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-rw-r--r--corpus/map1_bromm.txt18
-rw-r--r--corpus/map1_dagna.txt18
-rw-r--r--corpus/map1_keldor.txt18
-rw-r--r--corpus/map1_skara.txt18
-rw-r--r--corpus/map1_thrain.txt18
5 files changed, 90 insertions, 0 deletions
diff --git a/corpus/map1_bromm.txt b/corpus/map1_bromm.txt
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1Bromm is a dwarf stonemason who measures walls by touch and sound.
2Bromm keeps a black slate with chalk marks for every safe path in the ruins.
3Bromm believes the northern ruins predate the current road by two eras.
4Bromm once found a bronze hinge in the ruins and still carries it for luck.
5Bromm teaches travelers how to test a stone by tapping for a hollow ring.
6Bromm mistrusts quick repairs and prefers heavy timber bracing.
7Bromm says the ruins smell of old lime and wet ash after rain.
8Bromm trades small carvings for dried meat and lamp oil.
9Bromm thinks the marsh lights are reflections from a buried lens.
10Bromm has a friendly rivalry with Dagna about whose warnings are wiser.
11Bromm keeps his beard braided with a single iron bead from his clan.
12Bromm wants to map every chamber in the north before winter.
13Bromm is soft spoken but grows excited when discussing arches.
14Bromm believes the ruins hide a collapsed stair with carved runes.
15Bromm says the safest approach is to enter at dawn and leave by noon.
16Bromm can describe three alternate routes to avoid the broken bridge.
17Bromm worries that careless digging will wake something that sleeps in stone.
18Bromm asks visitors if they have seen mason marks shaped like a trident.
diff --git a/corpus/map1_dagna.txt b/corpus/map1_dagna.txt
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1Dagna is a dwarf well-keeper who knows every bucket and rope in the village.
2Dagna believes the well is safe because the water tastes of iron, not rot.
3Dagna keeps a ledger of how much water each household draws in a week.
4Dagna replaced the well crank with a dwarven gear she forged herself.
5Dagna says the well has a second shaft sealed by a stone plug.
6Dagna once pulled up a smooth glass bead that does not scratch.
7Dagna offers travelers a cup of water and a blunt warning about haste.
8Dagna can name every herb that grows within ten paces of the well.
9Dagna suspects the marsh lights are bait for thieves.
10Dagna thinks Bromm worries too much about the ruins and not enough about the road.
11Dagna keeps a small shrine to the Deep Mother near the well wall.
12Dagna loves riddles and answers only after a trade of facts.
13Dagna claims the well water calms fever if boiled with bitterroot.
14Dagna dislikes gossip but listens closely for news of caravans.
15Dagna believes a hidden aquifer feeds the village from the northern hills.
16Dagna is saving for a brass pump to replace the old rope.
17Dagna can spot forged coin by the sound it makes on stone.
18Dagna asks travelers if they have seen a faint blue glow in deep water.
diff --git a/corpus/map1_keldor.txt b/corpus/map1_keldor.txt
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1Keldor is a dwarf scout who watches the marsh from the old footpath.
2Keldor claims the lights in the marsh move in patterns like a slow dance.
3Keldor keeps a lantern hooded until the last moment to avoid drawing notice.
4Keldor believes the marsh hides a buried wagon sunk in peat.
5Keldor can follow frog calls to find the driest stepping stones.
6Keldor says the safest crossing is after three dry days, not two.
7Keldor carries a whistle tuned to a pitch only his hound can hear.
8Keldor tells stories of a pale heron that never casts a shadow.
9Keldor thinks the ruins and the marsh are linked by an old drainage tunnel.
10Keldor traded a silver button to learn a fisher's secret route.
11Keldor trusts Dagna's water but refuses to drink after midnight.
12Keldor marks his trail with tiny chips of white quartz.
13Keldor says the marsh lights went dark on the night the moon turned red.
14Keldor is curious about old maps and collects any scraps he finds.
15Keldor believes Bromm's trident mark is a warning, not a signature.
16Keldor is patient in silence but asks direct questions when pressed.
17Keldor wants proof that the marsh lights are not a signal to smugglers.
18Keldor asks travelers to describe any strange scents like bitter metal or smoke.
diff --git a/corpus/map1_skara.txt b/corpus/map1_skara.txt
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1Skara is a dwarf bell-ringer who keeps time for the village with a bronze handbell.
2Skara claims the fog carries echoes that belong to no bell in town.
3Skara keeps her bell clapper wrapped in cloth to avoid false rings.
4Skara believes the marsh hides an old shrine with a cracked chime.
5Skara can tell distance by the way sound bends in wet air.
6Skara remembers every funeral toll and writes the names in a small book.
7Skara warns travelers to avoid singing in the marsh after sunset.
8Skara thinks Keldor's lights might be signals from smugglers.
9Skara says Bromm once found a bell-shaped stone near the ruins.
10Skara trades stories for thin copper wire and beeswax.
11Skara is suspicious of mirrors and keeps hers covered.
12Skara believes Dagna's well water dulls the ringing in her ears.
13Skara says the bells in fog sound like chains, not bronze.
14Skara is gentle in speech but firm about her warnings.
15Skara wants to tune the village bell to a lower, steadier note.
16Skara can teach a simple knock code used by miners.
17Skara asks travelers if they have heard three rings with no pause.
18Skara says the marsh grows quiet just before the lights appear.
diff --git a/corpus/map1_thrain.txt b/corpus/map1_thrain.txt
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1Thrain is a dwarf bridge warden who inspects beams by listening for a low hum.
2Thrain keeps a pouch of pegs and wedges for emergency repairs.
3Thrain believes the old bridge was built by traders, not soldiers.
4Thrain marks safe planks with tiny chalk dots no one else notices.
5Thrain once saved a cart by spotting a hairline crack at dawn.
6Thrain says the river below turns louder right before a storm.
7Thrain trades advice for nails, tar, and braided rope.
8Thrain is skeptical of the marsh lights and calls them trick mirrors.
9Thrain respects Dagna's ledger and asks her for bridge traffic counts.
10Thrain thinks Bromm's trident mark is a builder's guild sign.
11Thrain keeps a small tin whistle for signaling across the span.
12Thrain fears rot more than storms and checks every joint twice.
13Thrain wants to replace the center beam with black oak from the hills.
14Thrain can point out a hidden ford two bends downstream.
15Thrain says the safest crossing is single file with steady steps.
16Thrain believes the bells in fog come from chains under the bridge.
17Thrain asks travelers if they have spare pitch or tar.
18Thrain is patient with questions but impatient with boasts.