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This just converts the few DOS text files still in here to standard text files (line-endings), removes all the trailing spaces on lines, removes all the trailing blank lines, and replaces all the tabs (except in .zon files, where they seem to be common) with expanded spaces. It's easy to confirm this is actually a non-change, except for whitespace: * `git show -w` shows this commit as only removing 8 trailing blank lines. This should make no difference to tbaMUD itself, but it will make working on these files, especially with scripts and automated tools, much easier. This is the base change for a set of other changes I will put up once/if this merges, without this, the others are just too complicated to wrangle.
2049 lines
47 KiB
Text
2049 lines
47 KiB
Text
#100
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Temple of Sanctum~
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This large room appears to be inside a massive temple dedicated to the gods
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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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T 56
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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 worshipers of the gods come to pay tribute to those who have saved
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them from the chaos and destruction beyond the sanctuary of the city walls.
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Large windows reach from the floor to the ceiling, giving an excellent view of
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the city and countryside beyond. An altar stands in the middle of the room with
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a statue on each side.
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~
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E
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altar~
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The altar is made from black granite and has been carved into a small basin
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with a high back. Almost as if it was meant to be some sort of seat.
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Inscriptions in some foreign tongue are written on every square inch of the
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altar. You wonder what they must say and who could have written it.
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~
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E
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statue~
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As you examine the statues more closely you realize they must resemble the
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two gods responsible for the creation and ongoing protection of Sanctus, Ferret
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and Rumble. They both radiate a strength and power that resembles the solid
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white marble they were crafted from.
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~
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S
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T 158
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T 163
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#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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~
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1 24 0 0 0 0
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D5
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S
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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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~
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1 8 0 0 0 1
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D5
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~
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E
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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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T 51
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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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~
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1 24 0 0 0 0
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D5
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~
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E
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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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Rean's Zone Description Room~
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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 revered 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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~
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1 8 0 0 0 1
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~
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E
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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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~
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1 0 0 0 0 1
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~
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E
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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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~
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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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~
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table~
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The table is made out of cherry. It is worn from years of use. The glass
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top allows for an excellent view of the map protected within.
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~
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E
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map~
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The map is a geographic representation of Sanctus. Not even really a map,
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more of a scaled model. The walls and buildings of the city are raised higher
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than the rest of the map to give it a third dimension. Small soldiers are
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scattered around the top of the table to help the War Master place his men.
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~
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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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~
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1 24 0 0 0 0
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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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~
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1 8 0 0 0 0
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~
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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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~
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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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~
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1 0 0 0 0 1
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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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~
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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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S
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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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~
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1 0 0 0 0 1
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~
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E
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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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~
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1 0 0 0 0 1
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D5
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#116
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Travelling Room~
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This used to be a travelling 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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~
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D1
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~
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0 0 100
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E
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hole~
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You can look out over the inner wall to the western side of Sanctus. The
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smell of charred human remains and smoldering plaster makes your eyes water so
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it is difficult to see much else through the tiny hole.
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~
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E
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man silhouette~
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The distinct outline of a human body that must have taken the brunt of the
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blast when the portal imploded. You wonder what or who it might have been.
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You can still see pieces of cloth and bone buried deeply into the wall inside
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the shadow of the unlucky man.
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~
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S
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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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~
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D3
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0 0 100
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S
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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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~
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1 0 0 0 0 1
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D5
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~
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S
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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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~
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1 0 0 0 0 1
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D5
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~
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~
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E
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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 erratic 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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~
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1 24 0 0 0 0
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D0
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~
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~
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0 0 100
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S
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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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~
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1 0 0 0 0 1
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D5
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~
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~
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E
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dome shimmering~
|
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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.
|
|
~
|
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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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~
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1 0 0 0 0 1
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D5
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~
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~
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0 0 295
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E
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dome shimmering~
|
|
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
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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.
|
|
Apprentices rush in and out grabbing what they need to aid the wounded. Robes
|
|
of fine wool hang on pegs in the back of the closet. They look like the same
|
|
robes the apprentices wear.
|
|
~
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|
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D2
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#124
|
|
High Councillors Chambers~
|
|
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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E
|
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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.
|
|
~
|
|
E
|
|
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.
|
|
~
|
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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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1 8 0 0 0 0
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~
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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.
|
|
~
|
|
1 8 0 0 0 0
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D0
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~
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~
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0 0 126
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D1
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~
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~
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D2
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D3
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~
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~
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0 0 125
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D4
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~
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~
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0 0 126
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D5
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~
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~
|
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0 0 126
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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.
|
|
~
|
|
1 8 0 0 0 0
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D1
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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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0 0 123
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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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~
|
|
0 0 340
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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
|
|
D0
|
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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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~
|
|
~
|
|
0 0 128
|
|
D4
|
|
~
|
|
~
|
|
0 0 103
|
|
D5
|
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~
|
|
~
|
|
0 0 341
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S
|
|
#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 1
|
|
D3
|
|
~
|
|
~
|
|
0 0 129
|
|
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 1
|
|
D1
|
|
~
|
|
~
|
|
0 0 132
|
|
S
|
|
#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 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
|
|
T 57
|
|
#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 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 128
|
|
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.
|
|
~
|
|
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
|
|
chair~
|
|
It's just your standard wooden chair. Uncomfortable and only real
|
|
usefulness would be as firewood.
|
|
~
|
|
E
|
|
window~
|
|
Overlooking the western gate you can see the shimmering protective dome.
|
|
You hope it lasts, peace and tranquility is a good thing.
|
|
~
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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
|
|
D0
|
|
~
|
|
~
|
|
0 0 142
|
|
D2
|
|
~
|
|
~
|
|
0 0 155
|
|
D4
|
|
~
|
|
~
|
|
0 0 108
|
|
S
|
|
T 58
|
|
#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. It
|
|
seems the owners have temporarily closed due to renovations.
|
|
~
|
|
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 1
|
|
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
|
|
#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.
|
|
~
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1 8 0 0 0 0
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D2
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0 0 164
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D4
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0 0 110
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S
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#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.
|
|
~
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1 8 0 0 0 0
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D1
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0 0 153
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S
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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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S
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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 1
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0 0 141
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door~
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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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~
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1 0 0 0 0 1
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0 0 142
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0 0 156
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D2
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door~
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1 0 170
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D3
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0 0 154
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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 1
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D0
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~
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0 0 143
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D1
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0 0 157
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D2
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door~
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1 0 171
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D3
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~
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0 0 155
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S
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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.
|
|
~
|
|
1 0 0 0 0 1
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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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~
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~
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0 0 158
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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
|
|
#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.
|
|
~
|
|
1 0 0 0 0 1
|
|
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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~
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0 0 159
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D2
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~
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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 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 146
|
|
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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~
|
|
~
|
|
0 0 158
|
|
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 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 147
|
|
D1
|
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~
|
|
~
|
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0 0 161
|
|
D2
|
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~
|
|
door~
|
|
1 0 175
|
|
D3
|
|
~
|
|
~
|
|
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 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 148
|
|
D1
|
|
~
|
|
~
|
|
0 0 162
|
|
D2
|
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~
|
|
door~
|
|
1 0 176
|
|
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 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 149
|
|
D1
|
|
~
|
|
~
|
|
0 0 163
|
|
D2
|
|
~
|
|
door~
|
|
1 0 177
|
|
D3
|
|
~
|
|
~
|
|
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 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 150
|
|
D1
|
|
~
|
|
~
|
|
0 0 164
|
|
D2
|
|
~
|
|
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 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 151
|
|
D1
|
|
~
|
|
door~
|
|
1 0 165
|
|
D2
|
|
~
|
|
~
|
|
0 0 179
|
|
D3
|
|
~
|
|
~
|
|
0 0 163
|
|
S
|
|
T 59
|
|
#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 1
|
|
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 1
|
|
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. A small stone bridge arches over a small stream
|
|
to the north. There is something unusual about the bridge.
|
|
~
|
|
1 0 0 0 0 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 159
|
|
D2
|
|
~
|
|
~
|
|
0 0 189
|
|
S
|
|
T 52
|
|
#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 1
|
|
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 1
|
|
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 separated by any walls. This must be a house for
|
|
the poor.
|
|
~
|
|
1 8 0 0 0 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
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 1
|
|
D0
|
|
~
|
|
~
|
|
0 0 184
|
|
D2
|
|
~
|
|
~
|
|
0 0 206
|
|
S
|
|
$~
|