




As the Townes of Sosaria are Described, so too
dost thou hear their Theme.
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In the Land of Sosaria, prices are fixed due to
the scarcity of raw materials caused by the hordes of
monsters serving Exodus. The following prices are found in
all townes with an appropriate shoppe.
Grocery Shoppes
Rations are 1 gold each
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Stables
Horses are 800 gold each
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Guild Shoppes
Keys are 50 gold each
Torches are 6 gold each
Powders are 90 gold each
Gems are 75 gold each
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Armour Shoppes
Cloth Armour is 75 gold
Leather Armour is 195 gold
Chain Mail is 575 gold
Plate Mail is 2500 gold
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Weapons Shoppes
Daggers sell for 5 gold
Maces are worth 30 gold
Slings are valued at 60 gold
Bows are worth 350 gold
Swords go at 200 gold
2H Swords are sold for 250 gold
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Healers
To channel the power required to heal, an
priest must have an offering of a minimum
value.
Cure Poison requires 100 gold
Heal Injuries requires 200 gold
Resurrect the Dead requires 500 gold
Recall from Ashes requires 900 gold
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Oracles
The Prophecies of an Oracle vary in Multiples of
100 gold.
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Pubs
The Gossip of the Barkeeps can be purchased in
Multiples of 10 gold.
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A Key for the Maps
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Grassland
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Roads or Dungeons
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Bush and Scrub
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Moongate
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Deep Forest
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Door
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Water
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Chest
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Fire & Lava
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Force Field
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Mountains
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Shrine or Whirlpool
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Walls or Cities
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Sosaria

For those who have travelled the Wilds of
Sosaria, the Map above may seem simple. Marked thereupon
however are the hiding places of the Exotic Weapons and
Armour in Purple, that thou canst seek them out and wield
them to good effect. Also shown are the sites of the Townes
and Dungeons, that thou mayst know always the nearest refuge
or place of adventure.
The Lost Continent of Ambrosia
This hidden land may only be reached by
sailing a Ship into the Whirlpool which doth prowl
the seas on Sosaria like a hungry animal.
Within Ambrosia lie hidden Shrines,
which will grant boons to the one who donates of
his wealth. Hidden inside the Shrines, where only a
determined Search will find them are tools which
may be the means by which thy Ultimate Foe, the
Daemon Exodus, can be defeated.
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The Castle of Lord British
The Capital of Sosaria during these
troubled times, this Castle is the home of Lord
Cantabrigian British.
Within its strong walls lies a Healer,
an Oracle, and those who may possess knowlege of
value to thee.
Lord British himself will grant thee
increased skill as thy deeds warrant it
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The Castle of Death
Within these walls lies the Daemon
Exodus, defended by terrible monsters, and hidden
within a maze of passages blocked with fields of
Force and Fire.
To even approach the Castle, one must
first pass the Great Earth Serpent bound by dark
Magicks to be the Guardian of the Castle.
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The Towne of Britain
This city has grown up around the Castle
of Lord British. It is both well guarded and
populous, as well as being a safe haven for the
harried traveller.
While it lacks the exotic amenities of
some townes, Britain is well served by its Pub,
Grocery, Weaponsmith, and Armourer.
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The Town of
Dawn
Hidden within the Depths of the Forest,
and concealed with Powerful Magic, the City of Dawn
can be reached be travelling west from the Castle
of Lord British, then South 35 leagues into the
forests to the south. When both Trammel and
Fellucca are new, then shall Dawn appear before
thee.
Within the Towne are a Healer, an
Oracle, a Grocery Shoppe, the Thieves Guild, a
Stable, and the Ballyhoo Pub.
The Weaponsmith and the Armourer are
worthy of note however, as in addition to the
mundane stock sold by their counterparts elsewhere,
they forge and sell items of Magic.
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Armour
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Weapons
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+2 Chainmail for 6130 gold
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+2 Axe for 400 gold
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+2 Platemail for 8250 gold
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+2 Bow for 1050 gold
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+2 Sword for 800 gold
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Gloves for 1200 gold
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+4 Axe for 2700 gold
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+4 Bow for 5550 gold
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+4 Sword for 4450 gold
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The Towne of Death Gulch
Upon an eastern island, this towne of
wretched villains is carved back into the mountains
themselves, making it nearly impregnable for any
normal foes.
Once thou hast entered the towne
(bribery is useful here) thou canst seek out those
with valuable knowlege, or visit the various
stores. The Armoury may be raided, but take care to
bribe the guards before thou doth enter.
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The Towne of Devil Guard
This towne is concealed within a valley
entirely surrounded by impassable mountains, which
can only be entered through a moongate.
Within the towne are a Stable, an
establishment offering both Rations and Healing, a
Thieves Guild, and the Le Grogshop Pub.
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The Towne of Fawn
Lying upon a northen Island, the Towne
of Fawn can not be reached save by ship. Within the
towne are a healer, a grocer, a pub, and a Thieves
Guild.
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The Towne of Grey
Grey is noteworthy as being the only
easily accessable mainland town with a Thieves
Guild. As well as this feature, the towne has shops
selling weapons, armour, and rations, as well as
the Taphouse pub.
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Montor East
Montor West
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The Townes of Montor
The Twin Montors are warrior cities that
lie opposite each other at the mouth of a southern
river. The townes are very similar, and indeed can
almost be considered to be one, as each lacks an
essential facility that the other has.
While both townes have a weapons shoppe and an
armoury, Montor East alone has a pub, while
groceries and rations are the sole province of
Montor West, which also maintains the prison used
by both cities.
It is clear how the inhabitants of the
cities will in future times easily unite to form a
single city, as they are already used to
cooperating for mutual benefit.
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The Towne of Moon
Mysterious Moon has a reputation for
being the home of Magic, yet the Magi are far and
few between in this towne. The amenities are
simple, with a grocer, a pub, and a healer
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The Towne of Yew
Nestled within a near complete ring of
mountains, and concealed within the depths of a
great forest, Yew is a quiet towne, where many come
for contemplation and prayer.
Concealed within the forest within which
the towne has been constructed lie the Aliment
Grocery, a Healer, and the Circle of Light, a place
where prayers are reputed to come true.
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