Map of Mullis Town - Red Shirt Games
Map of Mullis Town - Red Shirt Games
Map of Mullis Town - Red Shirt Games
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8<br />
1) Road to Mithril<br />
2) Traders’ <strong>Town</strong><br />
3) Vigil Headquarters<br />
4) Old <strong>Town</strong><br />
5) East <strong>Town</strong><br />
6) City Hall<br />
7) Morass Docks<br />
8) The Morass<br />
9) Market Square<br />
10) Agora<br />
11) Temple <strong>of</strong> Tanil<br />
12) Shrines<br />
13) Shanty <strong>Town</strong><br />
14) Dockside<br />
15) Hornswythe River<br />
16) University <strong>Town</strong><br />
17) The Morass Dig<br />
18) The old Tin Mine<br />
19) Copper Mine<br />
20) Iron Mine<br />
21) Miners’ <strong>Town</strong><br />
22) Farms<br />
23) Old Battle Site<br />
24) Old Runic Pillar<br />
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1
MULLIS TOWN<br />
<strong>Map</strong> Key and Area Descriptions<br />
1) Road to Mithril<br />
This is the end <strong>of</strong> the Cordrada Corridor, a four lane stone<br />
paved road that travels almost 200 miles to Mithril. The road<br />
is well travelled and guarded by the Vigil.<br />
2) Traders’ <strong>Town</strong><br />
This large trading post exists outside the city walls, and<br />
pr<strong>of</strong>its from <strong>Mullis</strong> <strong>Town</strong>’s protection while keeping a low<br />
pr<strong>of</strong>ile with King Jared’s tax collectors.<br />
3) Vigil Headquarters<br />
The Vigils <strong>of</strong> Vesh keep a regional headquarters here. The<br />
current Vigilant Commander is Veslii Whitehand, a half-elf.<br />
Adventurers may stay here if they are friends <strong>of</strong> the Vigil.<br />
4) Old <strong>Town</strong><br />
A poor part <strong>of</strong> town. Many Half-Orc labourers and<br />
immigrants live here. To take advantage <strong>of</strong> the transitory<br />
nature <strong>of</strong> many Old <strong>Town</strong> residents, many inns and taverns<br />
dot this area.<br />
5) East <strong>Town</strong><br />
The more affluent citizens <strong>of</strong> <strong>Mullis</strong> <strong>Town</strong> live here. Retired<br />
adventurers and merchants live in this well-kept<br />
neighbourhood. The buildings are stone, and have well-kept<br />
gardens.<br />
6) City Hall<br />
Quarried from pure white stone, the City Hall houses all <strong>of</strong><br />
the City’s government as well as King Jared’s living quarters.<br />
7) Morass Docks<br />
Flat-bottomed boats can be hired to cross the Morass, a<br />
muddy, swampy area that nevertheless attracts many<br />
academics and treasure hunters.<br />
8) The Morass<br />
The Hornswythe River is a treacherous, silted mess just<br />
below the <strong>Mullis</strong> <strong>Town</strong> Falls. The shifting reeds conceal<br />
many artifacts lost from the Gods War. Digging is achieved<br />
with much damming and shoring <strong>of</strong> the wet mud, and<br />
academics <strong>of</strong>ten disappear in the more remote areas <strong>of</strong> the<br />
morass.<br />
9) Market Square<br />
“Official” merchants have shops set up here. Their goods<br />
tend to be more expensive than those sold outside the city,<br />
but are generally <strong>of</strong> much higher quality. Selection is also<br />
very good. Merchants have small sections <strong>of</strong> “theftapproved”<br />
items set up to make sure thieves are kept in line.<br />
Mostly, thieves tend to agree, and steal only approved items.<br />
10) Agora<br />
The most upscale neighbourhood in <strong>Mullis</strong> <strong>Town</strong>. The most<br />
influential merchants as well as a few retired adventurers live<br />
here in expensive and beautiful row houses. The<br />
neighbourhood is quite exclusive: wealth alone is not enough<br />
to build or buy a house.<br />
11) Temple <strong>of</strong> Tanil<br />
Cut from the same pure white stone as City Hall, this cubic<br />
building is the largest shrine in <strong>Mullis</strong> <strong>Town</strong>. Andalus is the<br />
current high priest <strong>of</strong> Tanil, and hosts lavish Tanil Day<br />
ceremonies.<br />
12) Shrines<br />
Other deities have shrines set up in a labyrinth <strong>of</strong> small<br />
buildings. All eleven other main deities are represented here,<br />
although the three Evil Ones, as they are called, have very<br />
small shrines. Many shrines to demigods are also here,<br />
including a large shrine to the Dwarven deity.<br />
13) Shanty <strong>Town</strong><br />
The poorest members <strong>of</strong> <strong>Mullis</strong> <strong>Town</strong> society live here, many<br />
illegally. There is a high concentration <strong>of</strong> half-orcs here. The<br />
transient population is mostly here, living anonymously in<br />
unnamed inns and flophouses. Rules: Keep low and mind<br />
your own business.<br />
14) Dockside<br />
A very busy part <strong>of</strong> town, the docks are the last navigable<br />
point on the Hornswythe. The Bloodhawk and Asuras trading<br />
houses both maintain trading posts here, their antagonism<br />
sometimes brings them to open warfare.<br />
15) Hornswythe River<br />
This river flows to the sea. It is a major trade route from<br />
<strong>Mullis</strong> <strong>Town</strong> to the rest <strong>of</strong> the East. About four times per year,<br />
the river’s flow reverses, and it actually flows uphill. Blood<br />
from the Blood Sea seeps in and causes mild havoc.<br />
16) University <strong>Town</strong><br />
Ara Koska Tabir, a female academic, has set up shop in this<br />
place. She diligently searches several dig sites around town<br />
for ancient artifacts. Ever since she arrived in <strong>Mullis</strong> <strong>Town</strong>,<br />
other academics have started to arrive – King Jaren has<br />
given the cluster <strong>of</strong> buildings a charter and called it University<br />
<strong>Town</strong>. A new university complex will be erected on this site<br />
within the year.<br />
17) The Morass Dig<br />
Tabir’s first area <strong>of</strong> interest, this dig in the center <strong>of</strong> the<br />
Morass is visited by up to 50 academics daily. The only way<br />
to get to the dig is to travel on a flat-bottomed boat from the<br />
Morass docks. Tabir rarely goes back to the Morass – she is<br />
more interested with the Battlefield Dig.<br />
18) The old Tin Mine<br />
This mine played out decades ago and has been<br />
condemned. Rumor has it that Coal goblins have taken up<br />
residence here. Several sightings <strong>of</strong> suspicious creatures<br />
have been made around University town, but no hard<br />
evidence has turned up.<br />
19) Copper Mine<br />
This mine is quite old, but the vein has not yet played itself<br />
out. The Dwarven, human and half-orc miners who delve into<br />
the earth get along well enough at the work site.<br />
20) Iron Mine<br />
This mine is quite old, but the vein has not yet played itself<br />
out. The Dwarven, human and half-orc miners who delve into<br />
the earth get along well enough at the work site.<br />
21) Miners’ <strong>Town</strong><br />
This mostly dwarven area is rough and boisterous. The<br />
strongest Rot Gut in the East is rumored to be available here.<br />
22) Farms<br />
Hardy farmers work the land and live in small, easily<br />
defended communities.<br />
23) Old Battle Site<br />
Tabir’s current worksite. This is the site <strong>of</strong> an ancient battle<br />
from early in the Gods War. Tabir has up to 30 “helpers”<br />
present at any time during the day.<br />
24) Old Runic Pillar<br />
No one knows where the pillars came from , or what they<br />
signify, but they can be found from time to time on the plains<br />
all the way up to Lede. This jet black pillar is curiously<br />
undamaged, and is covered in faded runic symbols. It looks<br />
like it was cast or carved from one piece <strong>of</strong> elemental rock.