Editing Caverns Without Number

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This is a page for the Caverns of Thracia game, run by The Wyzard using Worlds Without Number. Its content is tentative.  
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This is a placeholder page for the Caverns of Thracia game, run by The Wyzard using Worlds Without Number. Its content is tentative.  
  
'''Before we start:''' Combat is intended to be a little more interesting than normal B/X. I strongly suggest that you all familiarize yourself with how Shock Damage works, and secondarily with how the combat maneuvers work. Shock Damage is going to mess you up if you aren't ready for it.
 
  
 
[[File:GMG4615-Thracia-455x600.jpg]]
 
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=Introduction=
 
=Introduction=
The greatest city of the world, in terms of cosmopolitan fun, wealth, and knowledge, is Nibiru, the Peregrinate Acropolis. A heavily fortified castle-city built on a large stone mesa, it has the look of a vast ziggurat capped with a wonder of colorful towers. The undercity inside the mesa is a maze of carved and worked tunnels, warehouses, reservoirs, and hidden temples. The lower levels of the city are a chaos of tenements, manufactories, brightly tiled plazas, and cafeterias. The vast towers contain luxury apartments for the rich, in addition to colleges, libraries, laboratories, training halls and so forth. The outer walls are dotted with fortifications, weapon emplacements, signal towers, and windmills that power various machinery, particularly water pumps. Real estate is tremendously valuable, most people live in spaces little larger than a walk-in closet. Hence the desperate need for the public bathhouses and cafeteria-style restaurants that support the life and hygiene of the city - there simply isn't space for people to have their own kitchens and so forth.  
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The greatest city of the world, in terms of cosmopolitan joy, wealth, and knowledge, is Nibiru, the Peregrinate Acropolis. A heavily fortified castle-city built on a large stone mesa, it has the look of a vast ziggurat capped with a wonder of colorful towers. The undercity inside the mesa is a maze of carved and worked tunnels, warehouses, reservoirs, and hidden temples. The lower levels of the city are a chaos of tenements, manufactories, brightly tiled plazas, and cafeterias. The vast towers contain luxury apartments for the rich, in addition to colleges, libraries, laboratories, training halls and so forth. The outer walls are dotted with fortifications, weapon emplacements, signal towers, and windmills that power various machinery, particularly water pumps. Real estate is tremendously valuable, most people live in spaces little larger than a walk-in closet. Hence the desperate need for the public bathhouses and cafeteria-style restaurants that support the life and hygiene of the city - there simply isn't space for people to have their own kitchens and so forth.  
  
 
What makes Nibiru so wealthy and influential, such a center of knowledge, is that it moves. Every week, the city disappears in vast cloud of opaque fog, and reappears somewhere else on Terminus. The engines that accomplish this have been carefully maintained for centuries, so that it has functioned without interruption. It peregrinates along a semi-regular trade route, with space built into the schedule for necessary or opportunistic deviations, and a cadre of mages, merchants, and scholars of economics carefully plot its course for maximum advantage. Wherever it lands, the vast trading apparatus fires up into action. Enormous loads of commodities and rarer goods are sold to local merchant houses, wherever the city might land. The vast caverns of the undercity can carry an amount of cargo beyond imagination. The limiting factor is how much of it can be hauled out and traded for new goods, which must in their turn be loaded within six days.
 
What makes Nibiru so wealthy and influential, such a center of knowledge, is that it moves. Every week, the city disappears in vast cloud of opaque fog, and reappears somewhere else on Terminus. The engines that accomplish this have been carefully maintained for centuries, so that it has functioned without interruption. It peregrinates along a semi-regular trade route, with space built into the schedule for necessary or opportunistic deviations, and a cadre of mages, merchants, and scholars of economics carefully plot its course for maximum advantage. Wherever it lands, the vast trading apparatus fires up into action. Enormous loads of commodities and rarer goods are sold to local merchant houses, wherever the city might land. The vast caverns of the undercity can carry an amount of cargo beyond imagination. The limiting factor is how much of it can be hauled out and traded for new goods, which must in their turn be loaded within six days.

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