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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.

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