TOWN OF AURORA --------------- Current Year: 620CY Latitude/Climate: 36 deg N/ Temperate, four seasons - warm/hot summers, chilly winters with light to moderate snowfall in December/January, rainfall and humidity are average, occasional coastal storms with high winds and lightning Population: 6500 humans (not counting men-at-arms) in the town proper 850+ demi-humans, humanoids, and mutants 1000+ daily visitors (foreign merchants/traders, artisans, scholars, travelers, sailors, river captains, performers, technologists, diplomats, mercenaries, adventurers, etc) 2000 in small villages, hamlets, and farms within 5-6 miles east, west, and south. North, across the river, the population is much less(~200) as the Wildwood comes much closer to town - anywhere from 1 1/2 miles distance to just a few yards from the river's edge. The land is rolling hills, fields, and woodlands. Primary Language: Common Area: Aurora is located in a wilderness area along the Tusken River* (north wall stands back from the river), 60 miles west of its mouth at Azure Bay. Further north, beyond the dense forest, is a great, bottomless lake (Beryl Lake#) in the Western March. The Moon River** connects the lake to the Tusken, 1/2 mi west of town To the south is the Wildwood and low hills, followed by bandit lands To the east is a great marsh/swamp - The Witch of the Fens lives here - then the Wildwood continues on to the coast and Azure Bay. To the west is the Wildwood then rolling steppe leading to tall mountains beyond (Majestic Mountains) and a great wasteland/desert beyond the mountains(the Dune Sea). The physical size of the town is about 3/4mi x 3/4mi. * The Tusken is just over 100yds wide. It begins in the Majestic Mountains, runs southeast, then east across the steppe. It continues through the Greenmarsh and the Wildwood before emptying into Azure Bay. ** The Moon River is so named because for several nights each month, around the time of the full moon, the river takes on a silvery, ethereal glow and a thin, glowing mist, like gauzy moonbeams, hangs above the water. The Moon River is a narrow body of water, around 30 yards wide on average. Trade between Aurora and the lake towns on Beryl Lake uses this river. # Beryl Lake is 210 miles long and runs roughly SW to NE, much as Lake Erie does. It is considered bottomless as its depth is unknown. At its NE end is a city/fortress of cyclopean walls - the Technomancers. Large Lake Dragons frolic in the waters at the north end, though they can be found throughout the lake, as can the fearsome Dragon Turtle. Smaller Bodies of Water: Lime Creek - meanders north from the Stone Hills(quarry), under Caravan Road, and into the Tusken Mine Creek - meanders west from the mines, under Forest Road, then north under Three Mile Run, turns east to re-cross Forest Road, then north again, under the Marsh Road and around the west border of The Grove before emptying into the Tusken east of town. Rulership: A mayor is elected by popular vote every 3 years. The mayor appoints replacements of chief city officials when necessary and is advised by a council made up of these same officials, prominant scholars, sages, master artisans, technologists, the High Judge, merchants and traders, the Captain-General of the town guard, and large land owners. The mayor and his council meet once a month to discuss matters of import, though any of the members may call an emergency session if need be. Private citizens can also bring problems and concerns to the mayor at any time. The mayor lives in the mayoral mansion close by the Old Keep. City Guard: 300 men-at-arms in medium armor + citizen militia, river patrol of 180 sailors (each boat carries 10-14 plus specialists), the mayor appointed Captain-General is Benjamin du Lion, a noble knight from a great house far to the north (F:14, platemail and sword +3). Men-at-arms armor has large plates over soft leather, vambraces, greaves, open-faced helm with nasal and cheekguards, heater shield, longsword, dagger, handaxe, light lance/longspear or composite short bow. Mount is a medium warhorse. Clothing color is pale rose with summer green cloaks. Sailors wear brigandine. Overall technology: Renaissance level with some steampunk(and higher) tech, indoor plumbing, chemical globe streetlamps, streets are packed earth/crushed stone with stone pavers or cobbles, cambered and guttered for drainage and sewers, raised stone sidewalks, buildings are 2-4 storeys and made of stone, wood, brick, and plaster primarily, some have electric generators (not a few are powered by lightning elementals) City Gates: The gates are manned day and night. After 10pm only the River, Wharf, Sunrise, Sunset, and Market Gates are open. River Gate: north wall to bridge across the Tusken and the wharves. The bridge is an arched, stone drawbridge. Stock Gate: just east of the River Gate, stock are unloaded here for slaughter Water Gate: river entrance for the shipyard, northeast side Wharf Gate: on the north wall, east of the River Gate. Leads to the wharves Timber Gate: on the north wall, west of the River Gate. Timber floated down the rivers is brought into town through this gate. Sunrise Gate: east wall to the Marsh Road Granger Gate: east wall north of the Marsh Gate, drovers bring their herds in through this gate to the slaughterhouses, leads to Circle Lane Sunset Gate: west wall, Abbey Road to Freitukk Abbey and new town graveyard Market Gate: south wall, Forest Road to Crossroads Village, agate mine, and Wildwood Caravan Gate: South wall, west of Market gate. This is where caravans enter town Smuggler's Gate: at the culvert, known only to a few, still used occasionally when someone wants to enter or leave the city unobserved. North Wall ---------- Mills** -> TG -> RG -> Fish Market -> WG -> Shipyard ** Also masonry, brickyard, lumberyard, foundry, charcoal, limemaker, tannery, dyers, soapmaker, etc ---------- Defenses: City wall(20' high), towers every 300 feet, the roads are heavily patrolled by medium cavalry - the Caravan Road out to about 15mi, the rivers are patrolled by small, steam-propelled boats, and a variety of defenses against hostile warships and aerial attacks can also be employed. Roads: River Road - Runs on the north side of the Tusken from 1/4 mi west of the River Bridge, to the Greenmarsh about 6 miles away. It is made of packed earth and stone/crushed stone with stone pavers cambered and guttered for drainage. Abbey Road - Runs from the Sunset Gate to Freitukk Abbey and new town cemetary. Beyond the abbey, the road bends south and connects to the Caravan Road. It is made of packed earth and stone/crushed stone with stone pavers cambered and guttered for drainage. Caravan Road - Leads west from the Caravan Gate, through western farmlands, forest, steppe, and then on through the Majestic Mountains 60 miles away. For the first 6 miles it is made of packed earth and stone/crushed stone with stone pavers cambered and guttered for drainage. Beyond that it is packed earth. Forest Road - Leads from the Market Gate, though the southern farmlands. It runs for only about 6 miles then becomes a dirt trail which vanishes into the wilderness. It is made of packed earth and stone/crushed stone with stone pavers cambered and guttered for drainage. Marsh Road - Runs from the Sunrise Gate through the eastern farmlands before vanishing into the Greenmarsh 6 miles away. It is made of packed earth and stone/crushed stone with stone pavers cambered and guttered for drainage for the first 6 miles. Circle Lane - 1/2 mile outside of town, runs in a semi-circle from Caravan Road, across the Forest Road, across the Marsh Road, and connects to the Granger Gate. It is made of packed earth and stone/crushed stone with stone pavers cambered and guttered for drainage. --------- Quarry Road - Leads SW from the Caravan Road to the limestone and marble quarry. It is made of packed earth and stone/crushed stone with stone pavers cambered and guttered for drainage. Menhir Road - Leads south from Caravan Road to the Old Henge. It is packed earth and lined with tall menhirs of blue-gray stone. 3/4 of a mile from town. Three Mile Run - leads from the end of Quarry Road(at the quarry) east, crossing the Forest Road 3 miles south of town, then horshoeing up to connect with the Marsh Road 3 miles east of town. Crossroads Village is located at the Forest Road intersection. The road is made of packed earth and stone/crushed stone with stone pavers cambered and guttered for drainage Kane's Path - Leads from Kwai Chang Monastery down to River Road just west of the River Bridge. It is a narrow dirt path Mine Creek Road - Leads west from near the southern end of the Forest Road to the agate mine a few miles east. The road is narrow and made of packed earth and stone/crushed stone. Many types of Chalcedony are found here including chrysoprase, carnelian, jasper, tiger's eye, onyx, bloodstone and several forms of agate. Trade: 1-2 caravans/week from over the mountains (Dune Sea) 2-3 ships/week from the coast/Azure Bay Several river boats from the lake towns of Beryl Lake Dwarven traders from Ironstar Mountain Gnome traders/technologists Ivory from the Steppe Nomads(through Dwarven or other sources) Exports: precious stones, exotic plants and animals, rare woods, spices, dyed textiles, finished goods, absinthe, toys, tech knowledge History ------- It's been 620 years since The Fading** of the Great Kingdom(Avalon) which once occupied the region now known as the Wastelands. The descendants of those who were once Knights of Avalon (now known as Rangers or Gunslingers) still patrol the wilderness helping those in need. This is a world of superscience and sorcery. Small pockets of civilization surrounded by vast tracts of dangerous wilderness fight to survive and thrive...and, maybe, rebuild what once was. Aurora had its start over 600 years ago as a small fishing and trading village built by refugees fleeing over the Mountains from The Fading. Most continued eastward, pushing aside the local inhabitants and eventually founding new cities and kingdoms. A few (around 800 at the time) stopped here, at the confluence of two rivers in what they called the Wildwood, to begin anew. Aurora is a large town, a point of trade between several widely separated areas of civilization, and a refuge for humans and humanoids of all kinds. It is connected by waterways to both the great lake to the north beyond the forest and to the sea 60 miles to the east(Azure Bay). Large caravans from the desert kingdoms across the Majestic Mountains stop here on their way to the coast or the laketowns of the north. Over the years, the town has become a haven, a meeting place, and a chance to begin anew for artisans and craftsmen, inventors and technologists, spellcasters and psions, merchants and traders, escaped slaves and mutants, adventurers and soldiers of fortune, freebooters and free thinkers, and demi-humans and humanoids of all kinds. The feel of Aurora is somewhere between Renaissance Florence and an Old West frontier town. The laws are just, taxes are fair, and adventure is to be found by all who desire it... ** The Fading - The swift, magical fading from the world of The Great Kingdom and all of its culture, technology, magic, and civilization back into the Dimension of Dreams. The dessication of the land and its covering over with the Sands Of Time. The Moving On of the world from what once was to what now is. Temporal Stasis. Businesses and Buildings and Areas: ---------------------------------- Areas ----- Riverside Plaza (at the River Gate, The Ork Carnival sets up here each Spring) Sunset Plaza (at the Sunset Gate, street performers, Lion and Dragon Dance during the Celestial New Year, lightning bug lights in the evening) Plaza del Sol (at the Sunrise Gate, red coral flagstone) Jasmine Park (with ampitheatre) Garden Circle (flowers of all hue and kind, prisms reflect light), florist stalls Topiary Gardens Compass Square The Angle The Green Market Square (at Market Gate, Farmers' Market, Giant Yule tree at Winter Solstice - has electric lights cheery Yuletime music from Snow Dwarves of the far north) Artisan's District (between Sunset Gate and the river. Many fine tradesmen can be found here) The Old Keep (men-at-arms are garrisoned and supplied here) Caravan District - A large, grassy field filled with Colorful pavilions, thatched huts, timber barns, awninged booths, wooden stalls, and glittering bazaars in SW corner of the town. Here is where caravans from over the the mountains, along with other traveling merchants and traders, stop and set up. Paths of dirt or wood lead between them. There are several large stables here as well as shops and services needed by the caravans. This area is a constant beehive of activity as merchants and traders from the desert, mountains, great lake, and coast visit regularly. Many have a semi-permanent presence in Aurora, being con- tinually resupplied by caravans and ships from their home cities. Caravans enter town through the Caravan Gate. Trail's End Supplies and Feed Store (repair shop out back) Sleeping Giant Inn The Giant's Club - tavern (attached to Sleeping Giant Inn via covered walk) Public Buildings and Services ----------------------------- Old Keep - Remains of an ancient walled tower with outbuildings now repaired and used to house and maintain the men-at-arms who defend the town. There is a smaller armory here in the base of the tower, as well as private stables, storage, and barracks. SE quadrant on a low rise. Town Hall/Council Forum/Aurora Admin Bldg - town planning, taxes and census, weights and measures, public works and maintenance, trade, lamplighters, streetsweepers) Courthouse/Chief Constable's Office Jail/Workhouse Bank of Aurora/Treasury/Mint Hall of Records - archive and main library, *also the town billboard is out front* Town Armory - weapons and armor storage and care for the militia and townsfolk Fishmarket (near the Wharf Gate, Serpentine Fountain) Farmer's Market (Near Market Gate) Town Stables (pack teams can be rented here) Town Depot(wains, carts, and barrels) Firehouse Town Wells/Well Pumps Town Dump - Black pudding Wednesday's Mortuary Town Water, Sanitation, and Sewage Center Aurora Public School Town Courier Sylvan Playhouse Icehouse Warehouses(goods) and Silos(grain storage) Harbormaster Tusken Ferry (Aurora to a logging camp on the west bank of the Moon River) Trade, Customs, and Duties Clock Tower(on Tech Bldg and Town Hall, both have chimes/bells) Shipyard - Builds primarily river/lake boats along with a few oceangoing vessels (keelboats, galliots/galeases, xebecs, schooners, sloops, and brigantines). Steamboats and boats powered by elemental forces or ancient tech have also been built on occasion. Naval Barracks Boarding Houses/Flop Houses Watchtower (by south wall) Troll House - On the Tusken River Bridge. Restaurant, public bathrooms, town and area maps, local information Churches/Shrines/Places of Learning/Magic ----------------------------------------- Church of the Good Shepherd - dedicated to an ancient benevolent deity, beggars are fed and clothed, the sick are healed, dissidents are given santuary('sanctuary' is generally respected by all), and undead are blessed and returned to the earth. A protection from evil spell surrounds church, stone structure, steeple with bells, stained glass windows, clerics dress in white, wooden crook and chalice(holy symbol), holy days - winter solstice - light in the dark times and celebration of togetherness, spring equinox - life renewal/rebirth and rededications, many white candles on an altar of blue lace agate, everburning light in the highest window of the steeple, run by Barnabas (CL:17, Neutral Good, WIS:18). Located in downtown. Shrine of Morgan - Shrine to the quasi-deity Morgan(hidden, mazy alley, down stairs to hidden door), vault lights from the sidewalk above light the chamber - geocache for adventurers, tech items, tech recharging apparatus. (Morgan, now a quasi-deity, left the world in 577CY) Temple of Bonz - magical and non-magical healing, very reasonable fees (donations of medical/healing tomes, scrolls, and instruments found by adventurers are gladly accepted in lieu of payment). Located at the University (NW side), Mac (CL:16) Temple of the Zodiac - Worship of the planets and stars, all of which represent aspects of the psyche/personality. Sacred Astrology. Marid influence, arab arches, onion domes, arabesque frescoes and murals, observatory, astronomy, all are welcome. The interior of the main dome is made of lapis and gold with a fresco of stars and planets. Located in the Caravan District. NOTE: Marid is a city on the Bay of Kalamar at the south end of the Wastelands. The inhabitants were Spelljamming traders from another world who had had trade relations with the Great Kingdom for many generations. Upon returning from a trade run and seeing the devast- ating results of The Fading, they decided to stay on this world and rebuild the decayed city in the hopes that civilization and trade would once again flourish. Marid Skyport(Spelljammers' port) sits very near an ancient spaceport originally built on the same site in the Time of the Ancients. Marid, given its provenance, gives homage and worship to the stars and planets. Moon Palace - dedicated to the moon maiden, maze of rotundas, cupolas, porticos all stacked together, highly polished mirrors refract the light of the moon throughout the temple, garden of moonflowers that only bloom on moonlit nights, moon well - visions in the water, entire building glows in the dark, columns, Priestess Cassandra (CL:13, AL:N), located on the westside. Moonmaid (moon, luck, mysteries, secrets, romance, wild sex, wanderers, magic) Chapel of Nemo(god of mariners) - altar/statue of aquamarine, saltwater offerings pool, oblong structure built from driftwood, porthole windows of sea glass, fixtures/implements of shell, Korrigan(CL:11) Tower of the Purple Sage(archmage) - scholarly knowledge, spells cast for a fee, tower is made of a dark, fluorescent purple stone, located on the NW side, MU:23 College of Technology - Tech items/Technology bought, examined, and taught here, located on the NW side College of the Humanities - The Muses, brownstone buildings with ivy growing, located on the NW side Tower of the Logrus - Wizards' school, tower is darkly iridescent, the ghosts of those masters who once taught here still guard, and take care of the tower, located on the NW side Businesses ---------- ODO's - Only Dropped Once - used weapons and armor for a reasonable price The Danesman - (Ragnar) - Smith, armorer, weaponsmith, Volmerung immigrant to Aurora Iron Mountain - Dwarven ironsmith and armorer Hammer and Tongs - Dwarven smithy The Dented Helm - used and refurbished armor and weapons, trade ins welcome Little Round Halfling - pies and pastries, Run by Otto, a retired hobbit adventurer now specializing in confections Barliman's Bakery Wonka's Candy Castle - The finest candies in the world The Cookie Tree - Elven operated cookies and crackers bakery(located inside a Dwarf Mallorn) Hatchet Molly's Butcher Shop - Molly is from the Marches, husband killed in Minotaur raid, she fought them off with an axe and later became a butcher, Listens to loud music when carving in the back The Apple Barrel - apple butter(local), jams, preserves, marmalades, nuts, spreads, syrups, sauces, peanut butter, cocoa Aunt Delilah's Dry Goods and General Store Two Bits - barber shop, hair-styling, manicures, has gumball machine - handfull for 1cp Lotus Blossom - body care services and products from the Far West, soaps, perfumes, fragrances, cosmetics, body oils, scented candles, massages, etc Evening Star - fine evening wear/formal wear/lingerie, colognes/perfumes/scents Panacea - apothecary Xanadu - medicinal and recreational herbs and drugs, pipes and paraphernalia Finnegan's Adventurer Supply Shop(and fence) X Marks The Spot - maps of all kinds, mapping tools, novelty treasure maps(some may be real), mining tools, caving Moonlighters - Thieves tools, disguise kits, exotic/hidden weapons, specialty items, locksmith, run by Templeton(TH10) Guiding Star - Nautical charts and instruments ACME Tools - fine tools, hand tools, heavy equipment, electrical generators(on occasion), run by Tim Stone Mountain Contracting - design and building, dwarves, gnomes, etc Fred's Junk Emporium - junk dealer, repairs Bandit Freighthaulers - teamsters, packhandlers, and porters may be hired here Gizmo's - mechanisms, clockworks, and steamworks seller, fine tech tools, tech repairs, Gnome Jasper's - fine clocks, mechanical toys, and music boxes, (Dwarven owned) Macguyver's - science books/lab equipment/educational kits/supplies Zumdahl's - chemicals, chemistry/alchemy apparatus Big Blue Box - tech/extra-planar items identified, bought and sold, extra-dimensional space inside, run by The Doctor Stocking Full of Toys- toys, toys, toys, candy, sweets, sparklies, run by an old, largish half-elf named Kris, lots of colored lights illuminate the place and there is always egg nog, hot chocolate, and cookies. Kris seems to make a lot more toys than is possible for one man...perhaps he has helpers. Finndo's - Gnome jeweler(and fence) Puffin Printing House - town printers, printing supplies, bookbindery The Dwarven Touch - engravings, inlay, filigree, reliefs, carvings, embellishments Frobozz Sorcery Supplies - "high magic" supplies, wands, rare animal parts, buy/sell, spells cast for a fee The Black Cauldron - magic supplies, herbs, crystals/gemstones, wands, alchemical ingredients, potions, poisons, divination tools, minor enchantments Seymour's (Little Shop of Wonders) - exotic plants Dolittle's Exotic Pets (buy, sell, veterinarian, speaks with animals) Ancient Ways Animal Training and Handling - Caleb(half-0rk ranger:8) Copper Kettle - tinker, tinsmith, coppersmith City of Brass - brass and bronzeworks, smiling efreet on sign Smokerings - tobacconist, pipe maker, meerschaum carver, run by Old Toby(hobbit) Aromas - coffee and tea house, drink in or carry out Arkm's Rare Books and Curios (magical and mundane) Hearthside Books - books, manuscripts, and writings of all kinds Fedora's Importers/Exporters(Morgan's old outfit) Marquis' - fettish shop, leatherware, sex shop, piercings Salamander's - tattoos, piercings, hair-styling/dyeing, half-elf punk chick named Acid Gossamer - Elven clothing from fashionable to functional, elven art, run by a different elf each visit Huntsman - hunters and rangers attire and tools, bows, owned by Orion (9th lvl Ranger) Leather Corral - Leather goods, rawhide goods 1001 Treasures of the Sultan - exotic goods from the desert kingdoms (run by Ali, Thief 12) Northern Star - exotic furs, pelts, horn, amber, fabrics, etc, from the far north, run by Sigurd(8th level barbarian) Azim's Magic Carpet Ride - Persian rugs(both mundane and magical) Celestial Treasures - curios and clothing from the Far West. Pasha's Pavilions and Palanquins Golden Goose - jewelry, precious stones and metals Pot O' Gold - gold and silver jewelry, metalsmith Aladdin's - lamps, lanterns, candles, candelabras, braziers, sconces Through the Looking Glass - mirrors, lenses, telescopes, microscopes, optics, prisms Grandma's Quilt - fabric and upholstery of all kinds, crafting supplies Dream Weavers - clothing, embroidery done Polar Lights - cold weather gear, mountaineering Jeremiah's - skins, furs, pelts, clothing, shoes, headware, accessories, taxidermist The Dugout - sports and recreation equipment The Petal Throne - fine furniture, carpets, curtains, and upholstery Cherry Blossums - ceramics, pottery, porcelain, lacquered items, woodcuts, scrimshaw, ivory, run by Taka (female from islands country in the Far West who makes many of the items) Crystal Palace - fine crystal...everything, glassblowers, quartz Joyous Palette - painting, arts and crafts, run by Bob Florist Shop - at Garden Circle, Taz (demon, AL:CG, HD:10, AC:2, DMG:2D6, MR:75%, green, scaly, 6' tall, (Elysium) pointed ears, toothy grin, +2 or better to hit, STR:18, INT:19, Immune to sleep/charm/mind control, disease, aging, hold spells, fear, illusion spells, poison, feeblemind, magic jar, polymorph, and all similar spells. Half damage from heat/cold/electrical. Has darkvision 60', Can cast read magic, detect magic, tongues, comprehend languages, detect invisible, dispel magic(at 11th level) all at will. He can also cast any cantrip and use any spellcaster item without negative effect. Taz loves snapdragons, sings at the Green Parrot karaoke night, knows origami, writes haikus, and is a pretty good cook. Imhotep's - paper, parchment, vellum, inks, quills, fountain pens, all your scribal needs Eye of the Tiger - bare bones fighter training gym for locals Feathered Hat Fencing Salon(friendly rivalry with Jaunty Plume) Jaunty Plume Fencing Academy(friendly rivalry with Feathered Hat) Night Fever Dance Studio Cindi's Magic Pumpkin Coach/Carriage Rental - town taxi service by Jasmine Park, 2-3cp in town, 1sp for rides outside of town Thieves' Guild (run by Ishi, TH:14, female raccoon mutant) Dunsel's - boating supplies, repairs/refurbishing, canoe building Martinique Boating Tours and Rentals - run by Morgan(F:8/TH:5), his boat is the Marie March Hare Hat Co. - also scarves and neckerchiefs Unchained Melodies - luthier, piano maker, repairs and music lessons, sheet music, transcriptions, Bretta (half-ork, female, wears gossamer elven clothes, Bajoran earring, TH:5, BD:8, MU:2) ** Bretta lives in Morgan's old house, 1/2 mile north of town near the edge of the woods. She was an orphan adopted as a child and raised by Paladin(died in 602), Morgan's hobbit steward. Canary Song - music shop, brass, percussion, woodwinds, keyboards, sheet music, records, turntables (owned by the Red Canary, a sultry jazz singer famous in Carnelian) Smuggler's Hold - spice merchant, ex boat captain, F:12 Solomon's - fine wines and brandies, liquors and liqueurs, ales Green Fairy Absinthe Distillery Green Goblin Brewery - local brewery The Gypsy Eye - run by Raven(female TH:9/MU:6), occult writings, esoteric items, rare finds, art, clothing, information, divinations cast, lucky charms, lost things found Dobby's - home repairs of all kinds - we fix anything, run by goblins, small round building Flynn's Arcade - ancient arcade machines powered by an equally ancient electrical generator far below ground. Pandora's Box - magical and mundane gifts / everything shop Trinkets - small shiny things, pewterware The Dungeon / Dragon's Lair - games store and tavern located in the original gatehouse of the Old Keep. (Old Grognards' Tavern is also in the gatehouse.) Prof Farnsworth's Flying Whirlygigs - autogyro tours and rentals Nero's Bathhouse - (magically)heated and cold pools, marble columns, satyrs and nymphs murals Grandad's Bait and Tackle Inns and Taverns, Restaurants and Recreation -------------------------------------------- Bloody Jack's Bar and Grill(great place for seafood, divey) Wolf's Revenge - BBQ joint, red brick Snoozy Goose - breakfast till noon, served up s-l-o-w-l-y, mimosas and bloody marys while you wait Nemo's Sub Shop - sandwiches of all kinds, run by a retired sea captain The Duke's Room - restaurant, jazz lounge, martinis Blue Lagoon - restaurant, decorated as an exotic underwater grotto, pool with private alcoves Lamplighter Restaurant - overlooks Central Park, gas lamps and glowspheres Dragon of the Black Pool - asian restaurant run by Egg Shen(MU 11/MK 8, Gold Dragon). This place right next door to Celestial Treasures, large jade dragon sculpture inside, onyx pool Old Grognard's Tavern - Located in the original gatehouse of the Old Keep. Owned by retired foreign Admiral Arness and Field Marshall Zagy. Stories, Bards, tabletop strategy games, dark ale, "guarded" by a small lunar dragon, adventurers may be found here, bulletin board Green Parrot Bar - colorful Jimmy Buffet-type place, seafood, cajun food, margaritas, tattoos Snake's Den - Bar run by "Snake"(F:8) - ex military, euepatch, black cobra tattoo on torso. Smuggling on the side. Tech weapons may be bought/sold here by those few who know about the place. Thieves' tools and specialty items are also sold in the back. A good place to contact mercenaries/men-at-arms/smugglers for hire. Billiards, gambling, tattoo parlor, jukebox, cage/pit fights Blue Wyvern Tavern - unofficial HQ of Wyvern Company - a famous merc company founded in 527 by Deirdre Barimen. Their symbol is a blue wyvern rampant on a black field. Unofficial news of doings around the land, men-at arms, scouts/guides, magical means of communication with the Blue Wyvern Tavern in Portown Shields Tavern - walls decorated with the heraldry of famous knights of Avalon, large stone fireplaces, mahogany tables with candles, dark ales and ciders, elk horn chandeliers, occasional bardic performances, rangers sometimes meet here Sandbar - fisherman's pub on river wharves, wooden structure on pilings, long and narrow The Brick Cellar - pub, several homebrews and beer from around the world, red brick under-, croft, brick arches, huge brick fireplace, bardic performances, bawdy Sign of the Unicorn - tavern, popular with spellcasters and bards, heroic tales and magic Valhalla - drinking hall, drinking horns and steins, long wooden tables, viking motif, throwing axe competitions The Underground - hidden tavern in part of a buried ancient city, it's down some stairs, across a hidden courtyard, through a secret door, dark ale, rangers sometimes meet here, scouts/guides may be found here Under the Bed - Humanoid bar/nightclub, brothel Adamantium - mutants and psionics nightclub/brothel The Mausoleum - Gothic club built inside of a mausoleum in the old town cemetary Vlad's Castle - dark, gothic, dance club, fetish, sex dungeons, run by a vampire Frankenstein's - Techno bar, Cosplay, "sign outside("Where we can all be monsters"), sign inside(Please, no open flame), Flesh Golem bouncer, electric lights, tesla coils throw static electricity all around the inside, jacob's ladder, b/w reel-to-reel horror movies run constantly Prismatic - dance club, music, exotic liqueurs, illusionist shows Pleasure Dome - brothel (upstairs from Xanadu), massage parlor, orient(Far West) The Silk Room - brothel, persian influence Black Pearl - brothel, pirate treasure cavern decor Glass Slipper - brothel, victorian design Goodnight Moon - inn The Mallorn Bough - inn (treehouse) The Mermaid's Arms - inn River Rat - inn, tavern The Pillow Den - inn Old Red Barn - inn, tavern Hearthstone Inn - inn, tavern, bardic performances, meat and spicy potatoes, many homebrewed ales, mulled wine, bawdy Interesting Things ------------------ 1) Serpentine Fountain - Located in the Fish Market. Fountain is of serpentine stone with many intricate carvings of sea creatures all around it. Water Weird. Does no damage, collapses after 3 rounds, splashing everyone within 10 feet. re- forms in D4 rounds. 2) Aurora (goddess of dawn) Statue - Constructed from one giant carnelian crystal. Each day at the hour of dawn, she pivots to face the sun and spreads her wings and raises her hands to the sun. This lasts for one hour, after which she lowers her arms and wings for the rest of the day. The stone catches and stores the sunlight, so that at night, she radiates a soft, reddish, sparkling glow until the hour before dawn. The statue is 12' tall and is located in Plaza Del Sol at the Sunrise gate. 3) River Bridge Troll - On the bank underneath the Tusken River Bridge. Carved from green limestone. Only head, shoulders and hands visible. The rest is buried in the bank? Street Names: ------------- Old Main St Central Ave Commerce St Hall St Water St Treasury Ln Sequin St Merchant St Wall St Wain St Church St Garland St Glitter St Monument Ave Folio St Maple St Migrant St Graymouse Rd Cemetary Rd Armory Ln Courthouse Rd Elm St Wlllow Rd Bath St Arcade St Cheshire Ln Old Harbor St Culvert Rd Meadowbrook Ln Fox Run Stair St Shamrock Ln Shadewall St Orchard Ln Green Way Watchtower Rd Morningside Ave Sunrise Ave Clover Ln Woodside Ave Fern St Hedges Ln Sextant Rd Nautical Way Fountain St Market Street (runs from the Fish Market at northern end to the Market Gate) Park St East Park St West Park St Terrace Ln Tunnelly St Hillside Ave Broad St Stockyard St Shipyard Way Dockside Ave Wharf St Canvas St Slaughterhouse Rd Smokehouse Rd Dray Way Boundary Ln Granary Ln Strangebrew St Storehouse Rd Cartwheel Ave Old Mill Rd Lumbermill Rd Baker St Coalbin Rd Foundry Ln Brickyard Rd Stonemason St Lime St Cobble Ln Industrial Way Tannery Rd Long St Pavilion St Ivy Ln College Ave Campus St Lantern St Gallery Ave Love St Artisan St Sunset Blvd Bazaar St Arbor Ln Blossom Ln Weaver St Roses St Cottage St Carnival Way Trail's End Rd Canopy St Places Very Near Aurora: ----------------------- Quarry - limestone, marble, a few miles southwest of town in the Stone Hills Agate Mine - at the end of Mine Creek Road SE of town Old Henge - Temple for the worship of the "Old Gods" - nature gods residing within everything. Unknown builders, strange dreams/occurances/lights in lake, pagan nature rituals, stone henge located 3/4 mile SW of Aurora, Menhir Road - tall standing stones along its length - leads to it from the Caravan Road that runs due west over the mountains to the Wastelands. Freitukk Abbey/New Town Graveyard - Abbey Road runs west from the Sunset Gate to the Freitukk Abbey where the town cemetary is located. Freitukk Abbey is run by a jovial monk of middle years (Robin Canterwell, CL:12, AL:NG, INT:16, WIS:16, CON:18, Shoes of Fharlanghn, Staff of Striking +3, silver dagger) who keeps hives of giant bees and is known for his unsurpassed mead, honey, and honeyed ale. He may be in conversation with a Treant(AC:2, HD:8, MV:6", can command up to 2 trees nearby and they will have a MV of 3"), as they are known to visit the abbey. Freitukk is an old god of harvests, bounty, growing things, the cycle of birth and death, generosity, and hospitality. The Grove - Oak grove east of town, just north of the Marsh Road(Stev-o the druid lives here. Crikey!) DR:14, CON:18, boomerang +3, can speak with animals, permanent Animal Friendship. Xavier's School for Mutants and the Psionically Gifted - 1 mile northeast of town at the forest's edge. Morgan Star's Old House - 3/4 mile north of town, near the forest. Bretta lives here now, 5 acres, 4' tall fence around backyard with lightglobes spaced along it which fade from brighter yellow down to dark orange Nuanda's Shrine (inside a small cave system) - Old god of wine, revelry, song, and sex. Offerings of poetry, art, and music are left here. Young lovers often meet here. Located just north of the monastery near the Moon River. Full Moon Saloon - Erotic dance, run by "a hairy-handed gent", at the intersection of Three Mile Run with Marsh Road Dusk Till Dawn - Roadhouse run by an old undead-hunter, 4 1/2 miles east along River Road The Edge of Town - tavern/inn, located three miles out Caravan Road just passed the Quarry Road Crossroads Village - 3 miles south of Aurora at the crossing of the Forest Road and Three Mile Run. The village includes: 1) Sam's Spade Shop (farming implements, feed, and seed) 2) General Store (has gumball machine - handfull for 1cp) 3) Smithy 4) Jonathan's Wains and Wagons 5) Chapel of Bonz (Keeley, CL:9) 6) Crossroads Tavern (pitchfork on sign, owned by "Granny" a rather pleasant Night Hag) The local militia gathers on the village green the third Saturday of every month to train with spear and bow. Logging Camp - across the Tusken from Aurora, west of the Moon River. A steamboat ferry travels between the two. Shrine of Roland - Ranger shrine dedicated to a hero of the Last Battle (after which The Fading began). The shrine is atop a small, wooded hill 10 miles west of Aurora. A pylon of unknown metal containing relics(Roland's 2 sandalwood gripped revolvers) inside it rises in the center of the small clearing. A crystal prism-like key touched to a specific spot on the pylon opens it. The clearing is concealed and its ways confused by elven magics and protected by dwarven runes. The whole hilltop has a Protection From Evil spell laid upon the area and morale of those friendly to the rangers is raised by +2 while those who are not have morale lowered by 2. A spring of clear, healing water bubbles from a rock crevice on the summit. Healing power is doubled when the Morning/Evening Star is in the sky (chance of 1-2 on D6). A prismatic dragon is sometimes found coiled around the small monolith. Kwai Chang Monastery - On a low, green, wooded ridge 1/4 mile NW of Aurora across the Tusken, stands a small monastery founded in CY572 by a traveling monk from a far country, west of the Wastelands. The monks, both male and female, are dedicated to perfecting themselves in mind and body. The final test for a young acolyte is to jump into a deep ravine on the NW side of the ridge and shift dimensions before reaching the bottom. Scattered bones at the bottom of the ravine remind the monks of the importance of removing the distraction of fear and clearing/focusing the mind. (Most of the bones have been planted there by senior monks over the years, both as a reminder and as a lively joke. Most are not even human(oid) bones, although the head monk is silent on the issue.) ## * Stone construction, dark, hardwood floors, braziers, incense, zen garden, pools, flowers, garden(vegetables), groves, bamboo * Monks wear sky blue robes and shave their heads except for a long topknot. Their symbol is a stylized dragon and tiger and there are usually 6D6 monks in residence. * Monks are both male and female. The body and mind are perfected. Open sexuality is encouraged as is helpfulness to all creatures. * The current head monk is named Kaiji(Monk 13) and is old and blind (but can 'see' perfectly). He is very wise and kind, though a powerful martial artist if the need arises. * Kane's Path leads from the zen garden through an archway and snakes down the ridge, crossing an arched wooden footbridge over a small stream, and eventually meets with River Road near the River Bridge that crosses the Tusken into town. The path is bordered with colorful, scented flowering plants that bloom all year round. * A secret underground passage leads from an alcove in the lower halls of the monastery to a storeroom in the asian curio shop, Celestial Treasures. * Illuminated manuscripts, calligraphy, tattoos ## If a monk experiences a natural occurance that would result in almost certain death (like a fall from a great height, not an attack in battle), they may attempt to shift to another dimension to avoid death: XP level * 5 = the percentage chance to do so. If successful, another roll is required to see the monk can reenter the Prime Material Plane near the point of departure. Failure indicates the monk is lost in the Astral/Ethereal Plane. A monk who is lost can make another roll to reenter the Prime each game day. Many of the "magical" abilities of monks are taught in a state of non-ordinary awareness and must be brought to the surface of the conscious mind in order to be used. This is why a monk gains special abilities at cebrtain XP levels. Wandering Monsters ------------------ GENERAL ------- Farmers/Villagers Hunters/Trappers Medium Cavalry Patrol (Aurora) Merchant Caravan Traveling Monks Dwarven Trader/Gnomish Tinker Students Ork Carnival (in Spring) Adventurers Ranger Healer (Cleric of Bonz) Bandits Herd Animal Predatory Animal(wolf, lion, bear) - hunting livestock Giant Spider Giant Rat Giant Snake Giant Lizard Giant Bat Giant Ferret Treant Compsognathus Hobgoblin Slavers/Pirates Hill Giant/Troll Carnivorous Plant Wild Boars Green Dragon (forest) Ogres - wild dance at night (forest clearing) Manticore Wyvern Blink Lynx Owl Bear Carrion Crawler Nixie (pool) Fairy/Pixie/Brownie Giant Beetle Unicorn (forest) Lycanthrope Spellcaster/Wizard Tower Mad Scientist Derelict Tech (may have Scrap Rats) Weather Anomaly Meteor Shower(at night) Strange Lights St Elmo's Fire Weird Magic Area Ancient Battlefield: Fog Of War, Battle madness(saving throw), Fog takes human shapes, human shapes/shadows move about in it. Elemental Green Man/vegepygmies (will attack if tech is visible) Robot/Cyborg (near tech area) Mad Golem Run Amok Hourns/Awakened Trees - might not care for those that go on 2 legs Hidden Colony(mutants, escaped slaves/prisoners, refugees... - will be wary of outsiders) Victims of bandits or monster attack/Broken down wagons Glamored Lizardmen(work for Witch of the Fens) Spy for Wizard of the Volcano Madman - victim of the Theocracy's mindsifter Mercenary Company/Fort/Town Gnome dirigible in flight/landed Mutant/Psion/Madman(victim of Theocracy mindsifter) Traveling Performers Invisible Stalker Moon Dogs Poisonous Cloud Ancient Starship Communication Center (100mi s/sw of Aurora) - partially functional, radium batteries, radio telescopes Energy Monster RIVERS ------- Fisherman Foresters with lumber River Traders (from Beryl Lake) River Patrol River Pirates Electric Eels Giant Beaver Giant Crayfish Water Elemental Giant Bat Giant Rat LOCAL ROADS/LANES ----------------- Farmers going to market Herd animals (sheep, cows, swine) Miners wagon (2-4 guards if headed to town with stones) Quarrymen with wagons Pagan kids chasing/chased by/ringed around conjured dust devil Adventurers returning with Owl Bear trophy (The Red Dragons, infuriatingly full of themselves) Monk of Freitukk with cart full of honey, mead, ale) Kwai Chang Monks Bandit/Hobgoblin attack on farms Small Pterodactyls feasting on roadkill Students going to/coming from Nuanda's Shrine(evening/night) People of the Old Faith going to/coming from the Henge Sporting competition among villages(a reconizable form of baseball is played here, among other things) GREENMARSH/SWAMP ---------------- Lizardman (servants of the Witch of the Fens) Lizardman Village Lizardman Patrol Ciful Shambling Mound Will O' The Wisp Giant Ants Giant Bat Vampire Bat Giant Frog/Toad Axe Beak Giant Leech 2-Headed Dragon Hydra Giant Lizard Giant Alligator Quicksand Strangle Vines Witch of the Fens in Baba Yaga hut Ken - alligator mutant sunning himself in the Lazy River STEPPE (rolling grasslands, tall ferns, small groves, continues north across the Tusken and east of the Laketowns) ------ Steppe Nomads (ride moa, hunt mastodon with recurve bows, no armor, double DEX bonus to AC, some friendly tribes/some hostile, have pneumatic rifles which shoot weighted nets, trade ivory - plain or carved The nomads seem to be distantly related to the Blue Men who live farther east, but do not woad and have developed a different culture. Steppe Nomads live in wigwams covered with skins or bark. They wear loincloths, boots abd cloaks, tooth/tusk necklaces, and bracelets or anklets of bone, beaded headbands, facepaint when going to battle.) Ghoul Wight Mastodon Herd Smilodon Moa herd - nomads ride these Irish Elk (7' tall at shoulders, 12' antler span) Wild Dogs Pegasus Pterodactyl (some hill clans ride these) Radiation Pocket (high radiation levels which can kill or mutate - glows green at night) Moondogs(materializing from moonbeams at night) chasing a Hell Beast Dire Wolves Cave Bear Cave Lion Baluchitherium Giant Bat Vampire Bat Sentient? Whirlwind Electrical Storm (artifact of the Ancients' wars(1 in 6 chance)) Hail Storm (winter) Severe Storm/Tornado War Machine Graveyard Ruins Demon/Howling Demon/Banshee Insect Swarm - robotic, self-controlled locust swarm- left over from the ancient wars, much more rare these days, they are brought down with emp pulses broadcast by villages surrounding old radio towers, they can do terrible damage to crops. Mosquito drones can kill livestock and people if caught in the open. Both cycle through every few years and are fairly predictable. Some swarms...are not. *** Hill Giant Raiders MOUNTAINS --------- Dwarves fron Ironstar Mountain (meteoric iron) Gnomes Chimera Griffon Hippogriff Giant Giant Eagle UFO Sphinx Mountain Lion Manticore Red Dragon DESERT/WASTELANDS ----------------- Village - many villages will be partway or completely dug into the ground to escape the desert heat (Tatooine). The structures above ground will be of adobe type bricks and plastered. Trader Caravan Mounted Patrol(near cities)/Air Patrol(flying carpet) Nomads "Borellian Noman" with explosive/energy bolas Dervishes Bandits Wild Horses/Camels Ghouls (can turn into jackals) Dustdigger Sandstorm Giant Scorpion Genie/Efreeti Roc (in mountains) Lions, Jackals, Hyenas Dust Devil Giant Centipede Giant Tarantula Giant Viper Desert Rats Basilisk Sphinx Manticore Ruins War Machine Graveyard Electrical Storm at night - artifact of the ancients' war(1 in 6 chance) Radioactive Area(glows green at night, mutations) Weird Magic Area Uncontrolled golem running amok Living Statue Minotaur Raiders (border of desert and Great Northern Plains) Howling Demon DESERT CANYONS -------------- Gnoll Sandpeople Bandits Krait Dragon Troll Hippogriffs Griffon Ghouls (can turn into jackals) Carrion Crawler Giant Scorpion Genie/Efreeti Manticore Dust Devil Giant Centipede Giant Tarantula Giant Viper Desert Rats Basilisk Ruins BERYL LAKE(towns built on pilings out in the lake) ---------- Laketown People Fisherman Lake Pirates Dragon Turtle Lake Dragon Witchmen of Beryl Lake (cyclopean stone Technomancer citadel at the far end) Elves/Faeriekind Hobbits/Shire Pteranodon (lake cliffs) Wolf, Bear Red Elk Pterodactyls (on cliffs along lake) AZURE BAY --------- Merchant Ships/Convoy Hobgoblin Pirates/Slavers Ghost Ship/Flying Dutchman Refugees/Escapees(raft) Rime Islanders Warship/Patrol Reavers(cannibals, wear the skins of the dead) Sea Battle Ranger Sailing Skiff(at night, Rangers will have the advantage of surprise) Sea Dragon Sea Serpent Wyvern Pteranodon (sea cliffs) Hippogriffs (sea cliffs) Kraken Water Elemental/Marid Gnome Submarine(steam driven) Mermen/Mermaids Kuo Toa Strangleweed (sentient seaweed) "Triangle Effect" - sea and sky seem reversed, lost for D4 days Storm Waterspout/Whirlpool Strange Weather Pattern Area of Calm/Strong Currents Strange Lights St Elmo's Fire Meteor Shower(at night) Ocean Mirage Automated Water Craft(from the Ancient Days, very rare) Ancient Marker Buoy Black Ooze(sentient sludge) Fog Bank ---------------------DIMENSIONS/PLANES/WORLDS--------------------------- * Alternate Primes/Parallel Worlds * Outer space - breathable, fly to the moon * Demiplanes - Wonderland, OZ, etc * Etheric - misty, insubstantial, photo negative plane, ghosts mostly reside here, permeates the Prime Material * Astral - silvery, timeless, almost anything can be found here, thought creates things and is used for travel, access to any other dimension * Dreams - desire and attention create here * Faerie Realm - timeless, magic permeates it * Elemental Realms - can be accessed through areas containing the element, e.g. travel to the Plane of Fire through a volcano * Mirror Realm - through/behind all mirrors, reversed world, something hunts here... * Time Dimension - travel anywhen * Sideways Worlds (posts taken whole or in part from D&D forums): --------------- "Characters can pass into different parallel worlds where the rules change. Certain characters know some passages, but nobody knows them all. Getting in and out can be tricky. All the worlds are dangerous. All blend with the real world, overlaying, interleaved with it, blending, changing. The shape of the world is still present, but made weird." "The idea is, if you know the passage, you can take your adventuring party into one of these sideways worlds, while still remaining in the 'real' world. So, you're exploring an ancient abbey, and can't get through some heavy locked gates. Make passage into the Shadowmarches**, and all the works of mankind are weakened and decaying - break through the door easily. But then, you have to find your way back or face the dangers of the Marches themselves, plus whatever darkly warped threats the abbey itself hides. Perhaps you're trying to escape the Duke's Faceless Men, his merciless killers. You climb over a garden wall, and there in the heart of the city make passage to the Gnarlwood. The forest seems to consume the city, choking it. In the shadow of roots burst through paving stones, you hide from the hunters... hoping not to attract the attention of others who also hunt." "Or maybe you broke a thing that ought not be broken, and cannot repair it yourself. So you sojourn to The Great Machine, where all, even men, are made of clockwork. And there, using time and patience, you try to put back together what you'd otherwise not be able to repair. Perhaps you must reattach the cleric's arm, or repair the mind of The High Druid... But time runs short in The Great Machine, it always does. Tick-Tock, Tick-Tock, the clockwork men are coming, Tick-Tock, Tick-Tock, if they catch you, they'll "repair" you, and you'll join their ranks, Tick-Tock, Tick-Tock, THUNK, the great gears are turning, the party's been divided, Tick-Tock, Tick-Tock, do you know how to get out, before your time is up?" ** Shadowmarches - Ruled By - The Barely Heard Whisper, which is a sound, and flicker in the corner of the eye, the ghost of a touch on the cheek. The whisper sees all in the Shadow- marches, but only influences things in the most subtle way possible, with bouts of luck or misfortune. The Whisper is appeased by silence, stealth, and gallows humor. The Whisper is angered by loud noises, overt shows of violence, brazen action ---------------GROUPS AND ORGANIZATIONS---------------- Company of the Wyvern - Highly regarded mercenary company founded in 527 by Deirdre Barimen (F11). Usually over 600 strong, their standard is a blue wyvern, rampant, on a black field. The Blue Wyvern Tavern in Horizon is secretly owned by them and is their unofficial HQ. Clerics of Zayuss - wander the land extolling the virtues of duty, they seek converts to the Truth, but most don't actually know the secret aims of their simian teachers(masters), they are often unwitting dupes, leather/studded leather, clubs, mancatchers. They may be lead by sentient apes(orangutans **) ** Clerics who ARE simian will, of course, be aware of all these things. They will also carry carbines(10 shots, dmg D6+1/2D6) in addition to their other equipment. Scholars of Bonz - Follow the ancient deity, Bonz. Study medicine and healing, both magical and mundane. Wander the land healing and spreading medical knowledge. Gunslingers - Rangers - The remnants of the knightly order which guarded the land in the time of the Great Kingdom of Avalon which fell 620 years ago. Now these knights wander the land, protecting those on the outskirts of civilization. Iron Ring Slavers - very well funded and organized, found around the Wild Coast Seekers of the Blue Star - mutated by toxic chemical waste in the ancient past, Seek to chemically alter all life on the world, P.O.E. cult - Purity Of Essence, Fanatical purestrain Humans who despise mutants, demi-humans, humanoids, etc. Cyberknights - Cyborg knights with energy weapons, very rare, organization unknown but almost always found singly, fearless, absolutely loyal and honest, only champion worthy (lost)causes The Unwanted - genetically engineered soldiers who fought a war and were then deemed too dangerous to bring home, exiled to a "retirement colony" and sterilized, they have been having children in secret and hiding them from the occupying garrison... Witchmen of Beryl Lake - cyclopean fortress, technomagic, faceless Blue Men - Celto-Indian tribesmen/clansmen, ride giant eagles Kobold Market(underground tech market/black market, temporary) The Green Man(green crystal skull head) * Mad Druids, Sentient Plants, Vegepygmies * Druids are fanatical followers of the Green Man who want to destroy all human(oid) life(except for things like vegepygmies). The view humans as a disease on the earth and destroy all items of technology they find. When the earth is cleansed of these infestations, they too will destroy themselves as they are also part of the infestation. Ay-ai: Orbiting satellite launched in the ancient days. It has become sentient and power hungry. Blue Oyster: Ancient underwater transmitter shaped somewhat like a giant clam. It is worshipped by a cult of undersea creatures who follow its directives(or as much as they can understand of its transmissions). The "oyster" is not actually sentient and just broadcasts message fragments still stored in its memory from ages ago when it was actually an operational transceiver.