WEST SHANBAR, 1647 GUE
West Shanbar (A)
/ (B) / (C) / (D) / (E) Art: (1) / (2) / (3) / (4) / (5) / (6) / (7) / (8)
Town Hall, Ext. (A) / (B) / (art)
Town Hall, Int. (low) / (high) / (art)
Town Hall, Filing Cabinet / (art1) / (art2) / (art3)
School House, Ext. (A)
/ (B)
/ (C) / (art)
School House, Int (A-low)
/ (A-high)
/ (B)
/ (art)
Rooper's Pawn
Shop, Ext. (A)
/ (B) / (art)
Rooper's Pawn
Shop, Int. (A1)
/ (A2)
/ (high)
/ (art) Rooper's Pawn Shop, Cash Register (art)
Hardware Store, Ext. (low)
/ (high)
/ (B) / (art)
Hardware Store, Int. (low) / (high) / (art) Hardware Store, Crate
Old
Mill, Ext. (low)
/ (high) (see Boos Myller) Under Bridge (low) / (high) / (C) / (D) / (art1)
East Shanbar (ruins) (A) / (B) / (artA) / (artB)
New West Shanbar (underground): (A-low) / (A-high) / (B) / (art1) / (art2) New Mill, Ext. (A) New Mill, Int. (art)
East Shanbar (displaced underground) (A-low) / (A-high) / (B) / (C) / (D) Art: (1) / (2) / (3) / (4) / (5) / (6A) / (6B) / (7) / (8) Boats for Sail Inn of Isenough General Store, Ext. (A) / (art1) / (art2) General Store, Int. (low) / (high) / (artA) / (artB) / (artC) Moodock's Arms and Armaments Blacksmith Shop Ext. (low) / (high) / (artA) / (artB) (before transported under) Int. (low) / (high) / (art) Incinerator (low) / (high) / (art1A) / (art1B) / (art2) Looking south from New Mill (low) / (high) Looking north from Whispering Woods (art)
Underground original Keep ruins east of Shanbar (A) / (B)
Panarama view from Lighthouse (art1) / (art2)
Northern River & Frozen River Terran Map
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SHANBAR (East & West)
The twin cities of East and West Shanbar sprung up in the
Valley of the
Sparrows by the 980s
GUE, as one of the many newly-born settlements which
recreated the geography of the east after the collapse of the First Age
of Magic in 966. Over time,
the cities,
which were merely divided by the Northern River, grew and by the
1600s, included the historic Inn of Isenough, a general store,
Moodock's Arms and Armaments, a blacksmith's shop, a boat rental, an
incinerator, Shanbar Hardware, a pawn/gift shop owned by Rufus Rooper, a city hall, a
mill, a locksmith, West Shanbar Public School #1 (part of the Greater
Shanbar School District), and IT&L Headquarters Building.
Beneath
IT&L the part of the village was even developed as West Shanbar
Vacation Village Resort.
In the 1640s, Morphius' consciousness
grew so powerful that it began to exert a magical effect on the nearby
Shanbar villages. One at a time, local buildings and their occupants
vanished and reappeard underground in a mysterious subterranean
parallel. First went the Inn, then the General Store, then
Moodock's Armory and IT&L Headquarters disappeared.
The
Road to the South joined West Shanbar with the Northern River Lightouse
in the north (which was originally a keep). Prior to the curse of
Morphius, most of Shanbar lay closer to the lightouse/keep. But as the
entirety of East Shanbar (along with the eastern half of the village
bridge) vanished, many of the West Shanbar buildings were dislocated
further southward, leaving only a few structures of the western end of
the village in their original locations: the Mayor's Office, the
Schoolhouse, the Pawn Shop, the Hardware Store, and the Old Mill.
Illumynite lighted
the new underworld and the transported people did not seem to
mind. And over time, more structures above ground would find their way
below. The countless bloits of cavern that had been abandoned and
dismissed as legend for almost four hundred years were once again
thrown open to colonization and economic development.
Burdened
beneath the curse of Morphius, the crops quickly failed and the cattle
weakened. People left the once fertile valley. Those who stayed became
overweight or skinny, and seemed to lose their spirit. A curse settled
in various patches across the valley, which the natives called "Dead
Zones"; one such region plagued the Road to the South, caused all who
ventured between the lighthouse to instantly perish; another dwelt to
the west of the village, and one may also have divided the original
village with the discolated one further south, as it appears there was
no communication with them. And the introduction of the flocks of
vultures which carried people off, and the constant dreams Morphius
instilled into the populace caused almost everyone to abandon the
valley. Underground, the evil entity had enslaved most of the people
from East Shanbar to mine translumynite at the Cliffs of Depression in
order to build his new empire.
Although the land was a
stronghold of the enemy in 1647, this did not stop activities: Rooper
continued taking groups night spelunking in the underground caverns,
there was motor boating, nightly dancing at the Vacation Village, group
sing-alongs under the moon in the Forest of the Spirits, and a contest
at Chuckle's Comedy Club (although the journey thence was a source of great risk).
In
Mumberbur of 1647, an unknown Sweepstakes Winner managed to defeat
Morphius and pave the way for the Second Great Diffusion. With Morphius
and the evil magic scattered, the vultures were removed and the village
regained its fertility.
There also seems to be vague references (discovered c. 945 GUE) to a possible South Shanbar.
ZORK PATENTS & COPYRIGHTS FILED BY SHANBAR RESIDENTS, INCLUDES:- Rooper's Illumynite Batteries
- Canuk's "Orb-it" Interface
- Moodock's TeleOrb Manufacturing Process
- Wizard Wollack's Orbs
- Rebecca Snoot's Illumynite Nail Polish & Lipstick
- Farmer Snoot's Grain-U-Later
- Keeper's Rotating Lighthouse Beamer
- Dwarven Illumynite Helmets
- Dwarven Illumynite Meltdown process.
- "Illumi-nike Sneakers" for joggers.
- Fairydust-Buster (cleaning tool).
- "Knots of Luck" (how-to book by Ben Fyshin) .
- "Female Bog Wrestling" video tape.
- "Skipping Rocks on the Lake of Tears" (poetry).
- Auto Hat Tipper mechanism.
- Illumynite-lites.