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1340 lines
28 KiB
Text
1340 lines
28 KiB
Text
#31600
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Entering the Guild Area~
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As you enter the Guild Area, you notice an immediate change from the street
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just east of you. The air seems charged with magic and friction. It makes your
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palms want to sweat, makes your pulse race. All the hubbub and noise from the
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city has been swallowed up by the tall gray walled buildings which now surround
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you. You may continue west into the guild area or head east back into the
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business district.
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~
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316 8 0 0 0 0
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D1
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0 0 31510
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D3
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0 0 31601
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E
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credits info~
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Kaan
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Zone 316 is linked to the following zones:
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315 McGintey Business District at 31600 (east ) ---> 31510
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315 McGintey Business District at 31666 (east ) ---> 31565
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~
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S
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#31601
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Guild Area~
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North Street continues to run west into the Guild Area, the strange feeling
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of power and vitality washing over you strong as ever. A huge stone edifice
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rises to your south, one which must be at least four stories in height. To the
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east, the street heads toward the business district.
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~
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316 0 0 0 0 0
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D1
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0 0 31600
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D3
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0 0 31602
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#31602
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Guild Area~
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North Street head backs west, curving south almost immediately. To the north
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and south are the walls of buildings whose purpose is unknown. You may head
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toward the business district to the east.
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~
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316 0 0 0 0 0
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D1
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0 0 31601
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D3
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0 0 31603
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#31603
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Dead End to North Street~
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North Street ends here, however two alleys run off to the north and south.
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To the north, the alley seems a bit small, the way a bit tight. To the south,
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the alley is almost the same width as North Street.
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316 0 0 0 0 0
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D0
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0 0 31604
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D1
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0 0 31602
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D2
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0 0 31612
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#31604
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Mage Area~
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You have entered into the Mage's Area, where the air itself crackles with
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arcane energies, the forces of good and evil magic strongly at work here. You
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may continue further into the Mage Area or go south, leaving it. To the east
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and west are low stone buildings, no signs of any sort proclaiming their
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function.
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316 0 0 0 0 0
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D0
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0 0 31608
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D1
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0 0 31605
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D2
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0 0 31603
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D3
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0 0 31606
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#31605
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Potions~
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These potions are those made by mages for mages. Some will help to aid the
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common user, one who may not be a mage, but be warned, some have some very
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harmful side affects.
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316 0 0 0 0 0
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D3
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0 0 31604
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#31606
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Scrolls~
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These powerful scrolls help to manipulate the forces of magic which a mage
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commands. The withered old man who stands here tending shop looks with a
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disdainful eye upon you, as if you could never reach his standards.
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316 8 0 0 0 0
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D1
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0 0 31604
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#31607
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Mage Weapons~
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The weapons for sale in this shop are made exclusively for mages by mages.
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These weapons will not be of any use to any other class. Rows of weapons lay
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neatly stacked along the walls and on shelves. The exit is to the east.
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~
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316 8 0 0 0 0
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D1
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0 0 31608
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#31608
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End of the Alley~
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The alley ends here, the only direction you may go is south. The closed
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doors of low stone buildings lay to the east, west, and north however what lies
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inside those buildings is a mystery. One thing is for sure, they certainly do
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not look inviting.
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~
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316 8 0 0 0 0
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D0
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0 0 31610
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D1
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0 0 31609
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D2
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0 0 31604
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D3
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0 0 31607
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#31609
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Mage Board Room~
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Any messages between mages can be left here on the board and will received at
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any mage guild throughout the land. The guild for the mages lies directly east
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of here or you may leave to the west.
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~
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316 8 0 0 0 0
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D1
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0 0 31611
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D3
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0 0 31608
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#31610
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Robes and Armor~
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This is where a mage may buy armor specifically tailored for him or her.
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The walls are lined with racks from which robes and leather armor hang. You may
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exit to the south.
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~
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316 8 0 0 0 0
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D2
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0 0 31608
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#31611
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Mage Guild~
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Here one may practice any spells that may need practicing or train skills to
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perfection. The guildmaster is always free to lend a helpinh hang that just may
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lift you to the next level.
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~
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316 8 0 0 0 0
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D3
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0 0 31609
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S
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#31612
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West Alley~
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The alley heads north and south from here into the depths of the guild area.
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The feeling of power and strength still eminates all around you, lightening your
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step just a bit. A very tight little alley heads west from here, almost
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unnoticable to the naked eye. Gray stone buildings match the gray stone street
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you walk upon, all in contrast to the wonderful feeling of power all around you.
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316 0 0 0 0 0
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D0
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0 0 31603
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D2
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0 0 31613
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D3
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0 0 31620
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S
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#31613
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West Alley~
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The alley runs north and south from here, hemmed in by buildings on either
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side. The hush that seems characteristic of this place only makes the feeling
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of power that much more mysterious and exciting. You almost find yourself
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holding your breath, afraid to look in any passer-by's eye, afraid you may laugh
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aloud.
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~
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316 0 0 0 0 0
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D0
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0 0 31612
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D2
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0 0 31614
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S
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#31614
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West Alley~
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The alley still runs north and south, however there is a small dirt path
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leading between two stone buildings west from here. The hushed reverence all
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around makes this whole section of town seem mysterious and thrilling, almost as
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if you should be thanking someone for their allowing you to be here.
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~
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316 0 0 0 0 0
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D0
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0 0 31613
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D2
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0 0 31667
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D3
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0 0 31615
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S
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#31615
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Dirt Alley~
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The stone of the street is left behind as you begin your way west along this
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path. Just west of here, the buildings drop away and the path heads toward what
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looks to be the edge of the plateau, for all you can see ahead is wide open air.
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~
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316 0 0 0 0 0
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D1
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0 0 31614
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D3
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0 0 31616
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#31616
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Dirt Path~
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The dull gray buildings are gone now, replaced with a grassy field of wild
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flowers and trees. Butterflies flit about you, and the smell is that of the
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open sea. Just west of here, the trail leads to a beautiful grove, while east
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leads back into the dark grayness of the Guild Area.
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~
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316 0 0 0 0 0
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D1
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0 0 31615
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D3
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0 0 31617
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S
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#31617
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Ranger's Grove~
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This beautiful park, tended by rangers as a place for other rangers to relax
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and enjoy, perches directly on the edge of the plateau which McGintey Cove rests
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upon. Looking west, all you can see is the beautiful shoreline following the
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curve of the Cove which the town is nestled in. To the south is a large tree
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with a board of some sort affixed to it, and to the east leads the way back into
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the main Guild Area.
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~
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316 0 0 0 0 0
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D1
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0 0 31616
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D2
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0 0 31618
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#31618
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The Old Oak~
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You stand before a huge oak tree which holds the board for the Guild of
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Rangers in McGintey Cove. This tree looks as if it may be as old as the world
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you stand upon, so huge and impressive is it's girth and height. Why, a single
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one of it's branches in the upper reaches is easily as big as your waist and
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then some!
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~
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316 16 0 0 0 0
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D0
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0 0 31617
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D2
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0 0 31619
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S
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#31619
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Ranger Guild Room~
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More of a park than a Guild, this small plot of well tended land serves as
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the training and advancement center for the Ranger Guild in McGintey Cove.
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Instructors work with trainees all around you, teaching various skills and
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techniques.
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316 16 0 0 0 0
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D0
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0 0 31618
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#31620
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Back Street~
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The way through this 'street' - actually more of an alley - is quite narrow,
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grimy, and dark. East from here you can see a faint trickle of light and
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another road. To the west it only gets darker, looking quite unappealing.
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316 1 0 0 0 0
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D1
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0 0 31612
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0 0 31621
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#31621
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Back Street~
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The alley ends here, seeming to lead nowhere except back the way you came.
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As you scan the walls surrounding you, you can't help but feel as if maybe
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someone is watching your every move, however it is too dark for you to be sure.
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~
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316 1 0 0 0 0
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D0
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door~
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1 0 31623
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0 0 31620
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door~
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1 0 31622
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D3
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door~
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1 0 31625
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#31622
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Thieven Weaponsmith~
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This is a pathetically small workroom - dimly lit, grimy as hell, and reeking
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of beer. A small, wiry man works here with a sanding stone and a small bladed
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knife of which you've never before seen the like. At first the you think the
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man doesn't notice you standing here in his little hole, but after a short time
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he glances up and asks in a quiet, deadly voice if there is anything you need.
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~
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316 0 0 0 0 0
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D0
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door~
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1 0 31621
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#31623
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Board Room~
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It looks more like a band of street punks got to this room, rather than a
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group of professional thieves. What passes for the board is the western wall
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which is made of brick and covered in scrawlings from the many thieves who
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frequent this guild. The guild and training area is directly north of you.
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~
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316 4 0 0 0 0
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D0
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0 0 31624
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D2
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door~
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1 0 31621
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#31624
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Thieve's Guild~
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This room, set in the back room of looks to have been a small warehouse at
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one time, is the resting and training place of the Thieves in McGintey Cove.
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Cots are thrown haphazardly in all corners of this room. Obviously, many of the
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thieves in McGintey Cove cannot afford their own homes and bunk here instead.
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Better watch your wallet, some sneaky associate of yours just may decide to try
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some 'practice training' on it.
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316 0 0 0 0 0
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D2
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0 0 31623
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S
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#31625
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Darkened Room~
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This small, darkened room gives you the foreboding feeling that you are
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surrounded by enemies. As you get deeper into the room, you feel the fabric of
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someone's sleeve brush you. Whirling around and grabbing the sleeve, you
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realize it is an empty jacket hanging on a hook. Feeling your way around the
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room, you find that there are wearables hanging all around. A low voice rumbles
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out of the darkness.
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~
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316 8 0 0 0 0
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D1
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~
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door~
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1 0 31621
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S
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#31626
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Warrior Way~
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This wide promenade, so named for the guild area it traverses, looks to be a
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well used street. To the north is a very loud, very bawdy tavern. A sign out
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front proclaims it 'The Broken Spleen'. To the south is a huge building which
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looks to be off-limits, except to particular clientele. Two well muscled
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guardsmen stand on either side of the door leading into the building, arms
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crossed. To the east the road continues, leading the way to a HUGE building,
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one who's girth you can only imagine, being that you can only see a fraction of
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it from between the buildings you currently stand between. West is the way out
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of the Warrior Guild's area into the West Alley.
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~
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316 0 0 0 0 0
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D0
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~
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0 0 31629
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D1
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0 0 31637
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D2
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0 0 31627
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D3
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0 0 31667
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S
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#31627
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Lounge and Board Room~
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This large antechamber serves as a resting, meditation, stretching out, and
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board room for the Warrior Guild in McGintey Cove. Very atypical of this class,
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the men and women who congregate here seem almost nervous as they stretch out or
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concentrate on whatever skills they will be attempting to learn in the arena
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which is the Warrior's Guild in this town. Just south of you is the guild room,
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north is the exit to the outside.
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~
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316 24 0 0 0 0
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D0
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~
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~
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0 0 31626
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D2
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0 0 31628
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S
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#31628
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Warrior's Guild - Arena~
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This huge arena turned practice and advancement station is rumored to be the
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best and most thorough training guild for Warriors in Dibrova. The numbers of
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trainers to the number of trainees is almost double, a rarity for most guilds.
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You may exit to the north when you have finished.
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~
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316 24 0 0 0 0
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D0
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~
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0 0 31627
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S
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#31629
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The Broken Spleen~
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Your first thought as you enter into this building is that if ever it has
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been cleaned, it wasn't anytime during this last year. Your second thought is
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that you had best duck, as a chair goes flying past your head, just inches from
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your right ear! This flying chair is, of course, accompanied by drunken
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laughter and calls of 'Newbie! ' and 'Incoming! '. This chair throwing must
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be a ritual here at the Broken Spleen. How quaint. The exit is just south of
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you.
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~
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316 8 0 0 0 0
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D2
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0 0 31626
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S
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#31630
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The Warrior's Boutique~
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This little store sells an assortment of deadly implements used by the
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warrior class to wreak havoc amongst their many enemies. The exit lies to the
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east.
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~
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316 8 0 0 0 0
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D1
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~
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0 0 31632
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#31631
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The Sword Store~
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The many different types of swords sold here vary depending on the stature
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and level of warrior wielding them. Many of the swords sold here may not be
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used by inferior leveled warriors, however the only way to find out which sword
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applies to which level is to buy one .
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~
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316 8 0 0 0 0
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D2
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~
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~
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0 0 31632
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S
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#31632
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Warrior Way~
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The road ends here in a small court which allows access to two small stone
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buildings, one west and one north of you. The mammoth wall of the Gladiator Pit
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runs along on your east, the clashes, clangs, and cries coming faintly to your
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ears from within.
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~
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316 0 0 0 0 0
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D0
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~
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~
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0 0 31631
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D2
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~
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~
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0 0 31633
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D3
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~
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~
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0 0 31630
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S
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#31633
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Warrior Way~
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The road runs north to a small court surrounded by stone buildings. To the
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south the road heads into an intersection in front of the main entrance to the
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enormous Gladiator Pit. To the east and west you are hemmed in by the gray
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stone walls of buildings owned by the Warrior Guild.
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~
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316 0 0 0 0 0
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D0
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~
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~
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0 0 31632
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D2
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0 0 31637
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S
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#31634
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Spectator Balcony~
|
|
From this vantage point you can see the entire Pit spread out below you.
|
|
Every punch, every kick, every stab and pierce can be seen from this point. A
|
|
sign hangs on the wall, explaining the rules for placing wagers on the fights
|
|
which ensue below.
|
|
~
|
|
316 8 0 0 0 0
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|
D5
|
|
~
|
|
~
|
|
0 0 31636
|
|
S
|
|
#31635
|
|
Gladiator Pit - Center~
|
|
You stand at the center of a huge dirt floored arena. All around you are
|
|
rows and rows of screaming spectators, seated in the bleachers which climb the
|
|
upward slope of the arena wall. You may move in any cardinal direction in
|
|
attempt to find and vanquish your opponent.
|
|
~
|
|
316 64 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 0 31636
|
|
S
|
|
#31636
|
|
The Pit~
|
|
In this room, one may pay to enter into mortal combat with another combatant
|
|
of equal stature. Screams from spectators and cries of pain from the combatants
|
|
accompanied by the clash of steel reaches your ears from the arena, which lies
|
|
directly east from here.
|
|
~
|
|
316 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 31635
|
|
D3
|
|
~
|
|
~
|
|
0 0 31637
|
|
D4
|
|
~
|
|
~
|
|
0 0 31634
|
|
S
|
|
#31637
|
|
Warrior Way~
|
|
The road comes to a wide intersection here, heading north and south, and of
|
|
course west back toward the entrance to this guild. In front of you is the
|
|
arched entrance to a huge arena, one whose rounded walls tower above you a good
|
|
five or six stories. From inside you hear the catcalls and screams from all who
|
|
watch the fights, and also the clanging and clashing of steel from all those who
|
|
battle.
|
|
~
|
|
316 0 0 0 0 0
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|
D0
|
|
~
|
|
~
|
|
0 0 31633
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|
D1
|
|
~
|
|
~
|
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0 0 31636
|
|
D2
|
|
~
|
|
~
|
|
0 0 31638
|
|
D3
|
|
~
|
|
~
|
|
0 0 31626
|
|
S
|
|
#31638
|
|
Warrior Way~
|
|
The road runs south toward a small court where two low stone buildings stand
|
|
to the west and south. To the north the road heads into the main intersection
|
|
of Warrior Way where one may enter into the gladiator pit if desired.
|
|
~
|
|
316 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31637
|
|
D2
|
|
~
|
|
~
|
|
0 0 31639
|
|
S
|
|
#31639
|
|
Warrior Way~
|
|
The road heads farther south, ending in a small court. To the north is the
|
|
way leading to the main intersection of Warrior Way. On your east is the huge
|
|
rounded wall of the Gladiator Pit, it's enormous bulk still amazing to you, even
|
|
though you stand beside it.
|
|
~
|
|
316 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31638
|
|
D2
|
|
~
|
|
~
|
|
0 0 31641
|
|
S
|
|
#31640
|
|
Shield 'n' Helms~
|
|
This small shop sells exactly what it proclaims to sell, helms and shields.
|
|
The goods may be browsed at your leisure. A permanet employee of the Guild
|
|
always stands at attention to help with your purchase.
|
|
~
|
|
316 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 31641
|
|
S
|
|
#31641
|
|
Warrior Way~
|
|
This small court is home to two small stone buildings, one west and one south
|
|
of here. The road heads north from here, running along the west wall of the
|
|
gladiator pit toward it's entrance.
|
|
~
|
|
316 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31639
|
|
D2
|
|
~
|
|
~
|
|
0 0 31642
|
|
D3
|
|
~
|
|
~
|
|
0 0 31640
|
|
S
|
|
#31642
|
|
Body Armor~
|
|
Racks of armor, both full bodied and upper torso are scattered all through
|
|
the shop. A permanent member of the warrior guild is here to serve you as your
|
|
needs demand.
|
|
~
|
|
316 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31641
|
|
S
|
|
#31643
|
|
West Alley~
|
|
This dark, dripping alleyway leads south toward the many guilds housed in
|
|
this district. To the north lies much of the same, with a section heading off
|
|
east into the warrior guild. To the west is the entrance to the Paladin's
|
|
Guild, a strong sense of power and devotion radiating from its entrance.
|
|
~
|
|
316 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31667
|
|
D2
|
|
~
|
|
~
|
|
0 0 31644
|
|
D3
|
|
~
|
|
~
|
|
0 0 31662
|
|
S
|
|
#31644
|
|
West Alley~
|
|
The alley heads north and south, the cold, dark grey walls of stone buildings
|
|
surrounding you on every side. Just south of you lies an offshoot of the main
|
|
alleyway which heads west into the cleric's guild.
|
|
~
|
|
316 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31643
|
|
D2
|
|
~
|
|
~
|
|
0 0 31645
|
|
S
|
|
#31645
|
|
West Alley~
|
|
The alley still runs north and south from here, the whole looking quite
|
|
dreary and dismal. To the west is a small cobbled path leading into the
|
|
cleric's guild. That path looks as if it may be the only part of this district
|
|
that is not only maintained, but cheerful as well. The cobblestones which line
|
|
the path are scrubbed almost white, the walls of the buildings white stucco.
|
|
You feel that even someone who is not a cleric may be drawn to this part of the
|
|
district just to escape the grey monotony everywhere else.
|
|
~
|
|
316 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31644
|
|
D2
|
|
~
|
|
~
|
|
0 0 31655
|
|
D3
|
|
~
|
|
~
|
|
0 0 31646
|
|
S
|
|
#31646
|
|
The God's Path~
|
|
The white cobblestones beneath your feet glisten brightly as you walk past.
|
|
Obviously the clerics who belong to this guild take great pride in their place
|
|
here in McGintey Cove. Just north of you is a large marble temple with huge
|
|
oaken double doors in front. This temple must be the main guild housing for
|
|
this guild. The path heads west into more of the cleric's area or east out into
|
|
the West Alley.
|
|
~
|
|
316 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31647
|
|
D1
|
|
~
|
|
~
|
|
0 0 31645
|
|
D3
|
|
~
|
|
~
|
|
0 0 31649
|
|
S
|
|
#31647
|
|
Sitting Room~
|
|
This large, ornate room is laden with plush couches, comfortable easy chairs
|
|
and food free for the taking. To the north is the entrance to the main practice
|
|
and meditation area, south is the exit out to the God's Path.
|
|
~
|
|
316 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31648
|
|
D2
|
|
~
|
|
~
|
|
0 0 31646
|
|
S
|
|
#31648
|
|
Meditation and Advancement~
|
|
A large altar rests near the far northern wall of this temple. Small pads of
|
|
cloth line the eastern wall where many of your class pray and meditate,
|
|
searching for advancement and enlightenment. You may exit to the south.
|
|
~
|
|
316 0 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 31647
|
|
S
|
|
#31649
|
|
The God's Path~
|
|
With the temple wall still to the north of you, the path heads west into a
|
|
broad court surrounded by white stucco buildings. Directly south of you is
|
|
another such building, the entranceway wide open and inviting. To the east the
|
|
path heads out past the temple entrance into the West Alley.
|
|
~
|
|
316 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 31646
|
|
D2
|
|
~
|
|
~
|
|
0 0 31654
|
|
D3
|
|
~
|
|
~
|
|
0 0 31650
|
|
S
|
|
#31650
|
|
The God's Court~
|
|
This large allows entrance to any of three white stucco buildings which lie
|
|
north, south, and west of you. You may exit to the east toward the temple and
|
|
West Alley.
|
|
~
|
|
316 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31651
|
|
D1
|
|
~
|
|
~
|
|
0 0 31649
|
|
D2
|
|
~
|
|
~
|
|
0 0 31653
|
|
D3
|
|
~
|
|
~
|
|
0 0 31652
|
|
S
|
|
#31651
|
|
Robes~
|
|
This quiet room has a small wooden desk sitting at the north end, a monk from
|
|
the guild seated serenely behind it. On the east and west walls are lines of
|
|
robes hung in an extremely orderly fashion.
|
|
~
|
|
316 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 31650
|
|
S
|
|
#31652
|
|
Holy Relics~
|
|
Small wooden stands spread throughout the room hold trinkets, baubles, and
|
|
wearables, all for sale. A monk from the guild wanders about the room, helping
|
|
those in need of assistance.
|
|
~
|
|
316 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 31650
|
|
S
|
|
#31653
|
|
Books of the Gods~
|
|
Small wooden bookshelves line the east, west, and south walls of this room,
|
|
all spotlessly clean and filled with books of all shapes and sizes.
|
|
~
|
|
316 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31650
|
|
S
|
|
#31654
|
|
Holy Weapons~
|
|
Although physical battle is not condoned by the guild, it is realized that in
|
|
this day and age every man or woman must need defend themselves at some time or
|
|
another. Hence this small shop dedicated to those weapons deemed fit to be
|
|
wield by a cleric in Dibrova.
|
|
~
|
|
316 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31649
|
|
S
|
|
#31655
|
|
West Alley~
|
|
The alley heads north deep into the guild area for McGintey Cove, the gray
|
|
walls of guild-owned buildings surrounding the way ahead. To the south is the
|
|
intersection of the Alley and South St, the road leading east into the business
|
|
district of McGintey Cove.
|
|
~
|
|
316 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31645
|
|
D2
|
|
~
|
|
~
|
|
0 0 31656
|
|
S
|
|
#31656
|
|
South Street~
|
|
You stand at the intersection of West Alley and South Street. To the north
|
|
is the dark, grey walled alley which heads deep into the guild area. East, the
|
|
way gets a bit lighter as it heads it's way back toward the main business
|
|
district of McGintey Cove. To the south the alley heads into a shadowed
|
|
section, one which must be the Assassin's Guild area.
|
|
~
|
|
316 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31655
|
|
D1
|
|
~
|
|
~
|
|
0 0 31664
|
|
D2
|
|
~
|
|
~
|
|
0 0 31657
|
|
S
|
|
#31657
|
|
West Alley~
|
|
Although still technically in the West Alley, you are in the area of town
|
|
owned by the Deathknight's guild. Good advice would be to watch your step
|
|
around these deadly beings. To the west is a tall, slender door leading into
|
|
the main guild room, where deathknights practice to advance themselves. To the
|
|
east is a door leading into a very small building, one which gives you a
|
|
decidedly uneasy feeling. South is the end of West Alley and north leads the
|
|
way out of the Deathknight's Guild.
|
|
~
|
|
316 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31656
|
|
D2
|
|
~
|
|
~
|
|
0 0 31661
|
|
D3
|
|
~
|
|
~
|
|
0 0 31658
|
|
S
|
|
#31658
|
|
Deathknight's Board Room~
|
|
This small, dark room affords a few low divines for the reclining comfort of
|
|
those who wish to relax in the comfort of their guild. Glass display cases hold
|
|
an array of weapons along the walls, many of which considered antique by today's
|
|
standards of assassination. To the west is the entrance to the training and
|
|
advancement room. East leads out to West Alley.
|
|
~
|
|
316 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 31657
|
|
D3
|
|
~
|
|
~
|
|
0 0 31659
|
|
S
|
|
#31659
|
|
Guild Room~
|
|
You are all alone in a completely darkened room... Or so you think.
|
|
~
|
|
316 25 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 31658
|
|
S
|
|
#31660
|
|
Dark Wearables~
|
|
All manner of clothing, cloakwear, and hoods are for sale in this shop. All
|
|
wearables sold here are to aid the deathknight in his/her profession.
|
|
~
|
|
316 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 31661
|
|
S
|
|
#31661
|
|
South Dead End to West Alley~
|
|
This seems to be the end of the way. Doors lead off to the east, west, and
|
|
south. The alley heads north. Watch your step.
|
|
~
|
|
316 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31657
|
|
D2
|
|
~
|
|
~
|
|
0 0 31663
|
|
D3
|
|
~
|
|
~
|
|
0 0 31660
|
|
S
|
|
#31662
|
|
Paladin Row~
|
|
The whole area strikes you as clean and well-organized as soon as you enter.
|
|
With all the gray building and their lack of color out in the main guild area,
|
|
this place is a stark contrast indeed. The alley continues west, with a door to
|
|
the north leading into a small tavern.
|
|
~
|
|
316 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 31643
|
|
D3
|
|
~
|
|
~
|
|
0 0 31668
|
|
S
|
|
#31663
|
|
Weapons of Choice~
|
|
All weapons sold here are made specifically for the lethal and many times
|
|
secretive killing arts. Browse and be merry, but remember, they are not cheap
|
|
for a reason!
|
|
~
|
|
316 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31661
|
|
S
|
|
#31664
|
|
South Street~
|
|
The street, now completely enclosed on the north and south side by grey stone
|
|
walls of guild buildings, leads west to an intersection of some sort, or east
|
|
out into the main business district of McGintey Cove.
|
|
~
|
|
316 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 31665
|
|
D3
|
|
~
|
|
~
|
|
0 0 31656
|
|
S
|
|
#31665
|
|
South Street~
|
|
The street heads west into the darkened guild area of McGintey, where it
|
|
seems the very air around it carckles with mystical energy and magic. To the
|
|
east is the main business district of McGintey Cove. A small, unobtrusive alley
|
|
leads south from here.
|
|
~
|
|
316 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 31666
|
|
D2
|
|
~
|
|
~
|
|
0 0 31674
|
|
D3
|
|
~
|
|
~
|
|
0 0 31664
|
|
S
|
|
#31666
|
|
South Street~
|
|
The high traffic business area to the east seems almost a memory only as you
|
|
enter into this entirely different section of town. The wide open expanse that
|
|
was typical of the bazaar and the main streets of town are replaced by tight
|
|
streets with stone walled buildings to either side.
|
|
~
|
|
316 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 31565
|
|
D3
|
|
~
|
|
~
|
|
0 0 31665
|
|
S
|
|
#31667
|
|
West Alley~
|
|
The alley continues to run north and south from here, the gray, dismal walls
|
|
surrounding it unending. To the east is a wide stretch of cobbled street that
|
|
looks a bit more well travelled than any any of the previous offshoots from this
|
|
alley.
|
|
~
|
|
316 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31614
|
|
D1
|
|
~
|
|
~
|
|
0 0 31626
|
|
D2
|
|
~
|
|
~
|
|
0 0 31643
|
|
S
|
|
#31668
|
|
Paladin Row~
|
|
Nothing. The alley ends just west of here at the entrance to the Guild
|
|
itself. It appears that a small area in front of the guild has been set up as a
|
|
resting spot for paladins who wish to rest their feet after a day of saving
|
|
innocent women and children.
|
|
~
|
|
316 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 31662
|
|
D3
|
|
~
|
|
~
|
|
0 0 31669
|
|
S
|
|
#31669
|
|
Paladin Court~
|
|
This comfortable cobblestoned court hosts a small array of comfortable chairs
|
|
and low tables, all for resting and relaxing upon before heading back out into
|
|
the wilds of Dibrova. To the west is the entrance to the Guild, south is a
|
|
weapon shop and north is an armor shop. Both shops are maintained by the Guild
|
|
and specialize in Paladin equipment.
|
|
~
|
|
316 4 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 31672
|
|
D1
|
|
~
|
|
~
|
|
0 0 31668
|
|
D2
|
|
~
|
|
~
|
|
0 0 31673
|
|
D3
|
|
~
|
|
~
|
|
0 0 31670
|
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S
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#31670
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Paladin Board Room~
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This is a small hallway leading into the main Audience Hall for the Paladin's
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Guild where the Master grants level gain by virtue of experience in the field.
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A bulleltin board has been posted on the south wall, a small writing implement
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attached so that anyone who wishes to may post a message to their fellow
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clannies.
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~
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316 4 0 0 0 0
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D1
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~
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~
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0 0 31669
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D3
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~
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~
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0 0 31671
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#31671
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Paladin Guild Hall~
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This hall is what is considered to be the oldest structure existing on the
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rock that is McGintey Cove today. It is said that upon this very spot, Amos
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McGintey erected his temporary hideout when hiding from the Ionian Knights who
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plagued the seas back in his day. Now this ancient has been converted into a
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place of respect and devotion where Paladins may increase their level if so
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desired.
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~
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316 4 0 0 0 0
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D1
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~
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~
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0 0 31670
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#31672
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Paladin Outfitters~
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Cloaks and armor, boots and gauntlets all are arrayed in this clean and
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bright room. The colors of the wearables are all vibrant and catching to the
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eye, signifying the pride of the Paladin and what the class stands for in a
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world ridden with evil and pestilence.
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~
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316 0 0 0 0 0
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D2
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~
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~
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0 0 31669
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#31673
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Weapons of Honor~
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This wide open area serves as both a smithy for the Guild and a shop where
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class members may purchase the fine weapons produced here. Paladins, being a
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very meticulous and demanding class, prefer to make and enchant their own
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weapons rather than import weapons from the dwarven craftsmen or magus weavers.
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Browse these fine weapons, but remember - they are not cheap.
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~
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316 0 0 0 0 0
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D0
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~
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~
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0 0 31669
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#31674
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A Quiet Back Street~
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The sounds of the bazaar, the hustle and bustle of all the city-goers all
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seems to get swallowed up by the walls of this alley. You feel a bit of peace,
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your body begins to relax a bit as you begin down this alley. You can see that
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it ends just south of here at a small door.
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~
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316 0 0 0 0 0
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D0
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~
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~
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0 0 31665
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D2
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0 0 31675
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S
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#31675
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End of a Quiet Back Street~
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You stand before a small door, a very unmentionable place if not for the man
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standing just to side of it - as if guarding it. Strange that all sounds of the
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city have completely vanished now, though you know that you have no travelled
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that far from the main section.
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~
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316 0 0 0 0 0
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D0
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~
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~
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0 0 31674
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D2
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~
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door~
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1 0 31676
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#31676
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Monk Board Room~
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You would almost think that this place were abandoned, so quiet of an air
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persists here. However, looking south you see the main room and the Guidlmaster
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tutoring his disciples. The Board for your clan is mounted here - any messages
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you wish to pass along can be passed via this board.
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~
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316 12 0 0 0 0
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D0
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~
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door~
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1 0 31675
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D2
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~
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~
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0 0 31677
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S
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#31677
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Monk Guild Room~
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There is absolutely nothing at all in this room save for the man who will
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advance you to your next level if you are deemed worthy. The exit lies to the
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north.
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~
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316 12 0 0 0 0
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D0
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~
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~
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0 0 31676
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S
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$~
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