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2041 lines
47 KiB
Text
2041 lines
47 KiB
Text
#100
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Temple of Sanctum~
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This large room appears to be inside inside a massive temple dedicated to the
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gods of Sanctus. The ceiling is supported by fluted columns and a main spiral
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stairwell that leads both up and down. Small rooms adjoin this chamber in all
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four cardinal directions. It is here mortals come to stay informed and discuss
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their adventures.
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info credits~
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Builder : Rumble
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Zone : 1 Sanctus
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Related Zones: 2 Sanctus II, 3 Sanctus III
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Began : 2000
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Player Level : 1-34
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Rooms : 100
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Mobs : 100
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Objects : 76
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Shops : 6
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Triggers : 33
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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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Notes : None
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Zone 1 is linked to the following zones:
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2 Sanctus II at 100 (down ) ---> 251
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3 Sanctus III at 101 (south) ---> 365
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2 Sanctus II at 111 (down ) ---> 207
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2 Sanctus II at 112 (down ) ---> 213
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2 Sanctus II at 114 (down ) ---> 243
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2 Sanctus II at 115 (down ) ---> 248
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2 Sanctus II at 118 (down ) ---> 254
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2 Sanctus II at 119 (down ) ---> 259
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2 Sanctus II at 121 (down ) ---> 289
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2 Sanctus II at 122 (down ) ---> 295
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3 Sanctus III at 128 (down ) ---> 340
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3 Sanctus III at 129 (down ) ---> 341
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3 Sanctus III at 132 (down ) ---> 345
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3 Sanctus III at 133 (down ) ---> 346
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3 Sanctus III at 139 (down ) ---> 362
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2 Sanctus II at 189 (south) ---> 200
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2 Sanctus II at 194 (south) ---> 201
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2 Sanctus II at 195 (south) ---> 202
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2 Sanctus II at 196 (south) ---> 203
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2 Sanctus II at 197 (south) ---> 204
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2 Sanctus II at 198 (south) ---> 205
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2 Sanctus II at 199 (south) ---> 206
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~
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S
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#101
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The Temple of the Gods~
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This seems to be the highest point in the kingdom of Sanctus. It is from
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here that the worshippers of the gods come to pay tribute to those who have
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saved them from the chaos and destruction beyond the sanctuary of the city
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walls. Large windows reach from the floor to the ceiling, giving an excellent
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view of the city and countryside beyond. An altar stands in the middle of the
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room with a statue on each side.
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statue~
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As you examine the statues more closely you realize they must resemble the
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two gods responsible for the creation and ongoing protection of Sanctus, Ferret
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and Rumble. They both radiate a strength and power that resembles the solid
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white marble they were crafted from.
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~
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E
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altar~
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The altar is made from black granite and has been carved into a small basin
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with a high back. Almost as if it was meant to be some sort of seat.
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Inscriptions in some foreign tongue are written on every square inch of the
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altar. You wonder what they must say and who could have written it.
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~
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S
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T 158
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T 163
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#102
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Inner Sanctum~
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This appears to be the highest room in the tower of Sanctum where only those
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devoted to the guild of Clerics are allowed to practice their skills and spells
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to become masters of their discipline. The walls are covered in a white see-
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through cloth giving one the impression of being inside of a tent rather than in
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a room. The room glows brightly, though one cannot tell from what source.
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#103
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High Council Meeting Room~
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This is the meeting room for the guild of clerics. All orders and affairs
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are resolved in this room by the High Council of Clerics. They are responsible
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for the health of all the citizens of Sanctus and are obligated to aid anyone who
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is in need. A large rectangular table with thirteen chairs surrounding it
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fills the center of the room. A large pane window overhead admits a glowing
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aura that fills the room with serenity.
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table~
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A large sturdy oak table with two sturdy silver candelabras placed in the
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center. The twelve chairs on the sides are used by the councillors while the
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head chair, which is garnished in silver, is only used by the High Councilman.
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~
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S
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#104
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Inner Void~
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This room is exempt from all normal laws of reality. It appears to have
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entered the realm of magic where the laws of science no longer exist. The void
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of this place is created within the traveler's mind and is the perfect place to
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practice mystical arts. For those who have trained hard enough they shall
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receive assistance in their pursuit of knowledge and power. Others will find
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peace in this void and never be able to return.
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void~
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How can you look at something that does not even exist.
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~
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S
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#105
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Meeting Room of the Magi~
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Those who have achieved the power and fame to be considered a Magi rule the
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Mages Quarter of Sanctus. They are responsible for the upkeep of the magical
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barrier that protects the city from the chaos of the outside world. They may
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also be called upon to protect the city in case of an attack. The Magi are the
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most reverred of all the classes as they are the most powerful. But that power
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has a price. Only five Magi have survived. Five decorative cushions are
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placed in a circle in the middle of the room.
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cushions~
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Each cushion is of a different color. Red, Blue, Green, Black, Yellow.
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You notice two other cushions lined against the wall before a small altar.
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They are Grey and Purple. Those colors symbolize the stages in the raising of
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a Magi. Few every achieve that honor. None have for the Order of the Purple
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or Grey Robe.
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~
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S
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#106
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Above the Northern Gate~
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In between the Thieves and Warriors Quarter the Northern Gate is the main
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defensive hold in case of an attack. At this distance one can just barely make
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out the shimmering dome that was created by the gods and is now sustained by the
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Magi. The dome curves along the walls of the city and can not be seen for more
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than a few feet in any direction. It flickers as if a mirage, only visible when
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glanced at from one side. Stone stairs lead down into the city wall.
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dome barrier shimmering~
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Created by Rumble and Ferret, the dome holds back the magical chaos that was
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created by Drakkar. The dome is used to keep balance within the city limits
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and allows everyone to exist in peace. Those brave enough to venture beyond
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the dome do so at their own risk. Beyond the dome the scale of balance has
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collapsed and the laws of science and nature are in disorder.
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~
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S
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#107
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Training Room~
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Pads of cloth line the walls and floor softening warriors falls as they are
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thrown about by their trainers. This is where fighters come to hone their
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battling skills. Racks of weapons line two of the four walls. The room is
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filled with a smoky haze from four brass lanterns suspended from the ceiling.
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The room smells of sweat and blood.
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#108
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War Room~
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A large hearthstone fireplace blazes in one wall. Maps, charts and other
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strategic planning tools are placed on a large glass table with a map of the
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realm encased within. This is where the War Master plans how to protect the
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city in case of an attack. The room is a mess with maps piled high and
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scattered haphazardly wherever there is room. This is where the defense of the
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city is run from.
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map~
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The map is a geographic representation of Sanctus. Not even really a map,
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more of a scaled model. The walls and buildings of the city are raised higher
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than the rest of the map to give it a third dimension. Small soldiers are
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scattered around the top of the table to help the War Master place his men.
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~
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table~
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The table is made out of cherry. It is worn from years of use. The glass
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top allows for an excellent view of the map protected within.
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~
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S
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#109
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Thieves Retreat~
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All the curtains are pulled tight, the shades drawn low. A feeling of
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mystery and secrecy blankets the room. Dim lights cause a dancing of shadows
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that plays tricks on the eyes. A few of the shadows may actually be people,
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hidden easily in the darkness Those who have chosen the discipline of thievery
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can learn invaluable skills here to further their training and wealth.
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#110
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Scheming Room~
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The masters of the underground gather here to devise their plans for the
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running of Sanctus. Their abilities in deception allowed them to take over the
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internal affairs of the city. They control the trade and finances of the city.
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Many disagree with this concept but none can disagree with the results.
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Thieves are masters when it comes to politics.
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#111
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Northwest Corner of the Inner Wall~
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To the north can be heard the clang and crash of the smithies in the Warriors
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Quarter. To the west the barracks and the gate to the outside are visible.
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The Temple of Sanctus rises above to the southeast, its single spire reaching up
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into the sky higher than any other building in the realm. A stone stairwell
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leads down to the inner city.
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#112
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Northeast Corner of the Inner Wall~
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The city to the north is covered in shadows and gloom, the Thieves Quarter.
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To the east one can see the gate and a long warehouse. The Temple of Sanctus
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rises above to the southwest. A light breeze brings a bit of refreshment and a
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strange smell. Few people know, or want to know, what lies beyond the city
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walls and the safety of the dome. A stone stairwell leads down to the inner
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city.
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#113
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Quest Room~
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In times of need citizens come here to seek the help of brave adventurers to
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recover stolen items, or seek revenge on people who have wronged them. This
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small room is decorated with paintings of famous quests and the exulted hereos
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that have become common names throughout the realm. It is said that completing
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a quest is a prerequisite towards immortality.
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paintings heroes~
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These masterpieces were painted by the famous L'Haspi. They depict battles
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of various heroes. One shows monsters of umimaginable horror rending human
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bodies with their fangs, tusks, and jaws. Another displays a gallant warrior
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in shining golden armor waving a bejewled sword high over his head, roaring a
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challenge to some unseen beast within a nearby cave. All are supposedly true
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tales, but most have been forgotten with the passing of time.
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~
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#114
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Above the Western Gate~
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Atop the battlements over the western gate one can see the luminescent glow
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of the dome that protects the city. The occasional rattling of armor can be
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heard, as the sentinels grow weary from their standing their posts hour after
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hour. The city to the east looks tranquil and safe. It is not possible to see
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much to the west past the shimmering dome.
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shimmering dome luminescent~
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Created by Rumble and Ferret, the dome holds back the magical chaos that was
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created by Drakkar. The dome is used to keep balance within the city limits
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and allows everyone to exist in peace. Those brave enough to venture beyond
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the dome do so at their own risk. Beyond the dome the scale of balance has
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collapsed and the laws of science and nature are in disorder.
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~
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S
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#115
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Above the Inner Wall~
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The battlements on top of the inner wall are the last defense in case of an
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invasion. All citizens are required to move within the inner city and prepare
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to fight. The city has never fallen to this day. To the north one can see the
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barracks, to the south the Hall of Clerics. A stone stairwell leads down to the
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inner city.
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#116
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Travelling Room~
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This used to be a traveling room. Entire sections of the floor are now
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embedded in the ceiling and it is even possible to see to the outside through a
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hole in one wall. This is what happens when a portal becomes unstable. It is
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certainly a grim reminder to flee the second it seems a portal may be falling
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apart. The charred silhouette of what once must have been a man is blasted into
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one of the walls.
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man silhouette~
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The distinct outline of a human body that must have taken the brunt of the
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blast when the portal imploded. You wonder what or who it might have been.
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You can still see pieces of cloth and bone buried deeply into the wall inside
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the shadow of the unlucky man.
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~
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hole~
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You can look out over the inner wall to the western side of Sanctus. The
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smell of charred human remains and smoldering plaster makes your eyes water so
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it is difficult to see much else through the tiny hole.
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~
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#117
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Travelling Room~
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This room stands empty as it is being prepared for a portal summoning. The
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walls are glistening white plaster with a vaulted ceiling. Powerful mages are
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said to be able to create portals through their arcane arts, though many die in
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the process. The skill is as of yet unmastered. It is rumored that the evil
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Drakkar has achieved this mastery, but none have ever witnessed it.
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#118
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Above the Inner Wall~
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On top of the battlements one has access to a good view of the eastern side
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of the city. To the north can be seen the Thieves Warehouse, to the south the
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Mansion of the Magi. The Temple of Sanctus rises from the center of the city to
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the west. All looks well from this perspective. It is not possible to see
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beyond the city walls.
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#119
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Above the Eastern Gate~
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The radiant dome of energy protecting the city curves high above. The
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powerful magic prickles like electricity in the air. The Magi are responsible
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for keeping the dome up. But two of the seven have already died. The War
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Master is planning for the worst, and preparing the army for battle. The guards
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stir restlessly below. A stone stairwell leads down to the gate.
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dome radiant shimmering~
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Created by Rumble and Ferret, the dome holds back the magical chaos that was
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created by Drakkar. The dome is used to keep balance within the city limits
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and allows everyone to exist in peace. Those brave enough to venture beyond
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the dome do so at their own risk. Beyond the dome the scale of balance has
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collapsed and the laws of science and nature are in disorder.
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~
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S
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#120
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Travelling Room~
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A few of the higher mages of Sanctus have been able to control the gateways
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that have opened between realms. One of these controlled portals is kept in
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this room. It is a one way ticket to the realm of Midgaard. The portals are
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still eratic and uncontrollable so anyone who uses them does so at their own
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risk. The flickering of the portal casts eerie shadows along the white walls.
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This must be the only room in the temple that has an uneasy feeling about it.
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#121
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Southwestern Corner of the Inner Wall~
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Through the clouds one catch a glimpse of the shimmering dome. A good omen.
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To the west one can see the Hall of Clerics. To the south the Tower of the High
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Council of Clerics glows pristinely white. The town seems peaceful and
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untroubled by the turmoils outside the walls.
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dome shimmering~
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Created by Rumble and Ferret, the dome holds back the magical chaos that was
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created by Drakkar. The dome is used to keep balance within the city limits
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and allows everyone to exist in peace. Those brave enough to venture beyond
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the dome do so at their own risk. Beyond the dome the scale of balance has
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collapsed and the laws of science and nature are in disorder.
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~
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S
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#122
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Southeastern Corner of the Inner Wall~
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A glimpse of shimmering light high above in the clouds reminds one of the
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protecting dome that ensures oner safety. To the south the black stone of the
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Tower of the Magi glistens serenely. To the east you can see the Mansion of the
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Magi in all its extravagance.
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dome shimmering~
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Created by Rumble and Ferret, the dome holds back the magical chaos that was
|
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created by Drakkar. The dome is used to keep balance within the city limits
|
|
and allows everyone to exist in peace. Those brave enough to venture beyond
|
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the dome do so at their own risk. Beyond the dome the scale of balance has
|
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collapsed and the laws of science and nature are in disorder.
|
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~
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S
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#123
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Closet~
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Clean white linen is stacked neatly on shelves with pristine white towels,
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cloths, bandages, slings, and other items used in the art of healing.
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Apprentices rush in and out grabbing what they need to aid the wounded. Robes
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of fine wool hang on pegs in the back of the closet. They look like the same
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robes the apprentices wear.
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#124
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High Councillors Chambers~
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The room is barren of luxuries that most people enjoy in a home. The floor,
|
|
ceiling, and walls are all bright white and almost painful to look at. A bed,
|
|
table, desk, and a small personal shrine are the only furniture in the room.
|
|
Even the highest priest is not allowed the luxuries that they deserve.
|
|
~
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table desk chair~
|
|
The table, desk, and chair are made from solid oak of the highest quality.
|
|
A thin goose down mattress and pillow are the only comfortable looking items in
|
|
the room. The desk is bare and all the drawers are empty. It is as if no one
|
|
even lives here.
|
|
~
|
|
E
|
|
shrine~
|
|
A beutiful shrine. It has two white marble figures facing each other with a
|
|
painting of the city below them. The two figures seem to be looking down at
|
|
the city with looks of worry and hopelessness. An unlit candle and mirror lay
|
|
on the floor beside the small shrine.
|
|
~
|
|
S
|
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#125
|
|
Plane of the Magi~
|
|
Here, one finds themselves in a place of non-existence. The walls recede
|
|
from vision until all that is visible is a bleak greyness. Nothing can any
|
|
longer be discerned in three dimensions. The floor, ceiling, and sky all are
|
|
the same bleak grey color. It is here the Magi come to test their mystical
|
|
arts. It is not a good place to get lost in.
|
|
~
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#126
|
|
Plane of the Magi~
|
|
Any fragments of the familiar world have vanished. All around stretches
|
|
vague mists of greyness. In every direction no distance or any distinguishable
|
|
landmark can be discerned. A person could easily get lost in this nothingness.
|
|
It is this nothingness that helps the Magi hone their abilities before
|
|
unleashing them into the real world.
|
|
~
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|
1 8 0 0 0 0
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D0
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~
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~
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D4
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~
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D5
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~
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~
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#127
|
|
Healer's Room~
|
|
This room has been created by the High Council of Clerics to give aid to
|
|
novices who receive injury in their adventures. For the more experienced
|
|
adventurers aid can be sought, but for a price. Apprentices gowned in white
|
|
robes bring water and fresh bandages to the experienced healers who aid the
|
|
wounded.
|
|
~
|
|
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D1
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~
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~
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#128
|
|
Tower of Sanctum~
|
|
It is within these walls that the High Council meets and decides on how they
|
|
can best serve the gods and Sanctus to improve the safety of the realm and
|
|
eventually restore order to the world that Drakkar had so horribly imbalanced.
|
|
With time the High Council believes they can restore order. With the help of
|
|
the gods this may be possible.
|
|
~
|
|
1 8 0 0 0 0
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D0
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~
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~
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D1
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~
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~
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0 0 129
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D2
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~
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~
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0 0 135
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D3
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~
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~
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0 0 127
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D4
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~
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~
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0 0 102
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D5
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~
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~
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S
|
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#129
|
|
Tower of Sanctum~
|
|
This tower was one of the first to be constructed after the temple was
|
|
completed. It was made from a combination of magic and manpower. The white
|
|
alabaster stone is said to still have some magical residue that benefits those
|
|
who come here to seek aid.
|
|
~
|
|
1 8 0 0 0 0
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D0
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~
|
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~
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0 0 124
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D1
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~
|
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~
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0 0 130
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D2
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~
|
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~
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0 0 136
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D3
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~
|
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~
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0 0 128
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D4
|
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~
|
|
~
|
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0 0 103
|
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D5
|
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~
|
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~
|
|
0 0 341
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S
|
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#130
|
|
Bunk Room~
|
|
Racks, three tiers high line all three walls of this cramped room. It seems
|
|
this is where the sick and wounded are put up for the night. Even the
|
|
apprentices sometimes stay here when they are too tired to go home after a hard
|
|
days work. The room is empty now, the healers must have done their jobs well.
|
|
~
|
|
1 8 0 0 0 0
|
|
D3
|
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~
|
|
~
|
|
0 0 129
|
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S
|
|
#131
|
|
Home of the Magi~
|
|
Since the creation of the dome to protect the city a Magi has been required
|
|
to stay within the towers. The five Magi share this duty and are responsible
|
|
for the safety of the Orb of Sanctum. The Orb is what was given to the Magi by
|
|
the gods to sustain the protective dome. As long as the orb is safely in place
|
|
and a Magi is present to sustain it the dome will remain.
|
|
~
|
|
1 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 132
|
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S
|
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#132
|
|
Tower of the Magi~
|
|
Within the halls of this tower lies the Orb of Sanctum. It is the
|
|
responsibility of all to ensure its safety. Without the orb the dome would
|
|
collapse and chaos would rule. The Magi have been given the honor of it placed
|
|
within these halls. The orb is rumoured to have been created by the Gods Rumble
|
|
and Ferret. But, no one knows for sure.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 125
|
|
D1
|
|
~
|
|
~
|
|
0 0 133
|
|
D2
|
|
~
|
|
~
|
|
0 0 137
|
|
D3
|
|
~
|
|
~
|
|
0 0 131
|
|
D4
|
|
~
|
|
~
|
|
0 0 104
|
|
D5
|
|
~
|
|
~
|
|
0 0 345
|
|
S
|
|
#133
|
|
Tower of the Magi~
|
|
The Magi come here to ensure the safety of the Orb of Sanctum. The power of
|
|
the Orb is one of balance. An oft overlooked power. Balance is what is
|
|
required for the world to exist. The Orb is the last balance left in the
|
|
realm. If it were to be taken all hope would be lost. Without it the city
|
|
would quickly be overrun by Drakkar and his followers.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 126
|
|
D1
|
|
~
|
|
~
|
|
0 0 134
|
|
D2
|
|
~
|
|
~
|
|
0 0 138
|
|
D3
|
|
~
|
|
~
|
|
0 0 132
|
|
D4
|
|
~
|
|
~
|
|
0 0 105
|
|
D5
|
|
~
|
|
~
|
|
0 0 346
|
|
S
|
|
#134
|
|
Orb of Sanctum~
|
|
It is here that the Orb has been placed to ensure its protection. The
|
|
entire room is a made of black stone that seems to absorb all light. A huge
|
|
pedestal sits in the center of the room surrounded by statues of every Magi to
|
|
ever live. It is up to them to protect the Orb from any who wish to steal or
|
|
cause harm to it.
|
|
~
|
|
1 8 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 0 133
|
|
S
|
|
#135
|
|
Healers Chambers~
|
|
A stark white room that is glaringly white. A simple bed, desk, and chair
|
|
are the only inhabitants. All of them are made out of wood and are polished to
|
|
a glossy shine. A single window looks out over the Southern Gate. To live a
|
|
life as a Cleric is to life a life without desire and need.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 128
|
|
E
|
|
window~
|
|
Overlooking the western gate you can see the shimmering protective dome.
|
|
You hope it lasts, peace and tranquility is a good thing.
|
|
~
|
|
E
|
|
chair~
|
|
It's just your standard wooden chair. Uncomfortable and only real
|
|
usefulness would be as firewood.
|
|
~
|
|
E
|
|
desk~
|
|
The desk is made of sturdy pine with a heavy coating of wax that was
|
|
probably applied by the apprentices. A small quill and pad of paper are
|
|
centered on the top of the desk. The desk has three drawers. All of them are
|
|
empty.
|
|
~
|
|
E
|
|
bed~
|
|
The bed is made of a sturdy pine. A thin mattress covered in a white sheet
|
|
with a down pillow overlaying it. The mattress is too thin to hold anything of
|
|
value.
|
|
~
|
|
S
|
|
#136
|
|
Kitchen~
|
|
At first glance this room seems to be made just to prepare food for the
|
|
towers occupants, but on second glance one can see that a few of the cooks are
|
|
actually clerics and they are working over cauldrons of liquids that could not
|
|
possibly be food. At least it does not smell like food. This must be where
|
|
they make their healing elixirs, salves, and potions.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 129
|
|
S
|
|
#137
|
|
Supply Room~
|
|
Shelves full of various ingredients required for the casting of arcane
|
|
spells line all three walls. Everything from potions to pills and everything
|
|
in between. Some of the jars contain strange beasts soaking in a strange
|
|
liquid. The smell of dust and strange herbs permeates the room.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 132
|
|
S
|
|
#138
|
|
Room of the Magi~
|
|
This is a meeting room of the higher level mages who are seeking to become a
|
|
Magi. It is here they must prove themselves both physically and mentally.
|
|
Most never make it. The Magi of the Purple and Grey robes has never been
|
|
achieved. The actual testing to be a Magi remains a mystery as only the Magi
|
|
themselves have witnessed it.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 133
|
|
S
|
|
#139
|
|
Above the Southern Gate~
|
|
The dome of protection glows brightly here since it is closest to the Orb of
|
|
Sanctum. To the north the Temple of Sanctus can be seen towering above the
|
|
Tower of the High Council and the Tower of the Magi. All three structures are
|
|
impressive works of architecture and magic combined. To the south the dome
|
|
rises high into the air, blocking all view to the chaotic world beyond.
|
|
~
|
|
1 0 0 0 0 0
|
|
D5
|
|
~
|
|
~
|
|
0 0 362
|
|
E
|
|
dome protection~
|
|
Created by Rumble and Ferret, the dome holds back the magical chaos that was
|
|
created by Drakkar. The dome is used to keep balance within the city limits
|
|
and allows everyone to exist in peace. Those brave enough to venture beyond
|
|
the dome do so at their own risk. Beyond the dome the scale of balance has
|
|
collapsed and the laws of science and nature are in disorder.
|
|
~
|
|
S
|
|
#140
|
|
Northern Gate of Sanctus~
|
|
Steel reinforced gates large enough to pass two wagons abreast are being
|
|
guarded diligently. These gates are normally locked at night to ensure the
|
|
safety of the city. Only the east and west gates remain open all day. The
|
|
luminescent dome encompassing the city can be seen just to the north.
|
|
~
|
|
1 0 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 146
|
|
D4
|
|
~
|
|
~
|
|
0 0 106
|
|
E
|
|
dome luminescent~
|
|
Created by Rumble and Ferret, the dome holds back the magical chaos that was
|
|
created by Drakkar. The dome is used to keep balance within the city limits
|
|
and allows everyone to exist in peace. Those brave enough to venture beyond
|
|
the dome do so at their own risk. Beyond the dome the scale of balance has
|
|
collapsed and the laws of science and nature are in disorder.
|
|
~
|
|
S
|
|
#141
|
|
Entrance to the Warriors Guild~
|
|
It is here the Warriors of Sanctus come to improve their training in the art
|
|
of warfare. Not only does this include brute force and the taking up of arms,
|
|
but also the cunning art of tactics that can decide the outcome of any battle.
|
|
A stairwell in the back of the room leads to the training room upstairs.
|
|
~
|
|
1 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 154
|
|
D4
|
|
~
|
|
~
|
|
0 0 107
|
|
S
|
|
#142
|
|
Hannibal's Bar~
|
|
The room is filled with a haze of thick cigar smoke and the stench of
|
|
unrefined liquor. A noticeable blanket of dust and filth covers every inch of
|
|
this local tavern. Excessive drinking is looked down upon by all in Sanctus,
|
|
but the occasional drink never hurt anyone. Unless they were stupid enough to
|
|
go walking through the Thieves Quarter after a few too many.
|
|
~
|
|
1 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 155
|
|
D4
|
|
~
|
|
~
|
|
0 0 108
|
|
S
|
|
#143
|
|
Letzgo Inn~
|
|
The only inn in Sanctus. The Letzgo Inn appeals to those who need to take a
|
|
break or maybe just get away from home for a few days to receive one of the many
|
|
"treatments" available by the fine staff. The sole proprietor goes by the name
|
|
of Orlok and has been known to be rough, even deadly, to any customers that
|
|
treat his "employees" unfairly. The inn appears to be well kept. Further to
|
|
the north one can see a winding staircase and a plethra of adjoining rooms.
|
|
~
|
|
1 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 156
|
|
S
|
|
#144
|
|
Shiro's Weaponry~
|
|
This large wood building is filled with rack upon rack of weapons lining
|
|
every wall, the floor, and even some suspended from the ceiling. The sound of
|
|
someone honing a fine blade can be heard in the background. Some of the finest
|
|
weapons in the realm are made right here under the supervision of Shiro, the
|
|
master wesponsmith.
|
|
~
|
|
1 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 157
|
|
S
|
|
#145
|
|
Sarge's Smithy~
|
|
The Smithy used to be run by the Warriors Guild for protection of the city.
|
|
But when Sarge retired from his service in the guild they let him keep the
|
|
smithy that he created as a retirement gift. Of course the fact that they had
|
|
no one that could replace him and do his quality of work was the real reason.
|
|
But, Sarge would never complain. He has spent his life hammering metal into
|
|
weapons of mass destruction or armor of superior quality. It is rumoured that
|
|
has never been given a task that he could not complete.
|
|
~
|
|
1 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 158
|
|
S
|
|
#146
|
|
The Northern Road~
|
|
The Northern Gate of Sanctus and the impressive wall surrounding it looms
|
|
above to the north. The dull sound of hammering comes from the building to your
|
|
west and no sound escapes the building to the east. The North Way splits the
|
|
city of Sanctus into two Quarters. The thieves quarter in the east and the
|
|
Warriors Quarter to the west.
|
|
~
|
|
1 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 140
|
|
D2
|
|
~
|
|
~
|
|
0 0 159
|
|
S
|
|
#147
|
|
Logan's Pawn~
|
|
Various useless items line the walls of this cluttered and disorganized
|
|
shop. Once in a while this store is rumored to have great deals on rare
|
|
equipment. It is often normal to purchase clothing with small tears and blood
|
|
stains in the small of their backs, but no one ever asks questions given the
|
|
excellent prices.
|
|
~
|
|
1 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 160
|
|
S
|
|
#148
|
|
The Rustic~
|
|
The only restaurant in Sanctus. The Rustic serves up decent meals to anyone
|
|
that can afford them. The prices are fair and the service is excellent. The
|
|
place is rather deserted and only a few customers are chatting idly in the back.
|
|
|
|
~
|
|
1 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 161
|
|
S
|
|
#149
|
|
The Leather Shop~
|
|
The smell of tanning hides from the back of the shop is very unpleasant.
|
|
The assortment of leather goods is very extensive and they are well made.
|
|
Anyone needing some armor but does not want to give up alot of movement and
|
|
flexibility need only come here.
|
|
~
|
|
1 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 162
|
|
S
|
|
#150
|
|
Thieves Retreat~
|
|
This gloomy bar has an uneasy feeling about it. Travelers pausing here
|
|
should be careful as this bar is frequented by the less honorable class in
|
|
Sanctus. Very few people drink here since as soon anyone inebriated is likely
|
|
to be relieved of any gold they may be carrying. The bar seems to sell alot
|
|
more than just drinks as large shelves are filled with various items and
|
|
equipment.
|
|
~
|
|
1 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 163
|
|
D4
|
|
~
|
|
~
|
|
0 0 109
|
|
S
|
|
T 1200
|
|
#151
|
|
Entrance to the Thieves Guild~
|
|
A thief stands in the back infront of a stairwell. Obviously making sure no
|
|
one goes by without his permission. The room is shabby with little furniture.
|
|
Just a table and a few wooden chairs. A few expensive tapestries look out of
|
|
place hanging on the walls.
|
|
~
|
|
1 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 164
|
|
D4
|
|
~
|
|
~
|
|
0 0 110
|
|
S
|
|
#152
|
|
The Warriors Barracks~
|
|
This is where the army of Sanctus keeps the barracks for those who wish to
|
|
lead a life of service to protect the city. They are all over worked and under
|
|
paid. But they serve their terms with pride. You stand in the northwest
|
|
corner of the barracks.
|
|
~
|
|
1 8 0 0 0 0
|
|
D1
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#153
|
|
The Warriors Barracks~
|
|
You are in the entrance of the barracks of the army of Sanctus. This is
|
|
where the army bases it's operations from. Everything they need is located
|
|
within this building. Adjoining rooms are to the west and south. The warriors
|
|
avenue is just to the east.
|
|
~
|
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1 8 0 0 0 0
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D1
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door~
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#154
|
|
The Warriors Quarter~
|
|
This junction lies in the northwest corner of the city. The warriors guild
|
|
is just to the north and the army barracks are in the building to the west.
|
|
Various stores lie further along Warriors Avenue to the east. There is a fair
|
|
amount of people, mostly soldiers, going about their daily lives.
|
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~
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1 0 0 0 0 0
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#155
|
|
Warriors Avenue~
|
|
A loud ruckus to the north must be the local bar where soldiers go to relieve
|
|
themselves of their worries. The cobblestone street is clean and well
|
|
maintained. The buildings all around are made of wood and some are several
|
|
stories tall.
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1 0 0 0 0 0
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#156
|
|
Warriors Avenue~
|
|
The towns only inn towers to the north. It is one of the biggest structures
|
|
in Sanctus, excluding of course the temple. Many travellers go there to relax
|
|
and unwind. Several small houses are to the south along this road while the
|
|
northern half seems to consist mostly of shops.
|
|
~
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1 0 0 0 0 0
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D0
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0 0 143
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0 0 157
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door~
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#157
|
|
Warriors Avenue~
|
|
Several soldiers rush past in a hurry to make their watch in time. The sound
|
|
of someone working a grindstone can be heard to the north, most likely the
|
|
weaponsmith. A small house to the south is shadowed by the tower of Sanctus in
|
|
the middle of the city.
|
|
~
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1 0 0 0 0 0
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D0
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~
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0 0 144
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D1
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D2
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door~
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1 0 172
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D3
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~
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~
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0 0 156
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S
|
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#158
|
|
Warriors Avenue~
|
|
The clang and clash of metal being worked to the north could only be the
|
|
towns Smithy. The street continues east and west with a small house to the
|
|
south. Townspeople walk the streets going about their business.
|
|
~
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1 0 0 0 0 0
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D0
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~
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~
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0 0 145
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D1
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~
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0 0 159
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D2
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door~
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1 0 173
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D3
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~
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~
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0 0 157
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S
|
|
#159
|
|
The Northern Intersection~
|
|
To the west one can hear the hammering of the smithy and the grinding of a
|
|
wetstone in the Warriors Quarter. To the east the Thieves Quarter is covered in
|
|
shadows and mystery. Not a single sound escapes from that section of the city.
|
|
This intersection stands upon the North Way which runs from the North Gate down
|
|
to the Temple of Sanctus.
|
|
~
|
|
1 0 0 0 0 0
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|
D0
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|
~
|
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~
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0 0 146
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D1
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~
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~
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0 0 160
|
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D2
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~
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~
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0 0 174
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D3
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~
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~
|
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0 0 158
|
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S
|
|
#160
|
|
Thieves Avenue~
|
|
This appears to be the beginning of the thieves quarter where the less
|
|
honorable class has formed a base of operations. The thieves of the city are
|
|
responsible for the economic policies of the city and do a very good job. Of
|
|
course they are so worried about keeping one another from stealing from the city
|
|
that they don't dare do it themselves.
|
|
~
|
|
1 0 0 0 0 0
|
|
D0
|
|
~
|
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~
|
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0 0 147
|
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D1
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~
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~
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0 0 161
|
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D2
|
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~
|
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door~
|
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1 0 175
|
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D3
|
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~
|
|
~
|
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0 0 159
|
|
S
|
|
#161
|
|
Thieves Avenue~
|
|
A few cloaked figures glide past with a skill and dexterity that are clearly
|
|
reminding of the need to hold onto gold very tightly while in this quarter of
|
|
the city. The thieves may run the cities finances fairly, but they could care
|
|
less about a single adventurer.
|
|
~
|
|
1 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
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0 0 148
|
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D1
|
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~
|
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~
|
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0 0 162
|
|
D2
|
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~
|
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door~
|
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1 0 176
|
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D3
|
|
~
|
|
~
|
|
0 0 160
|
|
S
|
|
#162
|
|
Thieves Avenue~
|
|
A strange smell comes from the north, the unforgettable smell of tanning
|
|
hides. Must be the towns leather shop. Tall buildings to the south must be the
|
|
houses of the locals. Probably shouldn't go wandering around, this place is
|
|
full of thieves as it is and it would be easy to be mistaken for one.
|
|
~
|
|
1 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
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0 0 149
|
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D1
|
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~
|
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~
|
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0 0 163
|
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D2
|
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~
|
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door~
|
|
1 0 177
|
|
D3
|
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~
|
|
~
|
|
0 0 161
|
|
S
|
|
#163
|
|
Thieves Avenue~
|
|
The smell of booze and smoke filters through an open door to the north. The
|
|
local bar for the thieves. The town used to have only one bar until the
|
|
warriors and thieves got into a huge braul and ended up burning the place to the
|
|
ground. A few citizens walk past staring at each other curiously.
|
|
~
|
|
1 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 150
|
|
D1
|
|
~
|
|
~
|
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0 0 164
|
|
D2
|
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~
|
|
door~
|
|
1 0 178
|
|
D3
|
|
~
|
|
~
|
|
0 0 162
|
|
S
|
|
#164
|
|
Thieves Quarter~
|
|
The guild of thieves lies just to the north while a huge warehouse rises
|
|
above you to the east. Thieves Avenue makes a turn here to the south or west.
|
|
This area is now in the northeastern corner of the city, in the heart of the
|
|
Thieves Quarter. A traveler would be wise to watch their purse carefully.
|
|
~
|
|
1 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 151
|
|
D1
|
|
~
|
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door~
|
|
1 0 165
|
|
D2
|
|
~
|
|
~
|
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0 0 179
|
|
D3
|
|
~
|
|
~
|
|
0 0 163
|
|
S
|
|
#165
|
|
The Thieves' Warehouse~
|
|
You work your way through boxes and crates of supplies. Small corridors
|
|
lead between them, making a small maze within the building. Looks very easy to
|
|
get disoreientated and lost. This is where the city keeps the majority of it's
|
|
supplies. Kind of an oxymoron that the thieves of the city handle the
|
|
finances.
|
|
~
|
|
1 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 166
|
|
D2
|
|
~
|
|
~
|
|
0 0 180
|
|
D3
|
|
~
|
|
door~
|
|
1 0 164
|
|
S
|
|
#166
|
|
A Storage Room~
|
|
Wooden crates and boxes are neatly stacked into columns standing about twice
|
|
your height with rows inbetween that barely allow you to walk through. Hard to
|
|
believe anyone could find their way out of this place, let alone know where to
|
|
find anything.
|
|
~
|
|
1 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 0 181
|
|
D3
|
|
~
|
|
~
|
|
0 0 165
|
|
S
|
|
#167
|
|
The Warriors Hallway~
|
|
An elaborate hallway decorated with paintings of various victorious battles
|
|
the city has fought in. Sanctus has never fallen. Various weapons and suits
|
|
of armor are all bolted to the floor and walls. A small doorway leads into the
|
|
bunk room to the east. The hall continues north and south.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 152
|
|
D1
|
|
~
|
|
~
|
|
0 0 168
|
|
D2
|
|
~
|
|
~
|
|
0 0 182
|
|
S
|
|
#168
|
|
The Bunk Room~
|
|
You find yourself walking between bunks where the majority of the army
|
|
sleeps. Some people are already in their racks since a watch must be stood
|
|
twenty four hours a day. You here someone grumbling in their sleep about how
|
|
they always get stuck with the midwatch.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 153
|
|
D2
|
|
~
|
|
~
|
|
0 0 183
|
|
D3
|
|
~
|
|
~
|
|
0 0 167
|
|
S
|
|
#169
|
|
Warriors Avenue~
|
|
The Barracks rise above the west and a small cozy home is to the east. A
|
|
well-travelled road continues north and south. This appears to be the Warriors
|
|
Quarter where the army of Sanctus bases it's operations. Several recruits rush
|
|
past on assignment.
|
|
~
|
|
1 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 154
|
|
D2
|
|
~
|
|
~
|
|
0 0 184
|
|
S
|
|
#170
|
|
A Fine Home~
|
|
A fine home of Sanctus. The smell of baking bread and the sounds of a
|
|
roaring fire. The house is cluttered with the usual things that makes a house
|
|
look lived in. You could be happy spending the rest of your life living in a
|
|
house like this.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
door~
|
|
1 0 155
|
|
S
|
|
#171
|
|
A Beggars Home~
|
|
The filth in this house is disgusting, an overflowing chamber pot almost
|
|
sends you immediately back out the door. This room should not even be
|
|
considered a home. You can barely even stand up the ceiling is so low and
|
|
cracks in the walls let you see outside.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
door~
|
|
1 0 156
|
|
S
|
|
#172
|
|
An Extravagant Home~
|
|
This house looks out of place considering it's neighbors. The pine walls
|
|
are polished to a shine and the floor is made out of some strange type of
|
|
cement. Cushioned chairs surround a table set for dinner with expensive dishes
|
|
and silverware.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
door~
|
|
1 0 157
|
|
S
|
|
#173
|
|
A Poor Home~
|
|
The house is made from rooten timber and the floor is just bare dirt. A
|
|
baking oven and a few piles of straw are the only things in the room. This
|
|
must be the poorest house in the entire city, how could anyone live like this.
|
|
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
door~
|
|
1 0 158
|
|
S
|
|
#174
|
|
The Northern Road~
|
|
This road passes between houses occupied by the local citizens. The wide
|
|
Northern Road is packed solid from years of traffic from people, wagons, and
|
|
horses. A small amount of dust is kicked up by every footstep. Directly to the
|
|
south one can see the Temple.
|
|
~
|
|
1 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 159
|
|
D2
|
|
~
|
|
~
|
|
0 0 189
|
|
S
|
|
#175
|
|
An Extravagant Home~
|
|
One of the more successful thieves of the quarter must live here. Rugs
|
|
cover the entire floor. A candelabra sits in the middle of a polished oak
|
|
table. A four post bed can be seen in the back of the house. Nothing like
|
|
living the good life.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
door~
|
|
1 0 160
|
|
S
|
|
#176
|
|
A Cramped Home~
|
|
A large table that could sit a family of about seven fills the majority of
|
|
this house. Small mattresses lay on the floor in the back of the room. Not
|
|
much hope for privacy in this house. A few dolls are having a tea party in one
|
|
corner.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
door~
|
|
1 0 161
|
|
S
|
|
#177
|
|
A Small Home~
|
|
You walk right in as if it was your own house. Don't worry about
|
|
trespassing, I'm sure no one will mind. The house is very compact. The
|
|
kitchen and bedrooms are not seperated by any walls. This must be a house for
|
|
the poor.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
door~
|
|
1 0 162
|
|
S
|
|
#178
|
|
A Clean House~
|
|
Everything is dusted, shined, waxed, and polished. This home is spotless.
|
|
Well maintained it seems. Not everyone is rich enough to afford a housekeeper,
|
|
but these folks must be. You can hear a baby crying, sounds hungry.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
door~
|
|
1 0 163
|
|
S
|
|
#179
|
|
Thieves Avenue~
|
|
The tall warehouse holding the supplies and emergency stores of the city is
|
|
to the west. The entrance looks to be a ways further north in the heart of the
|
|
Thieve's Quarter. South can be seen another intersection and the northest
|
|
corner of the inner wall.
|
|
~
|
|
1 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 164
|
|
D2
|
|
~
|
|
~
|
|
0 0 194
|
|
S
|
|
#180
|
|
The Thieves Warehouse~
|
|
A pathway has been opened here to allow for small carts and wagons to pass.
|
|
You can hear a few workers in the distance pushing the large crates over the
|
|
dusty floor. A large box and tackle swings back and forth on a strange pulley
|
|
system above you.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 165
|
|
D2
|
|
~
|
|
~
|
|
0 0 195
|
|
S
|
|
#181
|
|
A Storage Room~
|
|
The rows of crates and boxes continue to the north and south. Everything is
|
|
nailed shut, some even wrapped in chains and padlocked. Enough stores to last
|
|
the city for a year must be packed away in this place. Everything is
|
|
surpringly clean and well maintained.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 166
|
|
D2
|
|
~
|
|
~
|
|
0 0 196
|
|
S
|
|
#182
|
|
The Warriors Hallway~
|
|
The hallway end abruptly at a set of double doors to the south. You can
|
|
hear people talking behind the doors, but cannot discern what they are saying.
|
|
The army of Sanctus is very well disciplined and your presence may not be
|
|
exactly appreciated. They do not take kindly to strangers.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 167
|
|
D1
|
|
~
|
|
~
|
|
0 0 183
|
|
D2
|
|
~
|
|
~
|
|
0 0 197
|
|
S
|
|
#183
|
|
The Bunk Room~
|
|
The sound of snoring comes from a few of the dozen or so racks crammed
|
|
together in this confined room. The racks are stacked four high with only a
|
|
foot or two of space for someone to sit up. The mattresses are only about an
|
|
inch thick and look very uncomfortable.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 168
|
|
D2
|
|
~
|
|
~
|
|
0 0 198
|
|
D3
|
|
~
|
|
~
|
|
0 0 182
|
|
S
|
|
#184
|
|
The Northwest Intersection~
|
|
This junction lies at an intersection of Warriors Avenue and Warriors Alley.
|
|
The alley crosses the city east to west behind the homes of the local citizens.
|
|
The alley is very narrow and dark as the inner city wall follows it on the
|
|
southern side. Warriors Avenue continues north and south.
|
|
~
|
|
1 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 169
|
|
D1
|
|
~
|
|
~
|
|
0 0 185
|
|
D2
|
|
~
|
|
~
|
|
0 0 199
|
|
S
|
|
#185
|
|
Warriors Alley~
|
|
This cramped alley leads past dark flickering shadows. A few piles of
|
|
garbage are waiting to be cleaned up by the street sweeper. An alley cat hisses
|
|
and then bolts as it senses some trespasser on its territory. This alley does
|
|
not look safe and one might wonder whether or not they could encounter some
|
|
lurking thugs.
|
|
~
|
|
1 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 186
|
|
D3
|
|
~
|
|
~
|
|
0 0 184
|
|
S
|
|
#186
|
|
Warriors Alley~
|
|
The inner city wall rises above to the south. The sound of footsteps and the
|
|
rattling of armor can be heard from the guards patrolling the top of the wall.
|
|
The alley is even darker here and a person could easily hide in the shadows.
|
|
~
|
|
1 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 187
|
|
D3
|
|
~
|
|
~
|
|
0 0 185
|
|
S
|
|
#187
|
|
Warriors Alley~
|
|
A line of houses block the way to the north. They seem to have back doors
|
|
but all are bolted, locked, or nailed shut. This is definitely not the most
|
|
friendly section of the city. An alley cat bolts past as a large pile of
|
|
garbage almost collapses on it.
|
|
~
|
|
1 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 188
|
|
D3
|
|
~
|
|
~
|
|
0 0 186
|
|
S
|
|
#188
|
|
Warriors Alley~
|
|
The alley is a little brighter here as it lies next to the Northern Road.
|
|
The sound of creaking wagons and the pound of horse hooves on the dirt road
|
|
become trapped between the inner city wall and the houses within the alley
|
|
making strange echoing sounds that are very distracting.
|
|
~
|
|
1 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 189
|
|
D3
|
|
~
|
|
~
|
|
0 0 187
|
|
S
|
|
#189
|
|
The Northern Road~
|
|
This road continues on with few other travelers visible. The streets seem to
|
|
be surprisingly empty for some reason. Shadowy alleys can be noticed to the
|
|
east and west along the inner city wall. To the south is the Northern Gate to
|
|
the inner city.
|
|
~
|
|
1 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 174
|
|
D1
|
|
~
|
|
~
|
|
0 0 190
|
|
D2
|
|
~
|
|
~
|
|
0 0 200
|
|
D3
|
|
~
|
|
~
|
|
0 0 188
|
|
S
|
|
#190
|
|
Thieves Alley~
|
|
The alley is cluttered with debris, maybe the street sweeper doesn't even
|
|
bother cleaning this place up. The sound of a fight can be heard further to
|
|
the east within the alley. This is definitely the most dangerous section of
|
|
Sanctus.
|
|
~
|
|
1 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 191
|
|
D3
|
|
~
|
|
~
|
|
0 0 189
|
|
S
|
|
#191
|
|
Thieves Alley~
|
|
The sounds of someone fighting suddenly grow louder, then stop. Seems like
|
|
that dispute was settled one way or the other. The inner city wall to the
|
|
south keeps the alley eternally in shadows, no matter the time of day or night.
|
|
Houses to the north have their back doors shut and locked.
|
|
~
|
|
1 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 192
|
|
D3
|
|
~
|
|
~
|
|
0 0 190
|
|
S
|
|
#192
|
|
Thieves Alley~
|
|
A pool of blood lies in the center of the alley, a trail of blood leads to a
|
|
garbage pile a few feet away. A mangy mutt trots slowly past and starts licking
|
|
up the pool of blood. A traveler here should keep moving unless they wanted to
|
|
draw attention to themselves.
|
|
~
|
|
1 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 193
|
|
D3
|
|
~
|
|
~
|
|
0 0 191
|
|
S
|
|
#193
|
|
Thieves Alley~
|
|
The inner city wall to the south towers high into the air, blocking out most
|
|
of the light. The wall looks to be made from stone blocks and some sort of
|
|
filler. Its not possible to tell how thick it is, but judging from the height
|
|
one could guess at least half as wide as it is tall.
|
|
~
|
|
1 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 194
|
|
D3
|
|
~
|
|
~
|
|
0 0 192
|
|
S
|
|
#194
|
|
The Northeast Intersection~
|
|
The Thieves Avenue comes to an intersection with a shady alley to the west.
|
|
This intersection is at the northeast corner of the inner city wall. On top of
|
|
the wall one can see some type of post where the guards watch for any trouble.
|
|
A large building to the east must be some sort of warehouse.
|
|
~
|
|
1 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 179
|
|
D2
|
|
~
|
|
~
|
|
0 0 201
|
|
D3
|
|
~
|
|
~
|
|
0 0 193
|
|
S
|
|
#195
|
|
Wagon Bay~
|
|
Huge double doors have been built into the western wall of the warehouse.
|
|
They are closed, barred, and locked with a padlock the size of your head. No
|
|
one gets in or out without that key. An aisle to load and unload wagons runs
|
|
to the east.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 180
|
|
D1
|
|
~
|
|
~
|
|
0 0 196
|
|
D2
|
|
~
|
|
~
|
|
0 0 202
|
|
S
|
|
#196
|
|
Wagon Bay~
|
|
A path is opened up between the crates here for wagons to load and unload.
|
|
The floor has turned to packed dirt and traces of horse manure leave an
|
|
unpleasant smell. Three wagons fill the center of the room. All look empty.
|
|
A clump of mushrooms grows in the middle of the manure. They look ripe for
|
|
picking.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 181
|
|
D2
|
|
~
|
|
~
|
|
0 0 203
|
|
D3
|
|
~
|
|
~
|
|
0 0 195
|
|
E
|
|
mushrooms~
|
|
The mushrooms appear not to be poisonous and are relatively clean. They look
|
|
edible.
|
|
~
|
|
S
|
|
T 162
|
|
#197
|
|
A Work Room~
|
|
This building is cluttered together in no apparent order, wherever there is
|
|
room they simply use it. This hallway has been converted into a small room for
|
|
the upkeep of armor and weapons. A grindstone is in one corner. In another
|
|
baskets of arrows are being sorted. A recruit is polishing some armor and a
|
|
large sack of equipment looks like it is ready to be taken to the Smithy.
|
|
~
|
|
1 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 182
|
|
D1
|
|
~
|
|
~
|
|
0 0 198
|
|
D2
|
|
~
|
|
~
|
|
0 0 204
|
|
S
|
|
#198
|
|
The Mess Hall~
|
|
A dozen tables fill the room. All bare except for a few people eating
|
|
before they go on their next watch. The food does not look very appetizing,
|
|
but it serves it's purpose. The army has had financial problems since it's
|
|
inception.
|
|
~
|
|
1 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 183
|
|
D2
|
|
~
|
|
~
|
|
0 0 205
|
|
D3
|
|
~
|
|
~
|
|
0 0 197
|
|
S
|
|
#199
|
|
Warriors Avenue~
|
|
In the distance one can hear some sergeant screaming at his recruits in a
|
|
booming voice that echoes off the buildings and walls around. The clank of
|
|
armor and weapons is all about as guards change watches and work on their
|
|
equipment.
|
|
~
|
|
1 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 184
|
|
D2
|
|
~
|
|
~
|
|
0 0 206
|
|
S
|
|
$~
|