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1377 lines
26 KiB
Text
1377 lines
26 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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#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 anything besides what they can provide by
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themselves.
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#302
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The Southern Road~
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You walk underneath the inner city wall. The road turns into hard packed
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dirt. To the north you may enter the inner city towards the Temple of Sanctus
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or go south towards the southern gate. The southern half of the city consists
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of the Magi's and Cleric' quarters.
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#303
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Magis Avenue~
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The Tower of the Magi lies to the southwest. Just to the south you can see
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where the inner city wall turns to the west. You are deep within the Magi's
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Quarter. Accidents have been known to happen around here. People must be
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careful for who knows what an inexperienced student may do.
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#304
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An Elegant Hall~
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Drawings continue along the hallway as you pass. More battles where the
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Magi are slaughtering their foes. Some depict battles with Ogres, others are
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Orcs, Goblins, more Demons. Every creature imaginable. Even fellow humans,
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dwarves, and elves.
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#305
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The Baths~
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Large copper tubs filled with hot water have filled the room with a hot
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steam. The air is musky and hard to breath. A large fire fills the eastern
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wall, pots of water are heating over it. These baths are used only by the
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Magi. As people often say, 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 columns, filling the room
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wall to wall. Every rack made precisely to standard. Every sheet a pristine
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white, not a speck of dust can be found. The Clerics of Sanctus lead a
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disciplined life second to none, not even the army.
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#307
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A Long Hallway~
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The barren walls and floors reminds you how the Clerics of Sanctus consider
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decorations, desires, or any form of unnecessary wants a type of blasphemy.
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They dedicate their lives to helping others, never themselves. Every one of
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them would 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 and continues to the east. A small road
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follows along the inner city wall just north of the Tower of the High Council.
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Clerics Avenue continues north and south. The Tower almost seems to glow
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because of it's glaring whiteness.
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#309
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Clerics Alley~
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Within the Cleric's Quarter an adventurer has very little to worry about.
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Even those would be vandals, pickpockets, and thugs shy away from this Quarter
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because of their respect of the clerics. To be a cleric is second only to
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being a Master Magi.
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#310
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Clerics Alley~
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The southern section of the inner city wall crowds you from the north. The
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massive fortification of rock and mortar is impressive, rising at least two or
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maybe three times your own height. You can just make out a small walkway on
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the top of the wall, too bad only the guards know where the entrance is.
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#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.
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A few apprentice healers in flowing robes rush between the Temple and the
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Cleric's Quarter, 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 along adventurers
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to pass between the Temple and the southern half of the city. The Cleric's
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Quarter lies to the west while the Magi's Quarter is to the east. Within their
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centers rises the Tower of the High Council of Cleric's and the Tower of the
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Magi respectively.
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#314
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Magis Alley~
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The black Tower of the Magi casts an intimidating shadow over you and the
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alley you walk in. Within the tower lies many secrets that the average citizen
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is not privileged enough to be told about. Rumours abound, especially about
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the Orb of Sanctum the gods left in the Master Magi's care.
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#315
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Magis 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 you. The voices are too low to be
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discernable.
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#316
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Magis Alley~
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The inner city wall is used to seperate the city into two seperate
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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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Magis Alley~
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You have reached the southeastern corner of the inner city wall where it
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turns north along the Magis Avenue. The Tower of the Magi still looms over you
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oppressively. The sounds of voices echo between the tower and the inner city
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wall, very disturbing.
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#318
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The Southeast intersection~
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A small alley ducks between the Tower of the Magi and the southern section
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of the inner city wall. The Magi Mansion is so extravagant it is almost an eye
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sore just to the east. The Tower contains the fabled Orb of Sanctum, but few
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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 depicting various battles in which the Magi have fought in. In
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the one infront of you the army of Sanctus stands on the verge of defeat,
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except for the constant bombardment of fireballs, lightning, and meteors by the
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Magi.
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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. 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 burning, some unlit.
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Cushions are arranged along the floor facing the candles. A simple room of
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prayer where the one can give thanks to all that has been given. The walls are
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unadorned, everything looks to be plain and only used for it's purpose.
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#322
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The Hall of Clerics~
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A long hallway stretches directly to your north. It appears to run the
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length of the entire building. Lanterns line the walls spaced widely apart so
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much of the hall is in shadow. The bare floor and walls show the lifestyle the
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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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is just to the south. You 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 old clerics are bestowing
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their knowledge and wisdom to their students here.
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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
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an gray-haired man who is drawing something on a board. His often uses words
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of a different language that are very hard to follow and impossible to
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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
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cat is shivering in fright. It seems to have broken it's foot and the soon to
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be healers are practicing their skills on it. Better than expirementing with
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live humans.
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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. As you watch one of them lays a gentle hand on the childs forehead
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causing the young boy to instantly fall asleep, another cleric take the boys
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arm which has been badly bruised and possibly broken and begins chanting
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mysterious words. The bruises fade away without a trace.
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#328
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The Southern Road~
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You walk between the pristine Tower of the High Council of Clerics and the
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oppressive Tower of the Magi. This section of the city has a very solemn
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feeling overshadowing it. The magic of healing on one side and the magic of
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power and destruction on the other.
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#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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#330
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The Training Room~
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The Magi train within the tower as to help protect the city from invasion.
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Though the army is normally the only intervention required to handle most
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battles, the Magi are sometimes called upon to prevent heavy casualties or
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counter any magical abilities the attackers may possess.
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#331
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The Training Room~
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Several older students are sitting in on a class about the protective dome
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that upholds the balance within the city. You hear the mention of the Orb of
|
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Sanctus and of how the gods bestowed it upon the Master Magi to preserve and
|
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protect. Without the Orb the city would surely fall.
|
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~
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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 notices you watching and
|
|
motions you away. No one disagrees with a Master Magi, at least no one that
|
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wishes to live.
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~
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#333
|
|
Magis Avenue~
|
|
The street narrows here as it passes between the Tower and the Mansion.
|
|
You can hear strange incantations coming from an open window in the black
|
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tower, far above your head. The Magi train young students within to take their
|
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place, but fewer and fewer meet the requirements and actually survive the
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training.
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~
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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 is
|
|
living the good life.
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~
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#335
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A Back Hall~
|
|
This part of the mansion is meant only for servants and students to travel
|
|
unseen in the majority of the mansion. The Magi live an extravagant life and
|
|
hold themselves to be very prestigious and elegant. No one would ever dare
|
|
call them otherwise. The ha is unkempt and bare of any furnishings.
|
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~
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#336
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|
An Emergency Shelter~
|
|
Empty cots and bunks fill the room. Bandages, supplies, slings, and other
|
|
healing aids are neatly sorted and stored within a large set of shelves. The
|
|
walls are all plain white plaster with no decorations. The room is used as an
|
|
emergency shelter in case a large number of casualties are incurred, more than
|
|
the Tower can handle.
|
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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.
|
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~
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door~
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#338
|
|
The Clerics Quarter~
|
|
Large doors to the east and west lead into the Hall of Clerics or the Tower
|
|
of the High Council. To the south a small shop displaying a sign of several
|
|
multi-colored herbs swings in the gentle breeze. The Tower rises far above
|
|
you, it's two spires reaching almost as high as the Temple. In contrast the
|
|
Hall looks very mundane.
|
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~
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door~
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door~
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#339
|
|
The Tower of the High Council of Clerics~
|
|
A large archway leads into the center of the Cleric's Quarter just to the
|
|
west. The Tower around you is bathed in bright white light that reflects off
|
|
every surface around you. All around you can hear the soft murmur of healers
|
|
in training or going about their daily routine.
|
|
~
|
|
3 0 1
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D0
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~
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#340
|
|
The Tower of Cleric's~
|
|
A wide staircase covered by a large tan rug leads up into the heart of the
|
|
Tower towards the High Councils chambers. Many famous healers reside within
|
|
this towers magical walls. It is said that just by standing in certain rooms
|
|
of the tower one can heal at unnatural rates.
|
|
~
|
|
3 0 1
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D0
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~
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~
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#341
|
|
The Tower of Cleric's~
|
|
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, everything is white, not a speck of dust
|
|
or dirt can be seen anywhere.
|
|
~
|
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3 0 1
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D0
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~
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D4
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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 that passes between
|
|
the Southern Towers and the Temple of Sanctus. You are in the entrance of the
|
|
reverred Tower of the High Council. High above you is where the councillors
|
|
make many important decisions on how to uphold the welfare and health of the
|
|
city.
|
|
~
|
|
3 d 1
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~
|
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|
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|
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#343
|
|
The Southern Road~
|
|
The entrance to both towers of the Southern half of Sanctus open before you.
|
|
To the west the Tower of the High Council of Cleric's, to the east the Tower of
|
|
the Magi. Both impressive structures that were built by both master architects
|
|
and the use of magic.
|
|
~
|
|
3 0 1
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|
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|
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~
|
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0 0 342
|
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|
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#344
|
|
The Tower of the Magi~
|
|
The black floor, walls, and ceiling of this tower brings about a feeling of
|
|
oppression. As if something or someone is holding something back from you. A
|
|
large doorway to the west leads to the Southern Road or you may explore deeper
|
|
into the temple to the east.
|
|
~
|
|
3 0 1
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D0
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~
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D3
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~
|
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~
|
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0 0 343
|
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|
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#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 all around you.
|
|
~
|
|
3 0 1
|
|
D0
|
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~
|
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~
|
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0 0 330
|
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D1
|
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~
|
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~
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0 0 346
|
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D2
|
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~
|
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~
|
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0 0 358
|
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D3
|
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~
|
|
~
|
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0 0 344
|
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D4
|
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~
|
|
~
|
|
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 tar black walls that almost look
|
|
depthless. A simple trick of the eye, but then again, maybe not. Around you
|
|
apprentices carry out their daily routines.
|
|
~
|
|
3 d 1
|
|
D0
|
|
~
|
|
~
|
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0 0 331
|
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D1
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|
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~
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0 0 347
|
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D2
|
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|
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~
|
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0 0 359
|
|
D3
|
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~
|
|
~
|
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|
|
D4
|
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~
|
|
~
|
|
0 0 133
|
|
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|
|
#347
|
|
The Tower of the Magi~
|
|
Everything is made from black stone. At first it looks to be marble, but
|
|
upon closer examination you can't see any grain within it. Looking into the
|
|
stone you seem to lose yourself. Peering further and further into the
|
|
blackness, you cannot tell whether it is a trick of the eye or some strange
|
|
magic at work here. The center of the Magi's Quarter lies to the east.
|
|
~
|
|
3 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 332
|
|
D1
|
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~
|
|
~
|
|
0 0 348
|
|
D2
|
|
~
|
|
~
|
|
0 0 360
|
|
D3
|
|
~
|
|
~
|
|
0 0 346
|
|
S
|
|
#348
|
|
The Magis Quarter~
|
|
You stand within the heart of the Magi's Quarter. To the east you may enter
|
|
the Magi's Mansion where the Master Magi can be found when they are not
|
|
guarding the Orb. To the west the pure black Tower of the Magi houses the
|
|
sacred Orb that protects the city.
|
|
~
|
|
3 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 imagineable. 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 d 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 334
|
|
D1
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~
|
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~
|
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0 0 350
|
|
D3
|
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~
|
|
door~
|
|
1 0 348
|
|
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|
|
#350
|
|
A Study~
|
|
Books line the walls, low hanging lantersn are positioned over three large
|
|
tables around the room. Several chairs per table allow those who wish to study
|
|
the fine art of magic to rest comfortably. Several books lay open upon the
|
|
tables. A trickle of smoke seeps around the edges of a door to the east.
|
|
~
|
|
3 d 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 and mix the salves required to support the duties of the Cleric. They
|
|
are rumoured to sometimes sell some of their remedies, though this is very rare
|
|
and at a very steep price.
|
|
~
|
|
3 0 1
|
|
D0
|
|
~
|
|
door~
|
|
1 0 338
|
|
S
|
|
#352
|
|
Cleric's in Training~
|
|
Several beds lie in columns and rows spaced evenly apart. The smell of some
|
|
form of antiseptic stings your nose and eyes. All the beds are empty, must be
|
|
the healers here are well-versed in their craft. The Temple continues to the
|
|
north and west.
|
|
~
|
|
3 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
|
|
surround the edge. A small portrayal of woman and children playing on a rivers
|
|
edge. This water must be the sacred water used by the Cleric's to tned the
|
|
wounded.
|
|
~
|
|
3 d 1
|
|
D0
|
|
~
|
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~
|
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0 0 340
|
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D1
|
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~
|
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~
|
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0 0 354
|
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D3
|
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~
|
|
~
|
|
0 0 352
|
|
S
|
|
#354
|
|
Cleric's Hallway~
|
|
The smell of medicine fills the entire tower. A large open area, the center
|
|
of the tower, to the north holds a set of stairs leading higher into the tower.
|
|
Small benches line the walls here, allowing people to rest from their
|
|
adentures.
|
|
~
|
|
3 d 1
|
|
D0
|
|
~
|
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~
|
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0 0 341
|
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D1
|
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~
|
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~
|
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0 0 355
|
|
D3
|
|
~
|
|
~
|
|
0 0 353
|
|
S
|
|
#355
|
|
A Waiting Room~
|
|
Benches line both walls here. Several injured people hold cuts or bruises
|
|
that need to be tended by the healers. An apprentice does what he can to aid
|
|
the people with bandages and water, but these people need the attention of a
|
|
real healer.
|
|
~
|
|
3 d 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,
|
|
it's polished surfaces reflecting all light down onto the Cleric's Quarter it
|
|
protects. To the west the Tower of the Magi does the exact opposite, seeming
|
|
to absorb all light surround it. Their must be balance in all things.
|
|
~
|
|
3 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 foun
|
|
~
|
|
3 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 344
|
|
D1
|
|
~
|
|
~
|
|
0 0 358
|
|
S
|
|
#358
|
|
A Tower Hallway~
|
|
Through a small door to the north you can see the center of the tower where
|
|
a set of spiral staircases lead to the second floor. The Orb of Sanctum is
|
|
protected somewhere within this tower. The Master Magi have been given the
|
|
task of ensuring it's safety.
|
|
~
|
|
3 d 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 345
|
|
D1
|
|
~
|
|
~
|
|
0 0 359
|
|
D3
|
|
~
|
|
~
|
|
0 0 357
|
|
S
|
|
#359
|
|
The Magi's 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 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 d 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 1
|
|
D0
|
|
~
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door~
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1 0 348
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S
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#362
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The Southern Gate~
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The heavily fortified passage between the gate and the wilderness beyond is
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well protected against an attack. Lookouts can be heard above chatting idly
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while the sentinel guards stand at attention waiting to be called into action.
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~
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3 0 1
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D0
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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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~
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0 0 363
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D4
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~
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~
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0 0 139
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S
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#363
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The Stables~
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The smell of hay and manure clings to the room like a cheap cologne your
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grandmother used to wear. Stalls line both sides of the cramped building with
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bales of hay stacked everywhere the horses can't reach though they all seem to
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still try. It is possible to buy a horse for a minimal fee, but not all of
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them are well tamed and have been known to become ornery.
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~
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3 0 1
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D1
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~
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~
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0 0 362
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#364
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PETSHOP STOREROOM~
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To make a pet shop you need two rooms and some pets. The rooms MUST be
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sequential. If the first room is 3015 then the second must be 3016. The second
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room is known as the storeroom. All that is required in the storeroom is to
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load one of each mob you wish to be a pet. This room can not have any exits and
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will never be used by mortals. Although a pet shopkeeper is not required it is
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recommended. In order to implement a pet shop the actual mud code has to be
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modified. Just ask Rumble to do it for you.
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~
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3 k 1
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S
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#365
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On the Window Ledge~
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From this perilous perch you have an excellent view of the southern half of
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the city. A gust of wind howls past trying to pull you with it. The only exit
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is back into the tower or a deadly jump to the cobblestone road below.
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~
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3 0 1
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D0
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~
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~
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0 0 101
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S
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T 131
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#366
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The Lab~
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The room is covered in shadow and what little that can be seen is a clutter
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|
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.
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~
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3 0 0
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D3
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~
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door~
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1 0 350
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S
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#367
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The Realm Of The Dead~
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|
You are standing on an immense, grey stone floor that stretches as far
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|
as you can see in all directions. Rough winds plunging from the dark,
|
|
starless sky tear savagely at your fragile body.
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|
~
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3 dj 0
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|
E
|
|
sky winds~
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|
Cold winds plunge ceaselessly at you from the dark, cloudless sky.
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~
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|
E
|
|
floor~
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|
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.
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~
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|
S
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$~
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