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This just converts the few DOS text files still in here to standard text files (line-endings), removes all the trailing spaces on lines, removes all the trailing blank lines, and replaces all the tabs (except in .zon files, where they seem to be common) with expanded spaces. It's easy to confirm this is actually a non-change, except for whitespace: * `git show -w` shows this commit as only removing 8 trailing blank lines. This should make no difference to tbaMUD itself, but it will make working on these files, especially with scripts and automated tools, much easier. This is the base change for a set of other changes I will put up once/if this merges, without this, the others are just too complicated to wrangle.
1410 lines
27 KiB
Text
1410 lines
27 KiB
Text
#300
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A Long Hallway~
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The hall stretches north and south. Lanterns set in brackets along the wall
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offer ample lighting. The smokeless kerosene that is used leaves a strange
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smell. The Hall is bare, only a few small paintings cover the walls. Clerics
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have very little need for decorations of any kind. A small waiting room is to
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the west.
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credits info~
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Builder : Rumble
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Zone : 3 Sanctus III
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Related Zones: 1 Sanctus, 2 Sanctus II
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Began : 2000
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Player Level : 1-34
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Rooms : 66
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Mobs : 0
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Objects : 57
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Shops : 2
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Triggers : 41
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Theme : A mortal starting town.
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Plot : Fabric of time torn, world going to hell. Sanctus one of the few
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safe havens remaining.
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Links : 40n, 43w, 59e, 62s
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Zone 3 is linked to the following zones:
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2 Sanctus II at 300 (north) ---> 287
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2 Sanctus II at 300 (west ) ---> 299
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2 Sanctus II at 301 (north) ---> 288
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2 Sanctus II at 302 (north) ---> 292
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2 Sanctus II at 303 (north) ---> 296
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2 Sanctus II at 304 (north) ---> 297
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2 Sanctus II at 305 (north) ---> 298
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1 Sanctus at 340 (up ) ---> 128
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1 Sanctus at 341 (up ) ---> 129
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1 Sanctus at 345 (up ) ---> 132
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1 Sanctus at 346 (up ) ---> 133
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1 Sanctus at 362 (up ) ---> 139
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1 Sanctus at 365 (north) ---> 101
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~
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S
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#301
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Clerics Avenue~
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The cobblestone road is in decent shape, though a few stones have been
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overturned leaving gaping holes. No wagons travel down this part of the city.
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Everyone knows clerics have no need for anything besides what they can provide
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by themselves.
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#302
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The Southern Road~
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This road passes underneath the inner city wall. The surface turns into hard
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packed dirt. To the north one may enter the inner city towards the Temple of
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Sanctus or go south towards the southern gate. The southern half of the city
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consists of the magi and clerics' quarters.
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#303
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Magi Avenue~
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The Tower of the Magi lies to the southwest. Just to the south one can see
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where the inner city wall turns to the west. This avenue runs deep within the
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Magi's Quarter. Accidents have been known to happen around here. People must
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be careful for who knows what an inexperienced student may do.
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#304
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An Elegant Hall~
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Drawings of ancient battles in which the Magi slaughter their foes line both
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sides of the hallway. Depicted on these drawings are a myriad of creatures
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ranging from ogres, orcs, goblins, and demons to humans, elves, and dwarves.
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One of the paintings looks oddly familiar.
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T 304
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#305
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The Baths~
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The air is musky and hard to breathe due to the hot steam wafting from the
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large copper tubs filled with hot water. A large fire with pots of water
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heating over it fills the eastern wall. These baths are only to be used by the
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magi whom believe cleanliness is next to godliness.
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#306
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A large Bunk Room~
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Neatly made bunks are arranged in precise rows and colums filling the room
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from wall to wall. Every rack is made precisely to standard, every sheet a
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pristine white, without even a speck of dust. The Cleric's of Sanctus lead a
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disciplined life, second to none, not even the soldiers.
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T 306
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#307
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A Long Hallway~
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The barren walls and floor would seem odd anywhere but here as the Clerics of
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Sanctus consider decorations, desires, or any form of unnecessary wants to be
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blasphemous. They dedicate their lives to helping others, never themselves, and
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would all sacrifice their lives for that principle.
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#308
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The Southwest Intersection~
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The inner city wall ends here, as it reaches Clerics' Avenue, and continues
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on to the east. A small road follows along the inner city wall just north of
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the Tower of the High Council which seems to glow because of its glaring
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brightness.
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#309
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Clerics Alley~
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Within the Clerics' Quarters an adventurer has very little to worry about.
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Even those would be vandals, pickpockets, and thugs shy away out of their
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respect of the clerics. To be a cleric is to be respected second only to that
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of the Master Magi.
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D1
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#310
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Clerics Alley~
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The southern section of the inner city wall towers high above to the north.
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The massive fortification of rock and mortar is impressive, rising at least two
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or maybe three times the average man's height. One can just make out a small
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walkway on the top of the wall, too bad only the guards know where the entrance
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is.
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D1
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#311
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Clerics Alley~
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The Tower of the High Council of Clerics is almost as impressive as the
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Temple of Sanctus. They look very similiar, except of course the Tower is much
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smaller. Far up in the tower you can see people walking by windows in white
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flowing robes. The healers within are known for their miraculous abilities in
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restoring the wounded.
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#312
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Clerics Alley~
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The inner city wall opens up just to the east into the southern road which
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runs from the south gate directly to the heart of Sanctus inside the temple. A
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few apprentice healers in flowing robes rush between the Temple and the Clerics'
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Quarters, no doubt on an errand from the Council.
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#313
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The Southern Road~
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A large gate has been built into the inner city wall here to allow
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adventurers to pass between the temple and the southern half of the city. The
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clerics' quarters lie to the west while the magi quarters are to the east.
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Within their centers rises the Tower of the High Council of Clerics and the
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Tower of the Magi respectively.
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#314
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Magi Alley~
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The black Tower of the Magi casts an intimidating shadow over the
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surroundings and the underlying alley. Within the tower lie many secrets that
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the average citizen is not privileged enough to be told about. Rumours abound,
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especially about the Orb of Sanctum the gods left in the Master Magi's care.
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#315
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Magi Alley~
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The sound of voices from above are impossible to locate. They could be
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coming either from on top of the inner city wall to the north or from an open
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window of the Tower of the Magi south of here. The voices are too low to be
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discernable.
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#316
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Magi Alley~
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The inner city wall is used to separate the city into two separate
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battlefields. In case of an attack by superior numbers the citizens will fall
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back into the inner city as a last measure of defense. Luckily, the army has
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been very successful in protecting the city and it has never come to that.
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#317
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Magi Alley~
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This alley has reached the southeastern corner of the inner city wall where
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it turns north along the Magi Avenue. The Tower of the Magi still looms heavy
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over the surroundings oppressively. The sounds of voices echo between the tower
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and the inner city wall, very disturbing.
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~
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#318
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The Southeastern Intersection~
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A small alley ducks between the Tower of the Magi and the southern section of
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the inner city wall. The Magi Mansion lies just to the east, so extravagant
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that it is almost at the point of becoming an eyesore. The Tower contains the
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fabled Orb of Sanctum, but few are ever lucky enough to lay their eyes on it.
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#319
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An Elegant Hall~
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Both sides of the hallway are covered from floor to ceiling in exquisite
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drawings. All of them depicting various battles in which the Magi have fought
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in. In the one infront of you the army of Sanctus stands on the verge of
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defeat, except for the constant bombardment of fireballs, lightning, and meteors
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hurled from the battlements by the Magi.
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~
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#320
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The Kitchen~
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An assortment of foods are being prepared. Some on small trays to be served
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as appetizers, and others in fine silver plates and containers. The kitchen is
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cramped, too many things and too many people in one area. The cooks look
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overworked and ready to revolt.
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#321
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A Room of Prayer~
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Candles are arranged along a set of shelves, some of which are burning, while
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others remain unlit. Cushions are arranged along the floor facing the candles,
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so that one can give thanks for all that has been given in this simple room of
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prayer. The walls are unadorned, everything looks to be plain and only used for
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its intended purpose.
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#322
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The Hall of Clerics~
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A long hallway carries on to the north. It appears to run the length of the
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entire building. The only source of light are lanterns spaced widely apart upon
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the walls which leave much of the hall in shadow. The bare floor and walls show
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the lifestyle the clerics lead.
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#323
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Clerics Avenue~
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The entrance to both the Hall of Clerics and the Tower of the High Council
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are just to the south. One can see a small intersection to the north where the
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inner city wall begins. Many people come to this quarter to seek aid from the
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clerics, whether it be healing in the tower or to settle disputes within the
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Hall.
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#324
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A Training Room~
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Within this tower new clerics are taken to be trained in the art of healing.
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Very few are selected for this great honor, and even fewer ever achieve a
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mastery in the art of restoring health. Several of the older clerics are here
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bestowing their knowledge and wisdom to their students.
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~
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#325
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A Training Room~
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A rug lines the floor where several clerics in training listen intently to a
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gray-haired man who is drawing something on a board. He often uses words of a
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different language that are very hard to follow and impossible to understand.
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#326
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A Training Room~
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A group of clerics in training surround a poor frightened white cat. The cat
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is shivering in fright. It seems to have broken its foot and the soon to be
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healers are practicing their skills on it. Better than expirementing with live
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humans.
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~
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#327
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An Advanced Training Room~
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A small child lay on a cot circled by several young clerics dressed in white
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robes. One of them lays a gentle hand on the child's forehead causing the young
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boy to instantly fall asleep. Another cleric takes the boys arm which has been
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badly bruised and possibly broken and begins chanting mysterious words. The
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bruises fade away without a trace.
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~
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#328
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The Southern Road~
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This path passes between the pristine Tower of the High Council of Clerics
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and the oppressive Tower of the Magi. This section of the city has a very
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solemn feeling overshadowing it. The magic of healing on one side and the magic
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of power and destruction on the other.
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~
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#329
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The Training Room~
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Several apprentices sit patiently waiting for their next lesson. Classes
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are held within this tower no matter what time of day. The Magi are searching
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relentlessly for the next Master Magi. They are short by two and the five
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existing are all old and nearly finished in their lives.
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~
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#330
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The Training Room~
|
|
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.
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~
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3 8 0 0 0 1
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#331
|
|
The Training Room~
|
|
Several older students are sitting in on a class about the protective dome
|
|
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.
|
|
~
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3 8 0 0 0 1
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#332
|
|
The Training Room~
|
|
A Master Magi overlooks several students as they pass between themselves a
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|
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.
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|
~
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#333
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|
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.
|
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~
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#334
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|
The Foyier~
|
|
The mansion surrounding you leaves your mouth agape from the luxuries the
|
|
Magi have come to call their home. Curtains of deep maroon velvet drape over
|
|
the windows. Rugs of the colors of the Magi line the floors. Everything is
|
|
spotless and well maintained. Living here would be what many would consider as
|
|
living the good life.
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~
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3 8 0 0 0 1
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#335
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|
A Back Hall~
|
|
This part of the mansion is rarely used except by servants and students
|
|
traveling unseen from one section of the mansion to another. The Magi live an
|
|
extravagant life and hold themselves to be very prestigious and elegant. No one
|
|
would ever dare call them otherwise. The hall is unkempt and bare of any
|
|
furnishings.
|
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~
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3 8 0 0 0 1
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D0
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~
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#336
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|
An Emergency Shelter~
|
|
The plain white plaster walls are devoid of all decoration. Lining the walls
|
|
are shelves holding bandages, slings, healing aids and other supplies in neatly
|
|
arranged assortments. The rest of the room is filled with empty cots and bunks
|
|
which are used to rehabilitate the injured if there are ever more casualties
|
|
than the tower can hold.
|
|
~
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|
3 8 0 0 0 1
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D0
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~
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~
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D1
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~
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~
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#337
|
|
The Hall of Clerics~
|
|
This building holds the majority of the clerics within the city of Sanctus.
|
|
It is here the High Council convenes to help citizens solve minor disputes.
|
|
The building is barren of any luxuries. That is the way a cleric must live,
|
|
without desires or wants.
|
|
~
|
|
3 8 0 0 0 1
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D0
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~
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~
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D1
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door~
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~
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~
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#338
|
|
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, its two spires reaching almost as high as the Temple. In contrast the
|
|
hall looks very mundane.
|
|
~
|
|
3 0 0 0 0 1
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D0
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~
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~
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D1
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~
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~
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D2
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~
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door~
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1 0 351
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D3
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~
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door~
|
|
1 0 337
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#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 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 1
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|
D0
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~
|
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~
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0 0 324
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D1
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~
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~
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~
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~
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D3
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~
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~
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0 0 338
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S
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#340
|
|
The Tower of Clerics~
|
|
A wide staircase covered by a large tan rug leads up into the heart of the
|
|
tower towards the High Council's chambers. Many famous healers reside within
|
|
this tower's magical walls. It is said that just by standing in certain rooms
|
|
of the tower one can heal at unnatural rates.
|
|
~
|
|
3 0 0 0 0 1
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|
D0
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~
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~
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0 0 325
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D1
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~
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~
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0 0 341
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D2
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~
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~
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0 0 353
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D3
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~
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~
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0 0 339
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D4
|
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~
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~
|
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0 0 128
|
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S
|
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#341
|
|
The Tower of the Clerics~
|
|
A wide set of stairs leads up to the second floor of the tower. The building
|
|
around you is impressive in both size and stature. Large white pillars support
|
|
high domed ceilings of this spotless white room.
|
|
~
|
|
3 0 0 0 0 1
|
|
D0
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~
|
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~
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0 0 326
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D1
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~
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~
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0 0 342
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D2
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~
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~
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0 0 354
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D3
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~
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~
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0 0 340
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D4
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~
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~
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#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. 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 1
|
|
D0
|
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~
|
|
~
|
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0 0 327
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D1
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~
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~
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0 0 343
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D2
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~
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~
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0 0 355
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D3
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~
|
|
~
|
|
0 0 341
|
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S
|
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#343
|
|
The Southern Road~
|
|
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 1
|
|
D0
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~
|
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~
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0 0 328
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D1
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~
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~
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0 0 344
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D2
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~
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~
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0 0 356
|
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D3
|
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~
|
|
~
|
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0 0 342
|
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S
|
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#344
|
|
The Tower of the Magi~
|
|
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 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 329
|
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D1
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~
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~
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0 0 345
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D2
|
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~
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~
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0 0 357
|
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D3
|
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~
|
|
~
|
|
0 0 343
|
|
S
|
|
#345
|
|
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 in all directions.
|
|
~
|
|
3 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 330
|
|
D1
|
|
~
|
|
~
|
|
0 0 346
|
|
D2
|
|
~
|
|
~
|
|
0 0 358
|
|
D3
|
|
~
|
|
~
|
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0 0 344
|
|
D4
|
|
~
|
|
~
|
|
0 0 132
|
|
S
|
|
#346
|
|
The Tower of the Magi~
|
|
A pair of circular stairwells wind their way higher into the tower. The
|
|
sounds of people chanting echo off the pitch black walls that almost appear
|
|
depthless. Most likely a simple trick of the eye, but then again, maybe not.
|
|
~
|
|
3 8 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 331
|
|
D1
|
|
~
|
|
~
|
|
0 0 347
|
|
D2
|
|
~
|
|
~
|
|
0 0 359
|
|
D3
|
|
~
|
|
~
|
|
0 0 345
|
|
D4
|
|
~
|
|
~
|
|
0 0 133
|
|
S
|
|
#347
|
|
The Tower of the Magi~
|
|
Everything is made from black stone, which at first glance appears to be
|
|
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 Magi Quarters.
|
|
~
|
|
3 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 332
|
|
D1
|
|
~
|
|
~
|
|
0 0 348
|
|
D2
|
|
~
|
|
~
|
|
0 0 360
|
|
D3
|
|
~
|
|
~
|
|
0 0 346
|
|
S
|
|
#348
|
|
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 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 333
|
|
D1
|
|
~
|
|
door~
|
|
1 0 349
|
|
D2
|
|
~
|
|
door~
|
|
1 0 361
|
|
D3
|
|
~
|
|
~
|
|
0 0 347
|
|
S
|
|
#349
|
|
The Magi Mansion~
|
|
The walls are adorned in fancy draperies and expensive tapestries of every
|
|
style and design imaginable. The Magi believe in a life of service to their
|
|
discipline, but they also believe that they should be able to live in comfort.
|
|
This building is one of the most elaborate within the entire city.
|
|
~
|
|
3 8 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 334
|
|
D1
|
|
~
|
|
~
|
|
0 0 350
|
|
D3
|
|
~
|
|
door~
|
|
1 0 348
|
|
S
|
|
#350
|
|
A Study~
|
|
Three low hanging lanterns positioned over the rooms large tables illuminate
|
|
the book-lined walls. There are several chairs at each table so as to allow
|
|
those who wish to study the fine art of magic to rest comfortably. Several
|
|
books lay open upon the tables. Occasional trickles of smoke waft in from under
|
|
the doorway to the east.
|
|
~
|
|
3 8 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 335
|
|
D1
|
|
~
|
|
door~
|
|
1 0 366
|
|
D3
|
|
~
|
|
~
|
|
0 0 349
|
|
S
|
|
#351
|
|
The Healer's Shop~
|
|
Small indoor gardens have been set up within this small house to grow the
|
|
herbs required for the mixes and salves the clerics require. They are rumoured
|
|
to sometimes sell some of their remedies, though this is very rare and at a very
|
|
steep price.
|
|
~
|
|
3 0 0 0 0 1
|
|
D0
|
|
~
|
|
door~
|
|
1 0 338
|
|
S
|
|
#352
|
|
Clerics in Training~
|
|
Several beds lie in columns and rows spaced evenly apart. The smell of some
|
|
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 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 339
|
|
D1
|
|
~
|
|
~
|
|
0 0 353
|
|
S
|
|
#353
|
|
A Large Basin~
|
|
A large basin of water lies against the southern wall. Small statues
|
|
portraying a woman and children playing on a river's edge surround the edge of
|
|
basin. The water inside the basin is extremely clean and sterily, likely used
|
|
by the the clerics to tend for the wounded.
|
|
~
|
|
3 8 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 340
|
|
D1
|
|
~
|
|
~
|
|
0 0 354
|
|
D3
|
|
~
|
|
~
|
|
0 0 352
|
|
S
|
|
#354
|
|
Clerics' Hallway~
|
|
The smell of exotic medicines fills the entire tower. A large open area to
|
|
the north, the center of the tower, holds a set of stairs leading higher up into
|
|
the tower. Small benches line the walls here, allowing people to rest from
|
|
their adentures.
|
|
~
|
|
3 8 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 341
|
|
D1
|
|
~
|
|
~
|
|
0 0 355
|
|
D3
|
|
~
|
|
~
|
|
0 0 353
|
|
S
|
|
#355
|
|
A Waiting Room~
|
|
Benches filled with people waiting to see a healer line the walls here. An
|
|
apprentice does what he can to aid these poor people, but it is obvious that
|
|
many of them need to be attended to shortly by a real healer or else they may
|
|
perish.
|
|
~
|
|
3 8 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 342
|
|
D3
|
|
~
|
|
~
|
|
0 0 354
|
|
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 surrounding it. There must be balance in all things.
|
|
~
|
|
3 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 343
|
|
D2
|
|
~
|
|
~
|
|
0 0 362
|
|
S
|
|
#357
|
|
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 found.
|
|
~
|
|
3 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 344
|
|
D1
|
|
~
|
|
~
|
|
0 0 358
|
|
S
|
|
#358
|
|
A Tower Hallway~
|
|
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 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 345
|
|
D1
|
|
~
|
|
~
|
|
0 0 359
|
|
D3
|
|
~
|
|
~
|
|
0 0 357
|
|
S
|
|
#359
|
|
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
|
|
to come by these days.
|
|
~
|
|
3 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 346
|
|
D1
|
|
~
|
|
~
|
|
0 0 360
|
|
D3
|
|
~
|
|
~
|
|
0 0 358
|
|
S
|
|
#360
|
|
A Magi Training Room~
|
|
Short tables with cushions surrounding them are placed about the room.
|
|
These cushions are obviously meant to kneel on and the tables are overflowing
|
|
with various books. This must be some sort of study room for the Magi. The
|
|
black walls seem to absorb the white light coming from strange bulbs hanging
|
|
from the ceiling.
|
|
~
|
|
3 8 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 347
|
|
D3
|
|
~
|
|
~
|
|
0 0 359
|
|
S
|
|
#361
|
|
Sareth's Scrolls~
|
|
The smell of old paper that is slowly crumbling to dust fills the room.
|
|
Thousands of books, scroll, parchments, and even some tablets fill the
|
|
bookshelves, tables and the floor of this under sized room. It is here a vast
|
|
amount of the Magi have left thei findings when delving into the depths of
|
|
their magic.
|
|
~
|
|
3 0 0 0 0 1
|
|
D0
|
|
~
|
|
door~
|
|
1 0 348
|
|
S
|
|
#362
|
|
The Southern Gate~
|
|
The heavily fortified passage between the gate and the wilderness beyond is
|
|
well protected against an attack. Lookouts can be heard above chatting idly
|
|
while the sentinel guards stand at attention waiting to be called into action.
|
|
~
|
|
3 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 356
|
|
D3
|
|
~
|
|
~
|
|
0 0 363
|
|
D4
|
|
~
|
|
~
|
|
0 0 139
|
|
S
|
|
#363
|
|
The Stables~
|
|
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 8 0 0 0 1
|
|
D1
|
|
~
|
|
~
|
|
0 0 362
|
|
S
|
|
#364
|
|
PETSHOP STOREROOM~
|
|
To make a pet shop you need two rooms and some pets. The rooms MUST be
|
|
sequential. If the first room is 3015 then the second must be 3016. The second
|
|
room is known as the storeroom. All that is required in the storeroom is to
|
|
load one of each mob you wish to be a pet. This room can not have any exits and
|
|
will never be used by mortals. Although a pet shopkeeper is not required it is
|
|
recommended. In order to implement a pet shop the actual mud code has to be
|
|
modified. Just ask Rumble to do it for you.
|
|
~
|
|
3 1024 0 0 0 1
|
|
S
|
|
#365
|
|
On the Window Ledge~
|
|
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 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 101
|
|
S
|
|
T 131
|
|
#366
|
|
The Lab~
|
|
The room is covered in shadow and what little that can be seen is a clutter
|
|
of books, scrolls, and potions. The entire room is scarred from fire and a fine
|
|
ash covers everything. Smoke still lingers in the rafters overhead.
|
|
~
|
|
3 0 0 0 0 0
|
|
D3
|
|
~
|
|
door~
|
|
1 0 350
|
|
S
|
|
#367
|
|
Hazel's Living Quarters~
|
|
The room is cluttered with various water container and filtration canisters
|
|
overflowing the desks and shelves. A small cot is crowded into one corner.
|
|
Though there is very little room to move around the room is surprisingly clean
|
|
and well kept. A single door leads down to the shop below.
|
|
~
|
|
3 520 0 0 0 0
|
|
D5
|
|
~
|
|
door~
|
|
2 0 225
|
|
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
|
|
#399
|
|
Welcome to the Builder Academy~
|
|
A builder is a term usually used to describe a person who designs MUD zones
|
|
for other characters to explore. Any player with motivation, ideas, and good
|
|
writing style can be a builder as well as a player. As a Builder, your job is
|
|
to create the virtual world in which players can roam around, solve puzzles,
|
|
find treasures, and gain experience. A Builder creates the rooms, objects,
|
|
mobs, shops, and triggers with which players will interact.
|
|
If this is something you are interested in doing then you have come to the
|
|
right place. Be warned, building is not easy and will require hard work,
|
|
patience, and the ability to take constructive criticism.
|
|
Your first task is to apply for builder status at:
|
|
http://tbamud.com/
|
|
When you finish and submit the application tell anyone level 32 or higher
|
|
and they will advance you to begin your training.
|
|
|
|
If would like to check out the tbaMUD World as a player connect to tbamud.com 4000.
|
|
~
|
|
3 24 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 3
|
|
S
|
|
T 199
|
|
$~
|