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128 bits! --Rumble
This commit is contained in:
@@ -6,7 +6,7 @@ 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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@@ -82,7 +82,7 @@ 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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@@ -92,19 +92,19 @@ D5
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statue~
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As you examine the statues more closely you realize they must resemble the
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two gods responsible for the creation and ongoing protection of Sanctus, Ferret
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and Rumble. They both radiate a strength and power that resembles the solid
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white marble they were crafted from.
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~
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E
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altar~
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The altar is made from black granite and has been carved into a small basin
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with a high back. Almost as if it was meant to be some sort of seat.
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Inscriptions in some foreign tongue are written on every square inch of the
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altar. You wonder what they must say and who could have written it.
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~
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E
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statue~
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As you examine the statues more closely you realize they must resemble the
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two gods responsible for the creation and ongoing protection of Sanctus, Ferret
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and Rumble. They both radiate a strength and power that resembles the solid
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white marble they were crafted from.
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~
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S
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T 158
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T 163
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@@ -116,7 +116,7 @@ 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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@@ -131,7 +131,7 @@ is in need. A large rectangular table with thirteen chairs surrounding it
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fills the center of the room. A large pane window overhead admits a glowing
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aura that fills the room with serenity.
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@@ -153,7 +153,7 @@ 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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@@ -173,7 +173,7 @@ most reverred of all the classes as they are the most powerful. But that power
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has a price. Only five Magi have survived. Five decorative cushions are
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placed in a circle in the middle of the room.
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@@ -197,7 +197,7 @@ 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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@@ -219,7 +219,7 @@ battling skills. Racks of weapons line two of the four walls. The room is
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filled with a smoky haze from four brass lanterns suspended from the ceiling.
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The room smells of sweat and blood.
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~
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@@ -234,23 +234,23 @@ city in case of an attack. The room is a mess with maps piled high and
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scattered haphazardly wherever there is room. This is where the defense of the
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city is run from.
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~
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table~
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The table is made out of cherry. It is worn from years of use. The glass
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top allows for an excellent view of the map protected within.
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~
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E
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map~
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The map is a geographic representation of Sanctus. Not even really a map,
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more of a scaled model. The walls and buildings of the city are raised higher
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than the rest of the map to give it a third dimension. Small soldiers are
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scattered around the top of the table to help the War Master place his men.
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~
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E
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table~
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The table is made out of cherry. It is worn from years of use. The glass
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top allows for an excellent view of the map protected within.
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~
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S
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#109
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@@ -261,7 +261,7 @@ that plays tricks on the eyes. A few of the shadows may actually be people,
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hidden easily in the darkness Those who have chosen the discipline of thievery
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can learn invaluable skills here to further their training and wealth.
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~
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@@ -275,7 +275,7 @@ internal affairs of the city. They control the trade and finances of the city.
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Many disagree with this concept but none can disagree with the results.
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Thieves are masters when it comes to politics.
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~
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@@ -289,7 +289,7 @@ 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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~
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@@ -304,7 +304,7 @@ 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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@@ -318,7 +318,7 @@ small room is decorated with paintings of famous quests and the exulted hereos
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that have become common names throughout the realm. It is said that completing
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a quest is a prerequisite towards immortality.
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@@ -341,7 +341,7 @@ 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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~
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@@ -363,7 +363,7 @@ 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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@@ -378,24 +378,24 @@ 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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hole~
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You can look out over the inner wall to the western side of Sanctus. The
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smell of charred human remains and smoldering plaster makes your eyes water so
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it is difficult to see much else through the tiny hole.
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~
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E
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man silhouette~
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The distinct outline of a human body that must have taken the brunt of the
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blast when the portal imploded. You wonder what or who it might have been.
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You can still see pieces of cloth and bone buried deeply into the wall inside
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the shadow of the unlucky man.
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~
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E
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hole~
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You can look out over the inner wall to the western side of Sanctus. The
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smell of charred human remains and smoldering plaster makes your eyes water so
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it is difficult to see much else through the tiny hole.
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~
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S
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#117
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Travelling Room~
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@@ -405,7 +405,7 @@ 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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@@ -419,7 +419,7 @@ 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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@@ -434,7 +434,7 @@ 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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~
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@@ -457,7 +457,7 @@ still eratic and uncontrollabe 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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@@ -470,7 +470,7 @@ 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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@@ -491,7 +491,7 @@ 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
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the Magi in all its extravagance.
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~
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@@ -513,7 +513,7 @@ Apprentices rush in and out grabbing what they need to aid the wounded. Robes
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of fine wool hang on pegs in the back of the closet. They look like the same
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robes the apprentices wear.
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@@ -526,25 +526,25 @@ ceiling, and walls are all bright white and almost painful to look at. A bed,
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table, desk, and a small personal shrine are the only furniture in the room.
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Even the highest priest is not allowed the luxuries that they deserve.
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~
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E
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table desk chair~
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The table, desk, and chair are made from solid oak of the highest quality.
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A thin goose down mattress and pillow are the only comfortable looking items in
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the room. The desk is bare and all the drawers are empty. It is as if no one
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even lives here.
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~
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E
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shrine~
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A beutiful shrine. It has two white marble figures facing each other with a
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painting of the city below them. The two figures seem to be looking down at
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the city with looks of worry and hopelessness. An unlit candle and mirror lay
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on the floor beside the small shrine.
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~
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E
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table desk chair~
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The table, desk, and chair are made from solid oak of the highest quality.
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A thin goose down mattress and pillow are the only comfortable looking items in
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the room. The desk is bare and all the drawers are empty. It is as if no one
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even lives here.
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~
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S
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#125
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Plane of the Magi~
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@@ -554,7 +554,7 @@ anything in three dimensions. The floor, ceiling, and sky all are the same
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bleak grey color. It is in the Magi come to test their mystical arts. It is
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not a good place to get lost in.
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~
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@@ -588,7 +588,7 @@ landmark. A person could easily get lost in this nothingness. It is this
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nothingness that helps the Magi hone their abilities before unleashing them
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into the real world.
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~
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@@ -622,7 +622,7 @@ adventurers aid can be sought, but for a price. Apprentices gowned in white
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robes bring water and fresh bandages to the experienced healers who aid the
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wounded.
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~
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~
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@@ -636,7 +636,7 @@ eventually restore order to the world that Drakkar had so horribly imbalanced.
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With time the High Council believes they can restore order. With the help of
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the gods this may be possible.
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~
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@@ -669,7 +669,7 @@ completed. It was made from a combination of magic and manpower. The white
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alabaster stone is said to still have some magical residue that benefits those
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who come here to seek aid.
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~
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@@ -702,7 +702,7 @@ this is where the sick and wounded are put up for the night. Even the
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apprentices sometimes stay here when they are too tired to go home after a hard
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days work. The room is empty now, the healers must have done their jobs well.
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~
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~
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@@ -716,7 +716,7 @@ for the safety of the Orb of Sanctum. The Orb is what was given to the Magi by
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the gods to sustain the protective dome. As long as the orb is safely in place
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and a Magi is present to sustain it the dome will remain.
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~
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@@ -730,7 +730,7 @@ collapse and chaos would rule. The Magi have been given the honor of it placed
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within these halls. The orb is rumoured to have been created by the Gods
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Rumble and Ferret. But, no one knows for sure.
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~
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~
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@@ -764,7 +764,7 @@ required for the world to exist. The Orb is the last balance left in the
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realm. If it were to be taken all hope would be lost. Without it the city
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would quickly be overrun by Drakkar and his followers.
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~
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~
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@@ -798,7 +798,7 @@ pedestal sits in the center of the room surrounded by statues of every Magi to
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ever live. It is up to them to protect the Orb from any who wish to steal or
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cause harm to it.
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~
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~
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@@ -811,20 +811,16 @@ are the only inhabitants. All of them are made out of wood and are polished to
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a glossy shine. A single window looks out over the Southern Gate. To live a
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life as a Cleric is to life a life without desire and need.
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~
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~
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window~
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Overlooking the western gate you can see the shimmering protective dome.
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You hope it lasts, peace and tranquility is a good thing.
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~
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E
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chair~
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It's just your standard wooden chair. Uncomfortable and only real
|
||||
usefulness would be as firewood.
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bed~
|
||||
The bed is made of a sturdy pine. A thin mattress covered in a white sheet
|
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with a down pillow overlaying it. The mattress is too thin to hold anything of
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value.
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~
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E
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desk~
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@@ -834,10 +830,14 @@ centered on the top of the desk. The desk has three drawers. All of them are
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empty.
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~
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E
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bed~
|
||||
The bed is made of a sturdy pine. A thin mattress covered in a white sheet
|
||||
with a down pillow overlaying it. The mattress is too thin to hold anything of
|
||||
value.
|
||||
chair~
|
||||
It's just your standard wooden chair. Uncomfortable and only real
|
||||
usefulness would be as firewood.
|
||||
~
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E
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window~
|
||||
Overlooking the western gate you can see the shimmering protective dome.
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||||
You hope it lasts, peace and tranquility is a good thing.
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||||
~
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S
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#136
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@@ -848,7 +848,7 @@ actually clerics and they are working over cauldrons of liquids that could not
|
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possibly be food. At least it does not smell like food. This must be where
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they make their healing elixirs, salves, and potions.
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~
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@@ -861,7 +861,7 @@ spells line all three walls. Everything from potions to pills and everything
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in between. Some of the jars contain strange beasts soaking in a strange
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liquid. The smell of dust and strange herbs permeates the room.
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@@ -875,7 +875,7 @@ Most never make it. The Magi of the Purple and Grey robes has never been
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achieved. The actual testing to be a Magi remains a mystery as only the Magi
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themselves have witnessed it.
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~
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~
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@@ -889,7 +889,7 @@ 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.
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~
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~
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@@ -910,7 +910,7 @@ guarded diligently. These gates are normally locked at night to ensure the
|
||||
safety of the city. Only the east and west gates remain open all day. The
|
||||
luminescent dome encompassing the city can be seen just to the north.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -935,7 +935,7 @@ of warfare. Not only does this include brute force and the taking up of arms,
|
||||
but also the cunning art of tactics that can decide the outcome of any battle.
|
||||
A stairwell in the back of the room leads to the training room upstairs.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -953,7 +953,7 @@ this local tavern. Excessive drinking is looked down upon by all in Sanctus,
|
||||
but the occasional drink never hurt anyone. Unless they were stupid enough to
|
||||
go walking through the Thieves Quarter after a few too many.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -973,7 +973,7 @@ 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.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -987,7 +987,7 @@ 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.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1003,7 +1003,7 @@ But, Sarge would never complain. He has spent his life hammering metal into
|
||||
weapons of mass destruction or armor of superior quality. It is rumoured that
|
||||
has never been given a task that he could not complete.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1017,7 +1017,7 @@ 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 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1035,7 +1035,7 @@ equipment. It is often normal to purchase clothing with small tears and blood
|
||||
stains in the small of their backs, but no one ever asks questions given the
|
||||
excellent prices.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1048,7 +1048,7 @@ 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.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1061,7 +1061,7 @@ The assortment of leather goods is very extensive and they are well made.
|
||||
Anyone needing some armor but does not want to give up alot of movement and
|
||||
flexibility need only come here.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1075,7 +1075,7 @@ 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.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1093,7 +1093,7 @@ one goes by without his permission. The room is shabby with little furniture.
|
||||
Just a table and a few wooden chairs. A few expensive tapestries look out of
|
||||
place hanging on the walls.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1110,7 +1110,7 @@ lead a life of service to protect the city. They are all over worked and under
|
||||
paid. But they serve their terms with pride. You stand in the northwest
|
||||
corner of the barracks.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1127,7 +1127,7 @@ where the army bases it's operations from. Everything they need is located
|
||||
within this building. Adjoining rooms are to the west and south. The warriors
|
||||
avenue is just to the east.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
door~
|
||||
@@ -1148,7 +1148,7 @@ 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 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1173,7 +1173,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1198,7 +1198,7 @@ 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 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1223,7 +1223,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1248,7 +1248,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1274,7 +1274,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1300,7 +1300,7 @@ 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 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1325,7 +1325,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1350,7 +1350,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1375,7 +1375,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1400,7 +1400,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1426,7 +1426,7 @@ get disoreientated and lost. This is where the city keeps the majority of it's
|
||||
supplies. Kind of an oxymoron that the thieves of the city handle the
|
||||
finances.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1447,7 +1447,7 @@ your height with rows inbetween that barely allow you to walk through. Hard to
|
||||
believe anyone could find their way out of this place, let alone know where to
|
||||
find anything.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D2
|
||||
~
|
||||
~
|
||||
@@ -1464,7 +1464,7 @@ the city has fought in. Sanctus has never fallen. Various weapons and suits
|
||||
of armor are all bolted to the floor and walls. A small doorway leads into the
|
||||
bunk room to the east. The hall continues north and south.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1485,7 +1485,7 @@ sleeps. Some people are already in their racks since a watch must be stood
|
||||
twenty four hours a day. You here someone grumbling in their sleep about how
|
||||
they always get stuck with the midwatch.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1506,7 +1506,7 @@ A well-travelled road continues north and south. You are in the Warriors
|
||||
Quarter where the army of Sanctus bases it's operations. Several recruits rush
|
||||
past on assignment.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1523,7 +1523,7 @@ roaring fire. The house is cluttered with the usual things that makes a house
|
||||
look lived in. You could be happy spending the rest of your life living in a
|
||||
house like this.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1536,7 +1536,7 @@ sends you immediately back out the door. This room should not even be
|
||||
considered a home. You can barely even stand up the ceiling is so low and
|
||||
cracks in the walls let you see outside.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1549,7 +1549,7 @@ are polished to a shine and the floor is made out of some strange type of
|
||||
cement. Cushioned chairs surround a table set for dinner with expensive dishes
|
||||
and silverware.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1562,7 +1562,7 @@ baking oven and a few piles of straw are the only things in the room. This
|
||||
must be the poorest house in the entire city, how could anyone live like this.
|
||||
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1575,7 +1575,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1592,7 +1592,7 @@ cover the entire floor. A candelabra sits in the middle of a polished oak
|
||||
table. A four post bed can be seen in the back of the house. Nothing like
|
||||
living the good life.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1605,7 +1605,7 @@ this house. Small mattresses lay on the floor in the back of the room. Not
|
||||
much hope for privacy in this house. A few dolls are having a tea party in one
|
||||
corner.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1618,7 +1618,7 @@ trespassing, I'm sure no one will mind. The house is very compact. The
|
||||
kitchen and bedrooms are not seperated by any walls. This must be a house for
|
||||
the poor.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1630,7 +1630,7 @@ A Clean House~
|
||||
Well maintained it seems. Not everyone is rich enough to afford a housekeeper,
|
||||
but these folks must be. You can hear a baby crying, sounds hungry.
|
||||
~
|
||||
1 d 1
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
door~
|
||||
@@ -1643,7 +1643,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1660,7 +1660,7 @@ You can hear a few workers in the distance pushing the large crates over the
|
||||
dusty floor. A large box and tackle swings back and forth on a strangel pulley
|
||||
system above you.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1677,7 +1677,7 @@ nailed shut, some even wrapped in chains and padlocked. Enough stores to last
|
||||
the city for a year must be packed away in this place. Everything is
|
||||
surpringly clean and well maintained.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1694,7 +1694,7 @@ hear people talking behind the doors, but cannot discern what they are saying.
|
||||
The army of Sanctus is very well disciplined and your presence may not be
|
||||
exactly appreciated. They do not take kindly to strangers.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1715,7 +1715,7 @@ together in this confined room. The racks are stacked four high with only a
|
||||
foot or two of space for someone to sit up. The mattresses are only about an
|
||||
inch thick and look very uncomfortable.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1736,7 +1736,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1757,7 +1757,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1774,7 +1774,7 @@ 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 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1791,7 +1791,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1808,7 +1808,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1825,7 +1825,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1850,7 +1850,7 @@ bother cleaning this place up. The sound of a fight can be heard further to
|
||||
the east within the alley. This is definitely the most dangerous section of
|
||||
Sanctus.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1867,7 +1867,7 @@ that dispute was settled one way or the other. The inner city wall to the
|
||||
south keeps the alley eternally in shadows, no matter the time of day or night.
|
||||
Houses to the north have their back doors shut and locked.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1884,7 +1884,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1901,7 +1901,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D1
|
||||
~
|
||||
~
|
||||
@@ -1918,7 +1918,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1939,7 +1939,7 @@ They are closed, barred, and locked with a padlock the size of your head. No
|
||||
one gets in or out without that key. An aisle to load and unload wagons runs
|
||||
to the east.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1961,7 +1961,7 @@ unpleasant smell. Three wagons fill the center of the room. All look empty.
|
||||
A clump of mushrooms grows in the middle of the manure. They look ripe for
|
||||
picking.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -1989,7 +1989,7 @@ the upkeep of armor and weapons. A grindstone is in one corner. In another
|
||||
baskets of arrows are being sorted. A recruit is polishing some armor and a
|
||||
large sack of equipment looks like it is ready to be taken to the Smithy.
|
||||
~
|
||||
1 0 0
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -2010,7 +2010,7 @@ before they go on their next watch. The food does not look very appetizing,
|
||||
but it serves it's purpose. The army has had financial problems since it's
|
||||
inception.
|
||||
~
|
||||
1 d 0
|
||||
1 8 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
@@ -2031,7 +2031,7 @@ 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.
|
||||
~
|
||||
1 0 1
|
||||
1 0 0 0 0 0
|
||||
D0
|
||||
~
|
||||
~
|
||||
|
||||
Reference in New Issue
Block a user