid the outer
|
||||
city could be overrun, but now they are just too lazy to move.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -1335,12 +1339,12 @@ D3
|
||||
0 0 268
|
||||
S
|
||||
#270
|
||||
Magis Avenue~
|
||||
Magi Avenue~
|
||||
A fabulous mansion sits on a small hill to the east. The entrance is far to
|
||||
the south . To the north you can leave the Magi's Quarter and travel along the
|
||||
the south . To the north one can leave the Magi's Quarter and travel along the
|
||||
Eastern Road or head further north into the Thieves Quarter. This Quarter of
|
||||
the city is very well maintained, decorative streetlamps line both sides of the
|
||||
wide street.
|
||||
wide street.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -1423,10 +1427,10 @@ D3
|
||||
S
|
||||
#275
|
||||
Clerics Avenue~
|
||||
The building to your west is the Hall of Clerics were the High Council holds
|
||||
audience with any who request it. To the east the inner city wall look about
|
||||
as impenetrable as any wall you have ever seen. Clerics Avenue continues north
|
||||
and south.
|
||||
The building to the west is the Hall of Clerics where the High Council holds
|
||||
audience with any who request it. To the east the inner city wall looks about
|
||||
as impenetrable as any wall ever seen. Clerics Avenue continues north and
|
||||
south.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -1463,8 +1467,8 @@ S
|
||||
The Town Jeweler~
|
||||
Display cases of very nice looking gems sit in the back of the room behind
|
||||
some steel bars. Must be the jeweler has had problems with thieves. Several
|
||||
nuggets of strang minerals are display on shelves all around you. Lucky is the
|
||||
individual who can find some of these valuable items to sell.
|
||||
nuggets of strange minerals are display on shelves all around. Lucky is the
|
||||
individual who can find some of these valuable items to sell.
|
||||
~
|
||||
2 8 0 0 0 0
|
||||
D3
|
||||
@@ -1475,9 +1479,9 @@ S
|
||||
#278
|
||||
The Butcher~
|
||||
Slabs of meat are suspended from hooks hanging from the rafters overhead.
|
||||
Everything from rabbit, to cow, to... That one looks an awful lot like a cat.
|
||||
Any meat you may need, this guy sells it. Blood covers the counter and the
|
||||
small cutting area behind it.
|
||||
Everything from rabbit, to cow, to goodness knows what. One of the pieces looks
|
||||
an awful lot like a cat. Any meat a person may need, this guy sells it. Blood
|
||||
covers the counter and the small cutting area behind it.
|
||||
~
|
||||
2 8 0 0 0 0
|
||||
D2
|
||||
@@ -1487,10 +1491,10 @@ D2
|
||||
S
|
||||
#279
|
||||
Southern Temple Entrance~
|
||||
You stand in a small foyier at the southern end of the Temple of Sanctus.
|
||||
The white marble walls have been polished smooth. A small road to the south
|
||||
leads to the Cleric's and Magi's quarters of the city. The scent of flowers
|
||||
soothes you.
|
||||
This appears to be a small foyer at the southern end of the Temple of
|
||||
Sanctus. The white marble walls have been polished smooth. A small road to the
|
||||
south leads to the Cleric's and Magi's quarters of the city. The scent of
|
||||
flowers fills the air with a soothing aroma.
|
||||
~
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
@@ -1506,8 +1510,8 @@ S
|
||||
The Bakery~
|
||||
Everything is covered in dust, or actually maybe that is flour. A hefty
|
||||
woman behind the counter is pounding relentlessly on a stubborn hunk of dough.
|
||||
Those arms on her remind you of the smithy. Various baked goods fill the
|
||||
entire room. Baked fresh daily of course.
|
||||
Those arms on her are similar to those of the smithy. Various baked goods fill
|
||||
the entire room. Baked fresh daily of course.
|
||||
~
|
||||
2 8 0 0 0 0
|
||||
D2
|
||||
@@ -1517,10 +1521,10 @@ D2
|
||||
S
|
||||
#281
|
||||
The General Store~
|
||||
Various types of hardware needed by any wanna be adventurer fills bins and
|
||||
Various types of hardware needed by any wanna be adventurer fill bins and
|
||||
buckets around the store. The items look second hand, but they would all serve
|
||||
their purpose. A few other customers wander the store. They can't seem to
|
||||
find what they are looking for either.
|
||||
their purpose. A few other customers wander the store. They can't seem to find
|
||||
what they are looking for either.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
@@ -1531,9 +1535,8 @@ S
|
||||
#282
|
||||
The Eastern Temple Circle~
|
||||
A large shop to the west displays a few packs, some lanterns, and even some
|
||||
mining equipment. The cobblestone road is blocked to the east by the inner
|
||||
city wall and several stores crowd against the Temple of Sanctus to the west.
|
||||
|
||||
mining equipment. The cobblestone road is blocked to the east by the inner city
|
||||
wall and several stores crowd against the Temple of Sanctus to the west.
|
||||
~
|
||||
2 8 0 0 0 0
|
||||
D0
|
||||
@@ -1550,11 +1553,11 @@ D3
|
||||
0 0 281
|
||||
S
|
||||
#283
|
||||
Magis Avenue~
|
||||
The streetlamps glow an unnatural white, upon closer examination you realize
|
||||
they must be magical in nature since no oil you've ever seen burns that color.
|
||||
The beautiful cobblestone road meanders north and south. The Magi Mansion to
|
||||
the east looks glorious.
|
||||
Magi Avenue~
|
||||
The streetlamps glow an unnatural white, upon closer examination it becomes
|
||||
obvious that they must be magical in nature since no oil you've ever seen burns
|
||||
that color. The beautiful cobblestone road meanders north and south. The Magi
|
||||
Mansion to the east looks glorious.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -1644,11 +1647,11 @@ D2
|
||||
S
|
||||
#288
|
||||
Clerics Avenue~
|
||||
The inner city wall to your east consists of large boulders, that look to be
|
||||
too big to move by any humans, and some sort of filler. The wall rises at
|
||||
least three times your height and you can not tell how thick it must be. You
|
||||
hear the sound of clanking armor and idle chat as guards on the wall above you
|
||||
make their rounds.
|
||||
The inner city wall to the east consists of large boulders, that look to be
|
||||
too big to move by any humans, and some sort of filler. The wall rises at least
|
||||
three times the average man's height and one can not tell how thick it must be.
|
||||
YouThe sound of clanking armor can be heard, along with idle chat as guards on
|
||||
the wall above you make their rounds.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -1662,10 +1665,10 @@ D2
|
||||
S
|
||||
#289
|
||||
The Southern Temple Circle~
|
||||
You've reached the southeastern intersection of the inner city. The south
|
||||
and west inner city walls merge here. A set of stone stairs lead up into a
|
||||
small lookout post above you. The street turns here, wrapping around the
|
||||
Temple of Sanctus.
|
||||
This circle appears to be the southeastern intersection of the inner city.
|
||||
The south and west inner city walls merge here. A set of stone stairs lead up
|
||||
into a small lookout post high above. The street turns here, wrapping around
|
||||
the Temple of Sanctus.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -1683,10 +1686,10 @@ D4
|
||||
S
|
||||
#290
|
||||
The Southern Temple Circle~
|
||||
The cobblestone street continues to the east and west along the southern
|
||||
wall of the inner city. Small shops line the road to your north. The Tower of
|
||||
Sanctus, with it's single tall spire reaching to the heavens, looks
|
||||
magnificient. A style of workmanshi that has never been surpassed.
|
||||
The cobblestone street continues to the east and west along the southern wall
|
||||
of the inner city. Small shops line the road to the north. The Tower of
|
||||
Sanctus, with its single tall spire reaching to the heavens, looks magnificent.
|
||||
A style of workmanship that has never been surpassed.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
@@ -1701,9 +1704,9 @@ S
|
||||
#291
|
||||
The Southern Temple Circle~
|
||||
The smell of fresh, and not so fresh, meat wafts in from the north. A sign
|
||||
swaying above the door in the breeze depicts a hunk of meat crosse with a
|
||||
butcher's axe. You can see an intersection just to the east where you can exit
|
||||
the inner city or enter the Temple.
|
||||
swaying above the door in the breeze depicts a hunk of meat crossed with a
|
||||
butcher's axe. An intersection can be seen just to the east where one can exit
|
||||
the inner city or enter the temple.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -1721,9 +1724,9 @@ D3
|
||||
S
|
||||
#292
|
||||
The Southern Temple Circle Intersection~
|
||||
The southern entrance to the Temple of Sanctus lies just to your north.
|
||||
You may also travel along the Temple Circle east and west. To the south you
|
||||
can exit the inner city and work your way into the Magi's or Cleric's Quarters.
|
||||
The southern entrance to the Temple of Sanctus lies just to the north. It is
|
||||
also possible to travel along the Temple Circle east and west. To the south one
|
||||
can exit the inner city and work their way into the magi or clerics' Quarters.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -1745,10 +1748,10 @@ D3
|
||||
S
|
||||
#293
|
||||
The Southern Temple Circle~
|
||||
The smell of freshly baked bread assails your nostrils and makes your
|
||||
stomach rumble. To the west you can see an intersection that can lead into the
|
||||
Temple to the north or exit the inner city to the south. The inner city wall
|
||||
stretches east and west alon the Temple Circle.
|
||||
The smell of freshly baked bread wafts heavily through the air, tempting
|
||||
feelings of hunger. To the west can be seen an intersection that can lead into
|
||||
the temple to the north or exit the inner city to the south. The inner city
|
||||
wall stretches east and west along the Temple Circle.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
@@ -1766,10 +1769,10 @@ D3
|
||||
S
|
||||
#294
|
||||
The Southern Temple Circle~
|
||||
The cobblestone street continues to the east and west along the southern
|
||||
wall of the inner city. Small shops line the road to your north. The Tower of
|
||||
Sanctus, with it's single tall spire reaching to the heavens, looks
|
||||
magnificient. A style of workmanshi that has never been surpassed.
|
||||
The cobblestone street continues to the east and west along the southern wall
|
||||
of the inner city. Small shops line the road to the north. The Tower of
|
||||
Sanctus, with its single tall spire reaching to the heavens, looks magnificent.
|
||||
A style of workmanship that has never been surpassed.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D1
|
||||
@@ -1804,12 +1807,11 @@ D4
|
||||
0 0 122
|
||||
S
|
||||
#296
|
||||
Magis Avenue~
|
||||
The stark inner city wall to the west bears a sharp contrast to the
|
||||
luxurious mansion to the east. The Magi have trained hard to become very
|
||||
powerful within the city and have begun living the life that shows it. Unlike
|
||||
the Clerics who do not believe in worldly possessions the Magi surround
|
||||
themselves with it.
|
||||
Magi Avenue~
|
||||
The stark inner city wall to the west bears a sharp contrast to the luxurious
|
||||
mansion to the east. The magi have trained hard to become very powerful within
|
||||
the city and have begun living the life that shows it. Unlike the clerics who
|
||||
do not believe in worldly possessions the Magi surround themselves with it.
|
||||
~
|
||||
2 0 0 0 0 0
|
||||
D0
|
||||
|
||||
@@ -46,75 +46,6 @@ D5
|
||||
~
|
||||
0 0 2798
|
||||
E
|
||||
7~
|
||||
The orb is only kept in one place, held by the skeletal creature in room
|
||||
2763. The only problem is that the way in is a one way exit, the only other
|
||||
ways out are a death trap to the east.. Or to kneel to the creature so that he
|
||||
teleports you out. In order to get the orb you must kill the creature, which
|
||||
then leaves you trapped there... Or does it? ;-) There is a memlin child in
|
||||
room 2722 who will explain to you the wonders of Dynar magic - namely that a
|
||||
glowing circle works as a portal. So, all you need to do is kill the creature,
|
||||
take the orb and KNEEL CIRCLE to get out.
|
||||
~
|
||||
E
|
||||
6~
|
||||
The Sorceress does two main things while fighting. First, she will randomly
|
||||
cause a circle of fire to flare up, that will damage you if you try to flee or
|
||||
exit the room. Second, she will occasionally use her staff to fireball anyone
|
||||
attacking her. If you kill her in the normal way, her staff will remain behind
|
||||
and reincarnate her after a few minutes. The only way to permanently get rid of
|
||||
her, and get ahold of her items, is to get the glowing orb from the skeletal
|
||||
creature in room 2763. Once you have the orb, you must defeat the sorceress in
|
||||
the normal way and then USE ORB as soon as she is gone and only her staff
|
||||
remains. This will dissolve the remaining fire elemental and kill the sorceress
|
||||
permanently. It will also leave behind everything she was wearing. By the way,
|
||||
her firey dress will burn whoever wears it, unless they are also wearing the
|
||||
crystal nymph ring.
|
||||
~
|
||||
E
|
||||
5~
|
||||
The shard of glass (2727) that loads in room 2754 will change colours and
|
||||
display a message when you pick it up. The colour/message is different for
|
||||
each class of player.
|
||||
~
|
||||
E
|
||||
4~
|
||||
Upon entering room 2742, a little girl will appear and transform herself
|
||||
into a doll (2723). This doll when kept in your inventory will perform attacks
|
||||
randomly when you fight. It will do this three times and then change back into
|
||||
a girl who runs away. (The doll will only load once in this room until you
|
||||
either use up its three attacks, or pass room 2702)
|
||||
~
|
||||
E
|
||||
3~
|
||||
The Goethite shackle (2708) when worn, cannot be removed except for in the
|
||||
center of the Twilight Temple (2743) where the Keeper will remove it
|
||||
automatically for you.
|
||||
~
|
||||
E
|
||||
2~
|
||||
In room 2767 you will find a dying memlin who will ask you to hasten his
|
||||
death. If you kill him, you can find a diary in his corpse (creature quest),
|
||||
and he will also ask you to find his daughter with his dying breath, mentioning
|
||||
"Sandy.. Tunn... ". This is a reference to room 2706 (Sandy Tunnel) where a
|
||||
set of footprints can be seen in the description. If you follow those
|
||||
footprints to Room 2712 you can type exa footprints and see that they lead into
|
||||
a hidden door east. You'll find a lost child beyond that door (room 2719) who
|
||||
will ask you to help her find her room. Beckoning the child makes her follow
|
||||
you, and patting her makes her stop (the child will run back to the cupboard if
|
||||
the room is not found within a few minutes). Upon patting the child in room
|
||||
2724, she will tell you that something is hidden in the floorboards back where
|
||||
you found her. Examining those floorboards (room 2719) will reveal a hidden key
|
||||
that allows passage through the glassygates into the Sorceress' palace area.
|
||||
~
|
||||
E
|
||||
1~
|
||||
The northern exit in room 2707 will normally repel you, causing you to sit
|
||||
down if you try to enter. When you stand up, the resident memlin will explain
|
||||
that only the enslaved may enter. This means.. You guessed it, you have to be
|
||||
wearing the Goethite shackle to be allowed to pass.
|
||||
~
|
||||
E
|
||||
spoilers~
|
||||
Ahhh, cheater!! Don't you want to enjoy the zone?! *sniff*, ok, if you
|
||||
really have to look there are a few little secrets listed here to spoil your
|
||||
@@ -134,6 +65,75 @@ zone exploring pleasure. Just type look # to look at each one.
|
||||
|
||||
7: Getting the Orb
|
||||
~
|
||||
E
|
||||
1~
|
||||
The northern exit in room 2707 will normally repel you, causing you to sit
|
||||
down if you try to enter. When you stand up, the resident memlin will explain
|
||||
that only the enslaved may enter. This means.. You guessed it, you have to be
|
||||
wearing the Goethite shackle to be allowed to pass.
|
||||
~
|
||||
E
|
||||
2~
|
||||
In room 2767 you will find a dying memlin who will ask you to hasten his
|
||||
death. If you kill him, you can find a diary in his corpse (creature quest),
|
||||
and he will also ask you to find his daughter with his dying breath, mentioning
|
||||
"Sandy.. Tunn... ". This is a reference to room 2706 (Sandy Tunnel) where a
|
||||
set of footprints can be seen in the description. If you follow those
|
||||
footprints to Room 2712 you can type exa footprints and see that they lead into
|
||||
a hidden door east. You'll find a lost child beyond that door (room 2719) who
|
||||
will ask you to help her find her room. Beckoning the child makes her follow
|
||||
you, and patting her makes her stop (the child will run back to the cupboard if
|
||||
the room is not found within a few minutes). Upon patting the child in room
|
||||
2724, she will tell you that something is hidden in the floorboards back where
|
||||
you found her. Examining those floorboards (room 2719) will reveal a hidden key
|
||||
that allows passage through the glassygates into the Sorceress' palace area.
|
||||
~
|
||||
E
|
||||
3~
|
||||
The Goethite shackle (2708) when worn, cannot be removed except for in the
|
||||
center of the Twilight Temple (2743) where the Keeper will remove it
|
||||
automatically for you.
|
||||
~
|
||||
E
|
||||
4~
|
||||
Upon entering room 2742, a little girl will appear and transform herself
|
||||
into a doll (2723). This doll when kept in your inventory will perform attacks
|
||||
randomly when you fight. It will do this three times and then change back into
|
||||
a girl who runs away. (The doll will only load once in this room until you
|
||||
either use up its three attacks, or pass room 2702)
|
||||
~
|
||||
E
|
||||
5~
|
||||
The shard of glass (2727) that loads in room 2754 will change colours and
|
||||
display a message when you pick it up. The colour/message is different for
|
||||
each class of player.
|
||||
~
|
||||
E
|
||||
6~
|
||||
The Sorceress does two main things while fighting. First, she will randomly
|
||||
cause a circle of fire to flare up, that will damage you if you try to flee or
|
||||
exit the room. Second, she will occasionally use her staff to fireball anyone
|
||||
attacking her. If you kill her in the normal way, her staff will remain behind
|
||||
and reincarnate her after a few minutes. The only way to permanently get rid of
|
||||
her, and get ahold of her items, is to get the glowing orb from the skeletal
|
||||
creature in room 2763. Once you have the orb, you must defeat the sorceress in
|
||||
the normal way and then USE ORB as soon as she is gone and only her staff
|
||||
remains. This will dissolve the remaining fire elemental and kill the sorceress
|
||||
permanently. It will also leave behind everything she was wearing. By the way,
|
||||
her firey dress will burn whoever wears it, unless they are also wearing the
|
||||
crystal nymph ring.
|
||||
~
|
||||
E
|
||||
7~
|
||||
The orb is only kept in one place, held by the skeletal creature in room
|
||||
2763. The only problem is that the way in is a one way exit, the only other
|
||||
ways out are a death trap to the east.. Or to kneel to the creature so that he
|
||||
teleports you out. In order to get the orb you must kill the creature, which
|
||||
then leaves you trapped there... Or does it? ;-) There is a memlin child in
|
||||
room 2722 who will explain to you the wonders of Dynar magic - namely that a
|
||||
glowing circle works as a portal. So, all you need to do is kill the creature,
|
||||
take the orb and KNEEL CIRCLE to get out.
|
||||
~
|
||||
S
|
||||
#2701
|
||||
The Mouth of an Obscured Cave~
|
||||
@@ -158,9 +158,9 @@ air wafting from the branches.
|
||||
~
|
||||
0 0 2798
|
||||
E
|
||||
trees~
|
||||
The trees seem to close heavily around the cave entrance, almost concealing
|
||||
it as though willed by some magic to do so.
|
||||
cave~
|
||||
This open cave is so dark you can hardly see inside, but silent figures can
|
||||
be seen lurking just within the shadows.
|
||||
~
|
||||
E
|
||||
rubble piles~
|
||||
@@ -168,9 +168,9 @@ rubble piles~
|
||||
the surrounding air.
|
||||
~
|
||||
E
|
||||
cave~
|
||||
This open cave is so dark you can hardly see inside, but silent figures can
|
||||
be seen lurking just within the shadows.
|
||||
trees~
|
||||
The trees seem to close heavily around the cave entrance, almost concealing
|
||||
it as though willed by some magic to do so.
|
||||
~
|
||||
S
|
||||
#2702
|
||||
@@ -264,15 +264,15 @@ flickering within and a thin layer of sand covers the floor.
|
||||
~
|
||||
0 0 2706
|
||||
E
|
||||
pile rocks~
|
||||
This pile of rocks has a strange powdery coating, the pale yellowish colour
|
||||
and the surrounding smell indicates that it might be sulfur.
|
||||
~
|
||||
E
|
||||
sharp stalactites~
|
||||
These mineral encrustations look to have formed over many months or even
|
||||
years, jagged and sparkling like dry icicles.
|
||||
~
|
||||
E
|
||||
pile rocks~
|
||||
This pile of rocks has a strange powdery coating, the pale yellowish colour
|
||||
and the surrounding smell indicates that it might be sulfur.
|
||||
~
|
||||
S
|
||||
#2705
|
||||
Beneath the Roots~
|
||||
@@ -317,15 +317,15 @@ entrance like menacing teeth.
|
||||
~
|
||||
0 0 2704
|
||||
E
|
||||
flickering lantern~
|
||||
This lantern has been attached to the wall so that it cannot be taken. A
|
||||
bright flame burns steadily, illuminating the way.
|
||||
~
|
||||
E
|
||||
footprints~
|
||||
These tiny footprints, leading to the north, are unusually small but
|
||||
unmistakeably memlin, indicating the presence of children in these caverns.
|
||||
~
|
||||
E
|
||||
flickering lantern~
|
||||
This lantern has been attached to the wall so that it cannot be taken. A
|
||||
bright flame burns steadily, illuminating the way.
|
||||
~
|
||||
S
|
||||
#2707
|
||||
A Dusty Supply Room~
|
||||
@@ -350,9 +350,9 @@ and an unpleasant smell drifts from this direction.
|
||||
undefined~
|
||||
0 0 2704
|
||||
E
|
||||
tools~
|
||||
Various picks, shovels, and the occasional rusted knife lie abandoned here,
|
||||
unusable by the look of them.
|
||||
curtain~
|
||||
A strange mist surrounds the northern curtain, circulating slowly but not
|
||||
dispersing, as if it guarded the way.
|
||||
~
|
||||
E
|
||||
mine cart~
|
||||
@@ -360,9 +360,9 @@ mine cart~
|
||||
and on closer inspection one of the wheels looks cracked beyond repair.
|
||||
~
|
||||
E
|
||||
curtain~
|
||||
A strange mist surrounds the northern curtain, circulating slowly but not
|
||||
dispersing, as if it guarded the way.
|
||||
tools~
|
||||
Various picks, shovels, and the occasional rusted knife lie abandoned here,
|
||||
unusable by the look of them.
|
||||
~
|
||||
S
|
||||
T 2717
|
||||
@@ -501,9 +501,13 @@ unseen light source.
|
||||
~
|
||||
0 0 2713
|
||||
E
|
||||
grassy moss~
|
||||
These tiny tufts of moss give a welcome splash of green to the sandy brown
|
||||
of these tunnels, scenting the air subtly as well.
|
||||
tiny fading footprints~
|
||||
These little footprints seem to vanish mysteriously to the east.
|
||||
~
|
||||
E
|
||||
sign~
|
||||
This sign has been filled with various words and numbers that appear to be
|
||||
dates, but not particularly legible or significant to non-memlins.
|
||||
~
|
||||
E
|
||||
large round bench~
|
||||
@@ -512,13 +516,9 @@ memlins, though judging by its slightly buckling legs, it has probably held
|
||||
more.
|
||||
~
|
||||
E
|
||||
sign~
|
||||
This sign has been filled with various words and numbers that appear to be
|
||||
dates, but not particularly legible or significant to non-memlins.
|
||||
~
|
||||
E
|
||||
tiny fading footprints~
|
||||
These little footprints seem to vanish mysteriously to the east.
|
||||
grassy moss~
|
||||
These tiny tufts of moss give a welcome splash of green to the sandy brown
|
||||
of these tunnels, scenting the air subtly as well.
|
||||
~
|
||||
S
|
||||
#2713
|
||||
@@ -564,16 +564,16 @@ way to a sandy path.
|
||||
~
|
||||
0 0 2713
|
||||
E
|
||||
thick crystal pane~
|
||||
This pane acts like a skylight, allowing the intense heat and light of the
|
||||
sun to flood the room, magnified by the refracting ability of the crystal.
|
||||
~
|
||||
E
|
||||
creeping vines~
|
||||
These vines look fantastically healthy and seem to be growing at a fast
|
||||
rate, wall-papering the sides and ceiling of the cave with various shades of
|
||||
green.
|
||||
~
|
||||
E
|
||||
thick crystal pane~
|
||||
This pane acts like a skylight, allowing the intense heat and light of the
|
||||
sun to flood the room, magnified by the refracting ability of the crystal.
|
||||
~
|
||||
S
|
||||
#2715
|
||||
Hovel Junction~
|
||||
@@ -632,9 +632,9 @@ movement filling the air.
|
||||
~
|
||||
0 0 2715
|
||||
E
|
||||
kitchen utensils~
|
||||
Various pieces of cutlery lie strewn apart, long handled spoons and sharp
|
||||
chopping knives, all in various stages of use.
|
||||
huge stacks plates~
|
||||
Most of these plates are smoothly carved from wood, chipped here and there in
|
||||
places as if well used, most stacked in dirty piles waiting to be cleaned.
|
||||
~
|
||||
E
|
||||
large pot~
|
||||
@@ -642,9 +642,9 @@ large pot~
|
||||
smell as every now and again something bobs to the surface and dips back down.
|
||||
~
|
||||
E
|
||||
huge stacks plates~
|
||||
Most of these plates are smoothly carved from wood, chipped here and there in
|
||||
places as if well used, most stacked in dirty piles waiting to be cleaned.
|
||||
kitchen utensils~
|
||||
Various pieces of cutlery lie strewn apart, long handled spoons and sharp
|
||||
chopping knives, all in various stages of use.
|
||||
~
|
||||
S
|
||||
#2717
|
||||
@@ -663,17 +663,17 @@ activity filling the air.
|
||||
~
|
||||
0 0 2715
|
||||
E
|
||||
various tools watering cans rakes~
|
||||
These tools all seem to play a major role in gardening and growing various
|
||||
crops, most of them starting to rust and decay from what appears to be lack of
|
||||
care.
|
||||
~
|
||||
E
|
||||
buckets pods seeds~
|
||||
A variety of green husks and several pouches of seeds spill carelessly into
|
||||
their bucket containers, some of them sprouting into tiny roots from the
|
||||
dampness.
|
||||
~
|
||||
E
|
||||
various tools watering cans rakes~
|
||||
These tools all seem to play a major role in gardening and growing various
|
||||
crops, most of them starting to rust and decay from what appears to be lack of
|
||||
care.
|
||||
~
|
||||
S
|
||||
#2718
|
||||
A Low Tunnel~
|
||||
@@ -696,15 +696,15 @@ water filling the air.
|
||||
~
|
||||
0 0 2712
|
||||
E
|
||||
faded blood streaks~
|
||||
It looks as if this place is a site of regular injury, old and new blood
|
||||
marks marring the otherwise shiny surface of the rock.
|
||||
~
|
||||
E
|
||||
film slimy moisture~
|
||||
The ground glistens wetly, a combination of what looks to be moulded water
|
||||
and weaving slug trails makes it appear very slippery indeed.
|
||||
~
|
||||
E
|
||||
faded blood streaks~
|
||||
It looks as if this place is a site of regular injury, old and new blood
|
||||
marks marring the otherwise shiny surface of the rock.
|
||||
~
|
||||
S
|
||||
T 2711
|
||||
#2719
|
||||
@@ -722,9 +722,10 @@ the surrounding rock, making the cupboard appear inescapable.
|
||||
seamlessdoor~
|
||||
1 0 2712
|
||||
E
|
||||
broken toys~
|
||||
A tiny clay doll's head lies in the dirt, its unblinking eyes coated in a
|
||||
delicate film of dust.
|
||||
old cobwebs~
|
||||
These webs look to be years old, any beauty to their carefully woven
|
||||
structure, long eroded, greyed and dimmed so that they are little more than
|
||||
fluttering ghosts in the breeze.
|
||||
~
|
||||
E
|
||||
useless tools~
|
||||
@@ -732,10 +733,9 @@ useless tools~
|
||||
ground, forgotten and left to rot.
|
||||
~
|
||||
E
|
||||
old cobwebs~
|
||||
These webs look to be years old, any beauty to their carefully woven
|
||||
structure, long eroded, greyed and dimmed so that they are little more than
|
||||
fluttering ghosts in the breeze.
|
||||
broken toys~
|
||||
A tiny clay doll's head lies in the dirt, its unblinking eyes coated in a
|
||||
delicate film of dust.
|
||||
~
|
||||
S
|
||||
#2720
|
||||
@@ -788,11 +788,6 @@ extends into darkness.
|
||||
~
|
||||
0 0 2723
|
||||
E
|
||||
several benches~
|
||||
These benches are simple in design, barely more than wooden slabs, fastened
|
||||
to the stony walls and worn in places.
|
||||
~
|
||||
E
|
||||
large stone sculpture weighing scales~
|
||||
A tall spiralling column of metallic rock stretches almost to the roof of the
|
||||
cavern, two elegant silvery arms spreadeagling out from either side. At the end
|
||||
@@ -800,6 +795,11 @@ of each a long loop of sparkling chain hangs down, each suspending a flat metal
|
||||
plate, a careful representation of the scales normally used for weighing and
|
||||
measuring.
|
||||
~
|
||||
E
|
||||
several benches~
|
||||
These benches are simple in design, barely more than wooden slabs, fastened
|
||||
to the stony walls and worn in places.
|
||||
~
|
||||
S
|
||||
#2722
|
||||
Cavernous Hot Spring~
|
||||
@@ -818,15 +818,15 @@ the swirling droplets of water.
|
||||
~
|
||||
0 0 2721
|
||||
E
|
||||
towels~
|
||||
These towels look as though they were once clean and fluffy, but now are
|
||||
little more than brown rags, used solely for getting the job done.
|
||||
~
|
||||
E
|
||||
lumps soap~
|
||||
These appear to have been mashed together out of some homemade substance and
|
||||
used as soap. Several of the slippery lumps sit in crevices along the spring.
|
||||
|
||||
~
|
||||
E
|
||||
towels~
|
||||
These towels look as though they were once clean and fluffy, but now are
|
||||
little more than brown rags, used solely for getting the job done.
|
||||
~
|
||||
S
|
||||
#2723
|
||||
@@ -851,15 +851,15 @@ tall sculpture rising from the ground.
|
||||
~
|
||||
0 0 2721
|
||||
E
|
||||
cubicle-like hollows~
|
||||
These little carved hollows seem to be used as bunk beds, comfortable looking
|
||||
arrangements of moss and bracken fluffed together into bedding piles.
|
||||
~
|
||||
E
|
||||
trailing vines~
|
||||
These dark veiny tendrils weave their way along the walls, providing firm
|
||||
support for anyone who would wish to climb inside the higher hollows.
|
||||
~
|
||||
E
|
||||
cubicle-like hollows~
|
||||
These little carved hollows seem to be used as bunk beds, comfortable looking
|
||||
arrangements of moss and bracken fluffed together into bedding piles.
|
||||
~
|
||||
S
|
||||
#2724
|
||||
Tiny Hollow~
|
||||
@@ -877,16 +877,16 @@ humidity.
|
||||
~
|
||||
0 0 2723
|
||||
E
|
||||
toys~
|
||||
Several basic children's toys lie scattered around, a bright pink ball
|
||||
particularly catches the eye, as does a rather beautiful painted doll.
|
||||
~
|
||||
E
|
||||
drawings~
|
||||
These drawings look meticulously done, many of the papers depicting the sun
|
||||
and the moon. A few of the newer ones show memlin stick-figures wielding picks
|
||||
and digging.
|
||||
~
|
||||
E
|
||||
toys~
|
||||
Several basic children's toys lie scattered around, a bright pink ball
|
||||
particularly catches the eye, as does a rather beautiful painted doll.
|
||||
~
|
||||
S
|
||||
#2725
|
||||
Kitchen Pantry~
|
||||
@@ -2209,15 +2209,8 @@ tranquility of this place.
|
||||
~
|
||||
27 8 0 0 0 0
|
||||
E
|
||||
wall-hung wall hung candles~
|
||||
These tall elegant candles burn brightly, scarlet flickers of flame dancing
|
||||
upon the wax as if to some unheard rhythm.
|
||||
~
|
||||
E
|
||||
beautiful bed~
|
||||
The smooth, dark frame of this bed has been carved by the hand of a skilled
|
||||
master, various artistic depictions of love emerging from the flowing lines of
|
||||
the wood as if they had grown there.
|
||||
test~
|
||||
Move bounce
|
||||
~
|
||||
E
|
||||
glass fountain~
|
||||
@@ -2226,8 +2219,15 @@ smooth pebbles within, small drops of water splashing over the side as it
|
||||
trickles.
|
||||
~
|
||||
E
|
||||
test~
|
||||
Move bounce
|
||||
beautiful bed~
|
||||
The smooth, dark frame of this bed has been carved by the hand of a skilled
|
||||
master, various artistic depictions of love emerging from the flowing lines of
|
||||
the wood as if they had grown there.
|
||||
~
|
||||
E
|
||||
wall-hung wall hung candles~
|
||||
These tall elegant candles burn brightly, scarlet flickers of flame dancing
|
||||
upon the wax as if to some unheard rhythm.
|
||||
~
|
||||
S
|
||||
$~
|
||||
|
||||
@@ -70,10 +70,10 @@ D2
|
||||
S
|
||||
#302
|
||||
The Southern Road~
|
||||
You walk underneath the inner city wall. The road turns into hard packed
|
||||
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.
|
||||
This road passes underneath the inner city wall. The surface turns into hard
|
||||
packed dirt. To the north one 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 and clerics' quarters.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
@@ -86,11 +86,11 @@ D2
|
||||
0 0 313
|
||||
S
|
||||
#303
|
||||
Magi's Avenue~
|
||||
The Tower of the Magi lies to the southwest. Just to the south you can see
|
||||
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.
|
||||
Magi Avenue~
|
||||
The Tower of the Magi lies to the southwest. Just to the south one can see
|
||||
where the inner city wall turns to the west. This avenue runs 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.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
@@ -203,8 +203,8 @@ D2
|
||||
0 0 323
|
||||
S
|
||||
#309
|
||||
Clerics' Alley~
|
||||
Within the Cleric's Quarters an adventurer has very little to worry about.
|
||||
Clerics Alley~
|
||||
Within the Clerics' Quarters an adventurer has very little to worry about.
|
||||
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.
|
||||
@@ -220,11 +220,12 @@ D3
|
||||
0 0 308
|
||||
S
|
||||
#310
|
||||
Clerics' Alley~
|
||||
The southern section of the inner city wall towers over you to the north.
|
||||
Clerics Alley~
|
||||
The southern section of the inner city wall towers high above to the north.
|
||||
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.
|
||||
or maybe three times the average man's height. One 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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|
||||
D1
|
||||
@@ -237,8 +238,8 @@ D3
|
||||
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|
||||
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|
||||
#311
|
||||
Clerics' Alley~
|
||||
The Tower of the High Council of Clerics' is almost as impressive as the
|
||||
Clerics Alley~
|
||||
The Tower of the High Council of Clerics is almost as impressive as the
|
||||
Temple of Sanctus. They look very similiar, except of course the Tower is much
|
||||
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
|
||||
@@ -255,7 +256,7 @@ D3
|
||||
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|
||||
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|
||||
#312
|
||||
Clerics' Alley~
|
||||
Clerics Alley~
|
||||
The inner city wall opens up just to the east into the southern road which
|
||||
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'
|
||||
@@ -274,10 +275,10 @@ S
|
||||
#313
|
||||
The Southern Road~
|
||||
A large gate has been built into the inner city wall here to allow
|
||||
adventurers to pass between the Temple and the southern half of the city. The
|
||||
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.
|
||||
adventurers to pass between the temple and the southern half of the city. The
|
||||
clerics' quarters lie to the west while the magi 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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|
||||
D0
|
||||
@@ -298,11 +299,11 @@ D3
|
||||
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|
||||
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|
||||
#314
|
||||
Magis' Alley~
|
||||
The black Tower of the Magi casts an intimidating shadow over you and the
|
||||
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.
|
||||
Magi Alley~
|
||||
The black Tower of the Magi casts an intimidating shadow over the
|
||||
surroundings and the underlying alley. 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.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D1
|
||||
@@ -315,11 +316,11 @@ D3
|
||||
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|
||||
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|
||||
#315
|
||||
Magis' Alley~
|
||||
Magi Alley~
|
||||
The sound of voices from above are impossible to locate. They could be
|
||||
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.
|
||||
window of the Tower of the Magi south of here. The voices are too low to be
|
||||
discernable.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D1
|
||||
@@ -332,7 +333,7 @@ D3
|
||||
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|
||||
S
|
||||
#316
|
||||
Magis' Alley~
|
||||
Magi Alley~
|
||||
The inner city wall is used to seperate the city into two seperate
|
||||
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
|
||||
@@ -349,11 +350,11 @@ D3
|
||||
0 0 315
|
||||
S
|
||||
#317
|
||||
Magis' Alley~
|
||||
You have reached the southeastern corner of the inner city wall where it
|
||||
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.
|
||||
Magi Alley~
|
||||
This alley has reached the southeastern corner of the inner city wall where
|
||||
it turns north along the Magi Avenue. The Tower of the Magi still looms heavy
|
||||
over the surroundings oppressively. The sounds of voices echo between the tower
|
||||
and the inner city wall, very disturbing.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D1
|
||||
@@ -368,9 +369,9 @@ S
|
||||
#318
|
||||
The Southeastern Intersection~
|
||||
A small alley ducks between the Tower of the Magi and the southern section of
|
||||
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.
|
||||
the inner city wall. The Magi Mansion lies just to the east, so extravagant
|
||||
that it is almost at the point of becoming an eyesore. The Tower contains the
|
||||
fabled Orb of Sanctum, but few are ever lucky enough to lay their eyes on it.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
@@ -473,9 +474,9 @@ D3
|
||||
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|
||||
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|
||||
#323
|
||||
Clerics' Avenue~
|
||||
Clerics Avenue~
|
||||
The entrance to both the Hall of Clerics and the Tower of the High Council
|
||||
are just to the south. You see a small intersection to the north where the
|
||||
are just to the south. One can see a small intersection to the north where the
|
||||
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.
|
||||
@@ -551,10 +552,10 @@ S
|
||||
#327
|
||||
An Advanced Training Room~
|
||||
A small child lay on a cot circled by several young clerics dressed in white
|
||||
robes. As you watch one of them lays a gentle hand on the child's forehead
|
||||
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.
|
||||
robes. One of them lays a gentle hand on the child's forehead 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.
|
||||
~
|
||||
3 8 0 0 0 0
|
||||
D2
|
||||
@@ -568,10 +569,10 @@ D3
|
||||
S
|
||||
#328
|
||||
The Southern Road~
|
||||
You walk between the pristine Tower of the High Council of Clerics and the
|
||||
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.
|
||||
This path passes between the pristine Tower of the High Council of Clerics
|
||||
and the 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.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
@@ -602,7 +603,7 @@ D2
|
||||
S
|
||||
#330
|
||||
The Training Room~
|
||||
The Magiwithin the tower train to help protect the city from invasion.
|
||||
The Magi within the tower train to help protect the city from invasion.
|
||||
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.
|
||||
@@ -624,9 +625,9 @@ S
|
||||
#331
|
||||
The Training Room~
|
||||
Several older students are sitting in on a class about the protective dome
|
||||
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.
|
||||
that upholds the balance within the city. Mention of the Orb of Sanctus
|
||||
whispers around the room, and of how the gods bestowed it upon the Master Magi
|
||||
to preserve and protect. Without the Orb the city would surely fall.
|
||||
~
|
||||
3 8 0 0 0 0
|
||||
D1
|
||||
@@ -645,9 +646,9 @@ S
|
||||
#332
|
||||
The Training Room~
|
||||
A Master Magi overlooks several students as they pass between themselves a
|
||||
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.
|
||||
small flickering ball of light. The Master Magi casts a stern eye over anyone
|
||||
watching and motions them away. No one disagrees with a Master Magi, at least
|
||||
no one that wishes to live.
|
||||
~
|
||||
3 8 0 0 0 0
|
||||
D2
|
||||
@@ -660,12 +661,12 @@ D3
|
||||
0 0 331
|
||||
S
|
||||
#333
|
||||
Magis Avenue~
|
||||
The street narrows here as it passes between the Tower and the Mansion.
|
||||
You can hear strange incantations coming from an open window in the black
|
||||
tower, far above your head. The Magi train young students within to take their
|
||||
Magi Avenue~
|
||||
The street narrows here as it passes between the tower and the mansion. One
|
||||
can hear strange incantations coming from an open window in the black tower, far
|
||||
above the other buildings. The Magi train young students within to take their
|
||||
place, but fewer and fewer meet the requirements and actually survive the
|
||||
training.
|
||||
training.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
@@ -756,9 +757,9 @@ S
|
||||
The Clerics' Quarters~
|
||||
Large doors to the east and west lead into the Hall of Clerics and the Tower
|
||||
of the High Council respectively. To the south a small shop displaying a sign
|
||||
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.
|
||||
with multi-colored herbs swings in the gentle breeze. The Tower rises far
|
||||
above, its two spires reaching almost as high as the Temple. In contrast the
|
||||
hall looks very mundane.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
@@ -781,9 +782,9 @@ S
|
||||
#339
|
||||
The Tower of the High Council of Clerics~
|
||||
A large archway leads into the center of the Clerics' Quarters just to the
|
||||
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.
|
||||
west. The Tower is bathed in bright white light that reflects off every
|
||||
surface. All around, the soft murmur of healers in training or going about
|
||||
their daily routine can be heard.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
@@ -863,9 +864,10 @@ S
|
||||
#342
|
||||
The Tower of the High Council of Clerics~
|
||||
The east end of the Tower opens into the Southern Road which passes between
|
||||
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.
|
||||
the Southern Towers and the Temple of Sanctus. This junction lies at the
|
||||
entrance of the revered Tower of the High Council. High above is where the
|
||||
councillors make many important decisions on how to uphold the welfare and
|
||||
health of the city.
|
||||
~
|
||||
3 8 0 0 0 0
|
||||
D0
|
||||
@@ -887,10 +889,10 @@ D3
|
||||
S
|
||||
#343
|
||||
The Southern Road~
|
||||
The entrance to both towers of the Southern half of Sanctus open before you.
|
||||
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.
|
||||
The entrance to both towers of the southern half of Sanctus open before this
|
||||
part of the road. 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.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
@@ -912,10 +914,10 @@ D3
|
||||
S
|
||||
#344
|
||||
The Tower of the Magi~
|
||||
The black floor, walls, and ceiling of this tower brings about a feeling of
|
||||
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.
|
||||
The black floor, walls, and ceiling of this tower bring about a feeling of
|
||||
oppression, as if something or someone is holding something deliberately back.
|
||||
A large doorway to the west leads to the Southern Road or it is possible to
|
||||
explore deeper into the temple to the east.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
@@ -940,7 +942,7 @@ The Tower of the Magi~
|
||||
A large spiral staircase winds up into the heart of the tower. A slight
|
||||
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.
|
||||
live in. Training Rooms lie in all directions.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
@@ -998,7 +1000,7 @@ The Tower of the Magi~
|
||||
marble, but upon closer examination has no grain within it. Looking into the
|
||||
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.
|
||||
trick of the eye. To the east is the center of the Magi Quarters.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
@@ -1019,10 +1021,10 @@ D3
|
||||
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|
||||
S
|
||||
#348
|
||||
The Magis Quarter~
|
||||
This is the heart of the Magis' Quarters. The Magis' Mansion where they can
|
||||
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.
|
||||
The Magi Quarters~
|
||||
This is the heart of the Magi Quarters. The Magi Mansion where they can be
|
||||
found when they are not guarding the orb is to the east. Also nearby is the
|
||||
pure black Tower of the Magi which houses the sacred orb that protects the city.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
@@ -1099,11 +1101,11 @@ door~
|
||||
1 0 338
|
||||
S
|
||||
#352
|
||||
Cleric's in Training~
|
||||
Clerics in Training~
|
||||
Several beds lie in columns and rows spaced evenly apart. The smell of some
|
||||
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.
|
||||
form of antiseptic stings in the air. All the beds are empty, must be the
|
||||
healers here are well-versed in their craft. The Temple continues to the north
|
||||
and west.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
@@ -1176,10 +1178,10 @@ D3
|
||||
S
|
||||
#356
|
||||
The Southern Road~
|
||||
To the east the Tower of the High Council of Clerics glows a bright white,
|
||||
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 surround it. Their must be balance in all things.
|
||||
To the east the Tower of the High Council of Clerics glows a bright white,
|
||||
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
|
||||
D0
|
||||
@@ -1196,7 +1198,7 @@ The Magi Training Room~
|
||||
Bookshelves line the two walls of this small open area within the tower.
|
||||
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
|
||||
Many more have yet to be found.
|
||||
~
|
||||
3 0 0 0 0 0
|
||||
D0
|
||||
@@ -1210,10 +1212,10 @@ D1
|
||||
S
|
||||
#358
|
||||
A Tower Hallway~
|
||||
Through a small door to the north you can see the center of the tower where
|
||||
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.
|
||||
Through a small door to the north one can see the center of the tower where 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 its safety.
|
||||
~
|
||||
3 8 0 0 0 0
|
||||
D0
|
||||
@@ -1230,7 +1232,7 @@ D3
|
||||
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|
||||
S
|
||||
#359
|
||||
The Magi's Hallway~
|
||||
The Magi Hallway~
|
||||
The seven Orders of the Magi are slowly dying out. That is why they rarely
|
||||
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
|
||||
@@ -1304,11 +1306,11 @@ D4
|
||||
S
|
||||
#363
|
||||
The Stables~
|
||||
The smell of hay and manure clings to the room like a cheap cologne your
|
||||
grandmother used to wear. Stalls line both sides of the cramped building with
|
||||
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.
|
||||
The smell of hay and manure clings to the room like a cheap cologne
|
||||
somebody's grandmother might wear. Stalls line both sides of the cramped
|
||||
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 0 0 0 0 0
|
||||
D1
|
||||
@@ -1330,9 +1332,10 @@ modified. Just ask Rumble to do it for you.
|
||||
S
|
||||
#365
|
||||
On the Window Ledge~
|
||||
From this perilous perch you have an excellent view of the southern half of
|
||||
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.
|
||||
From this perilous perch an excellent view is available of the southern half
|
||||
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
|
||||
D0
|
||||
@@ -1361,14 +1364,14 @@ starless sky tear savagely at your fragile body.
|
||||
~
|
||||
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