#200 The Northern Road~ You find yourself standing in the middle of a very mysterious looking road. Everything to the east appears to be dark and gloomy, giving you the feeling that maybe you shouldn't have come here. However, things in the west change dramatically. You can hear the shouts of soilders in training. The road continues to the north and south. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 189 D2 ~ ~ 0 0 210 E credits info~ Builder : Rumble Zone : 2 Sanctus II Related Zones: 1 Sanctus, 3 Sanctus III Began : 2000 Player Level : 1-34 Rooms : 100 Mobs : 6 Objects : 19 Shops : 10 Triggers : 1 Theme : A mortal starting town. Plot : Fabric of time torn, world going to hell. Sanctus one of the few safe havens remaining. Links : 43w Zone 2 is linked to the following zones: 1 Sanctus at 200 (north) ---> 189 1 Sanctus at 201 (north) ---> 194 1 Sanctus at 202 (north) ---> 195 1 Sanctus at 203 (north) ---> 196 1 Sanctus at 204 (north) ---> 197 1 Sanctus at 205 (north) ---> 198 1 Sanctus at 206 (north) ---> 199 1 Sanctus at 207 (up ) ---> 111 1 Sanctus at 213 (up ) ---> 112 1 Sanctus at 243 (up ) ---> 114 1 Sanctus at 248 (up ) ---> 115 1 Sanctus at 251 (up ) ---> 100 1 Sanctus at 254 (up ) ---> 118 1 Sanctus at 259 (up ) ---> 119 3 Sanctus III at 287 (south) ---> 300 3 Sanctus III at 288 (south) ---> 301 1 Sanctus at 289 (up ) ---> 121 3 Sanctus III at 292 (south) ---> 302 1 Sanctus at 295 (up ) ---> 122 3 Sanctus III at 296 (south) ---> 303 3 Sanctus III at 297 (south) ---> 304 3 Sanctus III at 298 (south) ---> 305 3 Sanctus III at 299 (east ) ---> 300 ~ S #201 Thieves Avenue~ You walk between the inner city wall and the warehouse. The warehouse is made from sturdy timber with a set of wide double doors that appear to open outwards. Wagon tracks lead right up to the warehouse. This must be where traders come to unload their supplies. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 194 D2 ~ ~ 0 0 214 S #202 The Thieves Warehouse~ You are close to the southern end of the storeroom. Smaller adjoining rooms are to the south and east. The financial holdings of the city are said to be hidden somewhere within this building. Of course only a fool would try to steal from a bunch of thieves. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 195 D1 ~ ~ 0 0 203 D2 ~ ~ 0 0 215 S #203 The Workers Room~ This room smells of sweat and dust. The workers responsible for loading, unloading, and sorting through all the supply crates live in this single room. Mattresses that are shredded to pieces by rats and mice line one wall. A small washbasin, stool and bench are the only other luxuries these overworked brutes own. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 196 D2 ~ ~ 0 0 216 D3 ~ ~ 0 0 202 S #204 A Meeting Room~ Benches face toward the west wall where a large map has been pinned up. This is where the lietenaunts of the army relay their plans to the sargeants to carry them out. You can work your way between the benches to the south, east, or north. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 197 D1 ~ ~ 0 0 205 D2 ~ ~ 0 0 217 S #205 The Galley~ Everything shines a bright silver. Any recruits who misbehave are sent here to polish the kitchen. A small scullery filled with messy pots gives the room a charred smell. Large ovens line the east wall and are cold for the time being. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 198 D2 ~ ~ 0 0 218 D3 ~ ~ 0 0 204 S #206 Warriors Avenue~ The inner city wall and the army barracks guide the avenue north and south through the Warriors Quarter. Very few people are around, but plenty of soldiers rush about. You wonder why anyone would sign up for the army after all the stories you've heard. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 199 D2 ~ ~ 0 0 219 S #207 The Northern Temple Circle~ You continue walking along the cobblestone road. You can see the temple towering over you, shimmering in the light. The road continues to the south and east. A stairwell leads up onto the top of the inner city wall. ~ 2 0 0 0 0 1 D1 ~ ~ 0 0 208 D2 ~ ~ 0 0 220 D4 ~ ~ 0 0 111 S #208 The Northern Temple Circle~ The road ahead of you is long. You can see an intersection up ahead, to the east. It looks like it leads into the temple. The smell of some sort of vile concoction emanates from a building to the south. You think you can hear someone chanting within. ~ 2 0 0 0 0 1 D1 ~ ~ 0 0 209 D2 ~ ~ 0 0 221 D3 ~ ~ 0 0 207 S #209 The Northern Temple Circle~ You can see an intersection just ahead to the east. It's leading directly into the temple of Sanctus. The road continues to the east and west. A small building to the south has boxes and envelopes stacked on both sides of the entrance. You can hear someone cursing within. ~ 2 0 0 0 0 1 D1 ~ ~ 0 0 210 D2 ~ ~ 0 0 222 D3 ~ ~ 0 0 208 S #210 The Northern Temple Circle Intersection~ A large intersection is before you. If you go south, you will go into the wonderful Temple of Sanctus. To the east and west is a road that looks to wind around the temple. To the north you can't see anything but open road. Everything around is silent, making you feel all alone. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 200 D1 ~ ~ 0 0 211 D2 ~ ~ 0 0 223 D3 ~ ~ 0 0 209 S #211 The Northern Temple Circle~ You can see an intersection just ahead to the west. It's leading directly into the temple of Sanctus. The road continues to the east and west. To the south is a building with barred windows and a reinforced door that currently stands open. A sign above the door informs you that it is the Bank of Sanctus. ~ 2 0 0 0 0 1 D1 ~ ~ 0 0 212 D2 ~ ~ 0 0 224 D3 ~ ~ 0 0 210 S #212 The Northern Temple Circle~ You can see an intersection just ahead to the west. It looks to be leading directly into the temple of Sanctus. The road continues east and west. The sound of running water to the south and the squeak of a water pump can only mean one thing. It must be the infamous Sanctus Water Hole run by none other than Hazel herself. ~ 2 0 0 0 0 1 D1 ~ ~ 0 0 213 D2 ~ ~ 0 0 225 D3 ~ ~ 0 0 211 S #213 The Northern Temple Circle~ The road makes a sharp turn here, heading to the south. You can see an intersection just up ahead. A set of stone stairs leads up into the northeastern lookout tower of the inner city wall. From there guards can oversee the entire Thieves Quarter. ~ 2 0 0 0 0 1 D2 ~ ~ 0 0 226 D3 ~ ~ 0 0 212 D4 ~ ~ 0 0 112 S #214 Thieves Avenue~ Wagons of supplies and loud mouthed traders pass by, looking you over to see if they might be able to swindle some of your gold. Most look at you with disappointment as everyone knows few adventurers are rich these days. The avenue follows along the inner city wall to the north and south. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 201 D2 ~ ~ 0 0 227 S #215 A Hallway~ You pass through a well-lit hallway with a fancy rug, tiled walls and arched ceiling. Small chandeliers hang just above your head. This fancy hall belongs in a mansion, not a warehouse. Several benches line the walls. It almost looks like some type of waiting room the thieves use to impress would be traders. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 202 D2 ~ ~ 0 0 228 S #216 A Washroom~ A large washbasin meant for washing clothes, a few pots, and even a hand pump with fresh running water are kept in this room. Too bad none of the workers seem to have ever touched any of them. Leave it to the thieves to hire workers to do any manual labor. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 203 D2 ~ ~ 0 0 229 S #217 A Class Room~ Here the army recruits spend their time learning the basics about the army. It's structure, ranking system, history, and future developments are all taught to the recruits who usually fall asleep during the lectures, until they are taken outside to be "woken up. " ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 204 D1 ~ ~ 0 0 218 D2 ~ ~ 0 0 230 S #218 Training Room~ Although the majority of people believe the army is just good for fighting and winning wars few people realize that recruits go through some educational training as well. They are taught the basics of reading and writing and strategy to help them become better fighters and better citizens. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 205 D2 ~ ~ 0 0 231 D3 ~ ~ 0 0 217 S #219 Warriors Avenue~ The building to your west is made out of stone, sealed with mortar. It must have taken years to construct it. The inner city wall to your east is made of the same material. That must have been one of the many foul jobs given to new recruits. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 206 D2 ~ ~ 0 0 232 S #220 The Western Temple Circle~ You are in the western sector of the inner city, beside the Temple of Sanctus. The tall reinforced western wall rises above you. Few people roam the streets and the area has a very peaceful feeling. The sound of muttering voices seems to be coming from within or on top of the wall to your west. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 207 D2 ~ ~ 0 0 233 S #221 Ingrid's Potions~ A foul smelling yellow mist hugs the floor. Billowing around your feet as you work your way to the counter. Several kettles are boiling over woodless fires that put off no smoke. The yellow fog overflows the top of one of the kettles, giving the room an awful aroma. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 208 S #222 Post Office~ Piles of mail are stacked in every nook and cranny of this small room. The postal service of Sanctus is heavily overworked it seems. Somewhere amidst the piles of mail you hear someone snoring. Maybe not overworked, just lazy. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 209 S #223 Northern Temple Entrance~ You're standing in the entrance to the temple. Hundreds of small lit candles surround you in a blanket of light. You can hear a soft humming noise coming from within the depths of the temple. Maybe it would be worth your time to go have a look. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 210 D2 ~ ~ 0 0 236 S #224 The Bank of Sanctus~ A man dressed in rich clothes and wearing a set of spectacles appears to be tediously counting a few thousand coins spread out on the table before him. This bank is well known for the security it enforces to ensure safe storage of the cities gold. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 211 S #225 Hazel's Water Hole~ An elderly woman sits behind a short rack of various water containers. A large water pump behind her drips slowly into a bucket set below to catch the water. The DRIP, DRIP, DRIP would drive a normal person crazy, but not Hazel. She loves her water. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 212 S #226 The Eastern Temple Circle~ The inner city wall rises above you to the east. The sound of armor clanking can be heard as some guards must be making their rounds on top of the wall. This road winds around the Temple of Sanctus allowing you to enter from either the north or south. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 213 D2 ~ ~ 0 0 239 S #227 Thieves Avenue~ Few people roam this section of the city, the avenue gets its name for obvious reasons and most people are too wary of their gold to chance an encounter with a pickpocket. A large warehouse to the east and the inner city wall to the west guides the avenue to the north or south. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 214 D2 ~ ~ 0 0 240 S #228 A Meeting Room~ A large board is nailed to the eastern wall. A blank sheet of paper covers the board. A bunch of chairs and benches are arranged in rows facing the board. Looks like someone is preparing for a meeting. Maybe you can sit in and learn a few things. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 215 D1 ~ ~ 0 0 229 D2 ~ ~ 0 0 241 S #229 A Meeting Room~ A large board is nailed to the western wall. Various numbers are scratched haphazardly all over it. The type of writing that only the person who made it can really comprehend what it means. This must be where some of the planning for the city takes place. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 216 D2 ~ ~ 0 0 242 D3 ~ ~ 0 0 228 S #230 The Generals Room~ This is where the higher ups meet to decide on policies and rules within the army. Many sleepless nights have always been spent in this room during small skirmishes that almost break out into an all out war. Chairs line the walls and a large table fills the center of the room. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 217 S #231 The Latrine~ The smell is disgusting, a recruit needs to clean this place up soon. A couple of pots lie on the floor and a bucket of water sits on the table. Very rudimentary, but functional, which seems to be the unsung motto of the army. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 218 S #232 Warriors Avenue~ You are just north of the center of the western half of Sanctus where the Warriors Quarter and Clerics Quarters meet. The Western Road runs from the temple to the west gate. Very few people are about, mostly just soldiers on patrol. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 219 D2 ~ ~ 0 0 246 S #233 The Western Temple Circle~ To the south you see the western gate to leave the inner city. The Temple of Sanctus can only be entered from the north or south. A small shed of some sort has been erected to the east. It was recently made from wood and appears to have been constructed in a hurry. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 220 D1 ~ ~ 0 0 234 D2 ~ ~ 0 0 248 S #234 Captain Lugdach's~ Every imaginable type of watercraft fills this room. From canoes, to buoyant vests. An old salty sailor sits in the back carving out what must be a canoe from a huge oak. He looks about as tough as they come. You can't help but look for a parrot and peg leg. ~ 2 0 0 0 0 1 D3 ~ ~ 0 0 233 S #235 Donation Room~ A large area has been set aside for those of great wealth and power to donate to those who are less fortunate. Racks and shelves line the walls to supply ample storage for those who wish to donate. Be a good citizen and leave something for the poor. ~ 2 cd 0 0 0 1 D1 ~ ~ 0 0 236 D2 ~ ~ 0 0 250 S #236 Inside the Temple of Sanctus~ You find yourself walking down a small hallway. You look around at your surroundings. To the south you see a large room containing a beautiful stone fountain! Maybe you could get a drink there. The floor at your feet is made from marble, and looks flawless. A lot of time and effort must have been put into this temple. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 223 D1 ~ ~ 0 0 237 D2 ~ ~ 0 0 251 D3 ~ ~ 0 0 235 S #237 A Waiting Room~ The room is made entirely from white marble inlaid with gold. Columns of white marble rise up to the ceiling which looks to be pure hammered gold. Several cushions and benches line the walls to allow a place for people to wait before the daily services. ~ 2 d 0 0 0 1 D2 ~ ~ 0 0 252 D3 ~ ~ 0 0 236 S #238 Carla the Cloth Mistress~ The room is filled to overflowing with bundles wool, cloth, velvet, silk. Everything a person could imagine. All used to make some of the finest clothes in the realm. Every type of clothing can be found here. What you don't see, Carla can make. ~ 2 d 0 0 0 1 D1 ~ ~ 0 0 239 S #239 The Eastern Temple Circle~ The western gate of the inner city wall is just to the south where you can venture out into the city. The Tower of Sanctus shines brightly, it's white marble reflecting all light that strikes it. The Tower is rumoured to be a combination of magic and perfect architecture. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 226 D2 ~ ~ 0 0 254 D3 ~ ~ 0 0 238 S #240 Thieves Avenue~ From here you have an excellent view of the temple to the west. It reflects any light that shines at it, the smooth white walls seems almost magical. To the south the avenue reaches an intersection. The meeting of the Thieves Quarter and the Magi's Quarter. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 227 D2 ~ ~ 0 0 256 S #241 The Vault~ A huge locked safe is built into the southern wall. The kind you would expect in a bank, not in a warehouse. The vault looks impossible to pick and considering who made it you bet only the person with the key could ever get into it. A large ornate rug covers the floor. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 228 S #242 The Counting Room~ Strange tools sit on tables in the back of the room. They must be some sort of coin counting apparatus. Unfortunately, no money has been left out. Even under the tables and in the corners. The room is very clean and organized just right. If you moved something I bet people would know. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 229 S #243 The West Gate~ The dome can be seen just to the west. The gate you stand in is normally kept open, the tall wooden beams are reinforced with metal bars. Guards can be heard above you, lookouts to warn in the case of an attack. The town looks very safe and secure from here. ~ 2 0 0 0 0 1 D1 ~ ~ 0 0 244 D4 ~ ~ 0 0 114 E dome~ Created by Rumble and Ferret, the dome holds back the magical chaos that was created by Drakkar. The dome is used to keep balance within the city limits and allows everyone to exist in peace. Those brave enough to venture beyond the dome do so at their own risk. Beyond the dome the scale of balance has collapsed and the laws of science and nature are in disorder. ~ S #244 The Western Road~ The road leads directly from the Temple to the western gate. To the north you can see the Warriors Barracks and to the south the Hall of Clerics. The road consists of hard packed dirt with a few ruts from wagons. The hustle and bustle of the city can be heard all around you. ~ 2 0 0 0 0 1 D1 ~ ~ 0 0 245 D3 ~ ~ 0 0 243 S #245 The Western Road~ In the western half of the city you can see a large building set aside for the army to the north while a smaller building to the south appears to be part of the clerics quarter. The temple rises above you to the east. You could leave the protection of the city and go west through the gate. ~ 2 0 0 0 0 1 D1 ~ ~ 0 0 246 D3 ~ ~ 0 0 244 S #246 The Western Intersection~ This road leads west to the gate or east to the Temple of Sanctus. The Temple is where people go to pray to the gods, they are guaranteed safety within certain rooms of the temple. A safe haven is very rare in the realm these days. That is why Sanctus was created. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 232 D1 ~ ~ 0 0 247 D2 ~ ~ 0 0 262 D3 ~ ~ 0 0 245 S #247 Under the Inner Wall~ You walk through the western inner wall gate. It is extremely dark in here. The inner wall appears to be about twenty feet in thickness. No one could ever batter down this wall. Looking up you see a portculis built into the wall. You wonder what would happen if it were to suddenly let go and crush you. ~ 2 0 0 0 0 1 D1 ~ ~ 0 0 248 D3 ~ ~ 0 0 246 S #248 The Western Road~ This is the beginning of the Western Road that leads from the Temple of Sanctus to the western gate and beyond the protection of the dome. Few people travel beyond the dome because they fear the gateways between worlds may open at anytime. Only brave adventurers dare travel far beyond the city walls. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 233 D2 ~ ~ 0 0 263 D3 ~ ~ 0 0 247 D4 ~ ~ 0 0 115 S #249 The Mortal Board Room~ A large board hangs on the western wall to allow for mortals to keep in contact with the gods or each other. The board is monitored and any questions should be promptly answered. If the board is not the place to solve your problems simply go to the post office and mail a god. ~ 2 d 0 0 0 1 D1 ~ ~ 0 0 250 S #250 Inside the Temple~ The white marble floor has been polished to the point where you can see your own reflection perfectly. Not a single marr or scratch on it's flawless surface. The echo of people walking inside the temple can be heard, though not pinpointed. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 235 D1 ~ ~ 0 0 251 D2 ~ ~ 0 0 265 D3 ~ ~ 0 0 249 S #251 The Center of Sanctus~ You stand in the exact center of the city of Sanctus. From this spot is where Rumble and Ferret began restoring order to the world. Many tales abound about this fabled temple and its founders. Most are just that, tales, but many hold truths beyond what even the storytellers realize. ~ 2 de 0 0 0 1 D0 ~ ~ 0 0 236 D1 ~ ~ 0 0 252 D2 ~ ~ 0 0 266 D3 ~ ~ 0 0 250 D4 ~ ~ 0 0 100 S #252 Inside the Temple of Sanctus~ The fluted columns of white marble laced with gold sets your mouth agape. The workmanship required to create this place must have been unbelievable. Must be the rumours that it was created by the gods are true. Several benches can be seen to the north. The sound of running water can be heard to the west. To the south you see people in prayer, while to the east you see a small room with several people gossiping. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 237 D1 ~ ~ 0 0 253 D2 ~ ~ 0 0 267 D3 ~ ~ 0 0 251 S #253 The Social Board Room~ It is here the people of Sanctus come to discuss anything and everything. This board is used for no other reason than to socialize with one and another. Various boards can be found throughout the realm. This one can be viewed by anyone. ~ 2 d 0 0 0 1 D3 ~ ~ 0 0 252 S #254 The Western Road~ This road connects the Temple of Sanctus with the eastern gate to allow easy travelling for those wishing to visit the temple from the farmlands. The farmlands are known to be one of the most stable regions outside the protection of the dome. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 239 D1 ~ ~ 0 0 255 D2 ~ ~ 0 0 269 D4 ~ ~ 0 0 118 S #255 Under the Inner Wall~ This passage through the inner city wall reminds you of a tunnel. The wall is so thick that no matter the time of day shadows still lurk everywhere under here. A portculis is built into the ceiling above you. Must be the controls for it are on top of it. ~ 2 0 0 0 0 1 D1 ~ ~ 0 0 256 D3 ~ ~ 0 0 254 S #256 The Eastern Intersection~ You stand on the Eastern Road that travels from the east gate to the Temple of Sanctus. North lies the Thieves Quarter while to the South you can enter the Magi's Quarter. This road bustles with activity as people go about their daily lives. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 240 D1 ~ ~ 0 0 257 D2 ~ ~ 0 0 270 D3 ~ ~ 0 0 255 S #257 The Eastern Road~ The Eastern intersection is just to your west. To the north lies the Thieves Quarter and their warehouse. South is the Magi's Mansion and the Magi's Quarter. To the east you can exit the city through the Eastern Gate. The infamous Temple of Sanctus can be seen rising from the center of the city. ~ 2 0 0 0 0 1 D1 ~ ~ 0 0 258 D3 ~ ~ 0 0 256 S #258 The Eastern Road~ You travel along the Eastern Road. The gate lies to the east while the entire city spreads out before you to the west. The safety of the city is preferred by almost everyone. But, some people choose to live outside the east gate where there are very few troubles or mishaps. ~ 2 0 0 0 0 1 D1 ~ ~ 0 0 259 D3 ~ ~ 0 0 257 S #259 The Eastern Gate~ The dome stretches out further than usual here, covering some sections of the residential district. This area is known for it's relative safety. Very few problems arise from beyond the east gate. The city of Sanctus lies to the west. To the east you can see the remains of an old gatehouse. ~ 2 0 0 0 0 1 D3 ~ ~ 0 0 258 D4 ~ ~ 0 0 119 S #260 The High Councillor's Chambers~ A large but simple room with plaster walls and a ceiling of wooden beams. Seven beds are arranged side by side along one wall while seven desks with chairs a writing pad, inkpen and ink blotter. This is where the high councillors spend their nights. They live a life without possession or desires. ~ 2 d 0 0 0 1 D2 ~ ~ 0 0 273 S #261 A Bathroom~ The natural scent of the room is masked by an abundance of flowers growing in small pots lining the walls. A large wooden box crafted like a chair with a hole cut in the top must be the only bathroom in the entire Hall of Clerics. You can hear something moving around below you. ~ 2 d 0 0 0 1 D2 ~ ~ 0 0 274 S #262 Clerics Avenue~ To the north you can leave the Clerics Quarter and either continue to the Warriors Quarter, go east into the Temple of Sanctus or west to the western gate. A large building and the inner city wall on each side of this north south street leaves little room for walking. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 246 D2 ~ ~ 0 0 275 S #263 The Western Temple Circle~ The inner city not only holds the temple, but also numerous shops for the town folk. Everything, well almost everything, can be found within these walls to support the town. A woman lugging a sack full of groceries arrives from the east. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 248 D1 ~ ~ 0 0 264 D2 ~ ~ 0 0 276 S #264 The Town Grocer~ Chunks of ice lie in crates of sawdust to cool the perishable items. Fruit and vegetable stands line both walls. This shop seems to carry everything, except bread and meat. Must be the Baker, Butcher, and Grocer have an understanding. ~ 2 d 0 0 0 1 D3 ~ ~ 0 0 263 S #265 A Room of Prayer~ Decorative cushions are arranged in neat rows for people to kneel and pray on. Several candles line the walls. Large murals dominate the wall and ceiling above a small altar. Those who are feeling pious may come here to give thanks to their gods. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 250 D1 ~ ~ 0 0 266 S #266 Inside the Temple of Sanctus~ This is the main passage through the temple. Small rooms to each side are unusually quiet. It appears people are in prayer inside. The center of the Temple lies to the north. The white marble floor, walls, and ceilings of the temple are spotless. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 251 D1 ~ ~ 0 0 267 D2 ~ ~ 0 0 279 D3 ~ ~ 0 0 265 S #267 A Room of Prayer~ The room surrounds you in a soft glow from dozens of candles lining the walls, filling the alter and even hanging from the ceiling by chandeliers. The candles are scented, leaving a faint aroma of spring flowers. Cushions of various colors cover the floor in precise rows. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 252 D3 ~ ~ 0 0 266 S #268 The Town Furrier~ Aromatic candles line one wall over a rack of fur hides. Must be the Furrier is trying to blanket the disgusting smell from the tanning process. This guy can make almost anything from a good fur hide. He is very skilled and his prices are not too outrageous. ~ 2 d 0 0 0 1 D1 ~ ~ 0 0 269 S #269 The Eastern Temple Circle~ The smell of tanned hides and flowers comes from the east, how strange. You are just inside the market center of Sanctus. The stores have all taken up shop surrounding the Temple. They originally were afraid the outer city could be overrun, but now they are just too lazy to move. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 254 D2 ~ ~ 0 0 282 D3 ~ ~ 0 0 268 S #270 Magis Avenue~ A fabulous mansion sits on a small hill to the east. The entrance is far to the south . To the north you can leave the Magi's Quarter and travel along the Eastern Road or head further north into the Thieves Quarter. This Quarter of the city is very well maintained, decorative streetlamps line both sides of the wide street. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 256 D2 ~ ~ 0 0 283 S #271 A Sleeping Chamber~ Three sets of beds and closets are all colored differently. One Blue, one Green, and one Yellow. The closets are filled with robes and small sandals, all of the same three colors. You have trespassed on three of the five orders of the Master Magi. ~ 2 d 0 0 0 1 D2 ~ ~ 0 0 284 S #272 A Sleeping Chamber~ Two Large down filled beds crowd the room. Large closets occupy the northern walls. Filled with robes of Red and Black. The floor is covered in a thick maroon run that cushions your every step. The Master Magi must live in this room. Better not be caught trespassing. ~ 2 d 0 0 0 1 D2 ~ ~ 0 0 285 S #273 A Study~ Bookshelves line the western wall, reaching well above your head. A small ladder is built into the center to allow people to reach the top. A few chairs and cushions allow comfortable places to relax and peruse the many novels. Light from lanterns hanging overhead fills the room as if it was broad daylight. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 260 D1 ~ ~ 0 0 274 D2 ~ ~ 0 0 286 S #274 The Kitchen~ The smell of fresh stew makes your stomach grumle uncomfortably. Several overweight cooks are sampling their favorite dishes as they prepare for the next meal. They look at you just daring you to try and take some of their food that they spent hours preparing. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 261 D2 ~ ~ 0 0 287 D3 ~ ~ 0 0 273 S #275 Clerics Avenue~ The building to your west is the Hall of Clerics were the High Council holds audience with any who request it. To the east the inner city wall look about as impenetrable as any wall you have ever seen. Clerics Avenue continues north and south. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 262 D2 ~ ~ 0 0 288 S #276 The Western Temple Circle~ An expensive looking shop to the east looks extremely out of place. A sign displayed in one window depicts several precious gems and minerals. The Temple Circle continues north and south. The cobblestone streets are bordered by the inner city wall to the west and various stores and shops to the east. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 263 D1 ~ ~ 0 0 277 D2 ~ ~ 0 0 289 S #277 The Town Jeweler~ Display cases of very nice looking gems sit in the back of the room behind some steel bars. Must be the jeweler has had problems with thieves. Several nuggets of strang minerals are display on shelves all around you. Lucky is the individual who can find some of these valuable items to sell. ~ 2 d 0 0 0 1 D3 ~ ~ 0 0 276 S #278 The Butcher~ Slabs of meat are suspended from hooks hanging from the rafters overhead. Everything from rabbit, to cow, to... That one looks an awful lot like a cat. Any meat you may need, this guy sells it. Blood covers the counter and the small cutting area behind it. ~ 2 d 0 0 0 1 D2 ~ ~ 0 0 291 S #279 Southern Temple Entrance~ You stand in a small foyier at the southern end of the Temple of Sanctus. The white marble walls have been polished smooth. A small road to the south leads to the Cleric's and Magi's quarters of the city. The scent of flowers soothes you. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 266 D2 ~ ~ 0 0 292 S #280 The Bakery~ Everything is covered in dust, or actually maybe that is flour. A hefty woman behind the counter is pounding relentlessly on a stubborn hunk of dough. Those arms on her remind you of the smithy. Various baked goods fill the entire room. Baked fresh daily of course. ~ 2 d 0 0 0 1 D2 ~ ~ 0 0 293 S #281 The General Store~ Various types of hardware needed by any wanna be adventurer fills bins and buckets around the store. The items look second hand, but they would all serve their purpose. A few other customers wander the store. They can't seem to find what they are looking for either. ~ 2 0 0 0 0 1 D1 ~ ~ 0 0 282 S #282 The Eastern Temple Circle~ A large shop to the west displays a few packs, some lanterns, and even some mining equipment. The cobblestone road is blocked to the east by the inner city wall and several stores crowd against the Temple of Sanctus to the west. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 269 D2 ~ ~ 0 0 295 D3 ~ ~ 0 0 281 S #283 Magis Avenue~ The streetlamps glow an unnatural white, upon closer examination you realize they must be magical in nature since no oil you've ever seen burns that color. The beautiful cobblestone road meanders north and south. The Magi Mansion to the east looks glorious. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 270 D2 ~ ~ 0 0 296 S #284 The Reading Room~ A large bookshelf is overburdened and looking about ready to collapse from the hundreds of volumes of books it holds. These are the chronicles of the Magi. Within them they hold the secrets of their mystical art. A large sign above the bookshelf warns anyone from attempting to touch the books. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 271 D1 ~ ~ 0 0 285 D2 ~ ~ 0 0 297 S #285 The Dining Room~ A large table with a silk cloth is set for the next meal. Sparkling silverware and spotless wine glasses all fill the majestic table. Enough for seven settings. Two of the place settings are turned upside down. Servants rush about their work around you. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 272 D2 ~ ~ 0 0 298 D3 ~ ~ 0 0 284 S #286 The Aundience Chamber~ This is the room where the High Council meets with any who bring forth problems. The High Council will then vote and decide on a way to settle the matter. Their word is final and none ever disobey them. They are respected for their intelligence and wisdom. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 273 D2 ~ ~ 0 0 299 S #287 A Long Hallway~ Citizens may ask advice of the High Council in settling disputes among each other. The Hall is the only form of justice within the city besides the army. Everyone respects the High Council for their devotion and wisdom towards what is right. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 274 D2 ~ ~ 0 0 300 S #288 Clerics Avenue~ The inner city wall to your east consists of large boulders, that look to be too big to move by any humans, and some sort of filler. The wall rises at least three times your height and you can not tell how thick it must be. You hear the sound of clanking armor and idle chat as guards on the wall above you make their rounds. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 275 D2 ~ ~ 0 0 301 S #289 The Southern Temple Circle~ You've reached the southeastern intersection of the inner city. The south and west inner city walls merge here. A set of stone stairs lead up into a small lookout post above you. The street turns here, wrapping around the Temple of Sanctus. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 276 D1 ~ ~ 0 0 290 D4 ~ ~ 0 0 121 S #290 The Southern Temple Circle~ The cobblestone street continues to the east and west along the southern wall of the inner city. Small shops line the road to your north. The Tower of Sanctus, with it's single tall spire reaching to the heavens, looks magnificient. A style of workmanshi that has never been surpassed. ~ 2 0 0 0 0 1 D1 ~ ~ 0 0 291 D3 ~ ~ 0 0 289 S #291 The Southern Temple Circle~ The smell of fresh, and not so fresh, meat wafts in from the north. A sign swaying above the door in the breeze depicts a hunk of meat crosse with a butcher's axe. You can see an intersection just to the east where you can exit the inner city or enter the Temple. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 278 D1 ~ ~ 0 0 292 D3 ~ ~ 0 0 290 S #292 The Southern Temple Circle Intersection~ The southern entrance to the Temple of Sanctus lies just to your north. You may also travel along the Temple Circle east and west. To the south you can exit the inner city and work your way into the Magi's or Cleric's Quarters. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 279 D1 ~ ~ 0 0 293 D2 ~ ~ 0 0 302 D3 ~ ~ 0 0 291 S #293 The Southern Temple Circle~ The smell of freshly baked bread assails your nostrils and makes your stomach rumble. To the west you can see an intersection that can lead into the Temple to the north or exit the inner city to the south. The inner city wall stretches east and west alon the Temple Circle. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 280 D1 ~ ~ 0 0 294 D3 ~ ~ 0 0 292 S #294 The Southern Temple Circle~ The cobblestone street continues to the east and west along the southern wall of the inner city. Small shops line the road to your north. The Tower of Sanctus, with it's single tall spire reaching to the heavens, looks magnificient. A style of workmanshi that has never been surpassed. ~ 2 0 0 0 0 1 D1 ~ ~ 0 0 295 D3 ~ ~ 0 0 293 S #295 The Southern Temple Circle~ Various shops surround the Temple of Sanctus to the east and west. The shops were moved within the inner city years ago. All the shops seem to do good business and the overall wealth of the city seems to be geared mostly to the middle class. Only a few have achieved poverty or great wealth within the city. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 282 D3 ~ ~ 0 0 294 D4 ~ ~ 0 0 122 S #296 Magis Avenue~ The stark inner city wall to the west bears a sharp contrast to the luxurious mansion to the east. The Magi have trained hard to become very powerful within the city and have begun living the life that shows it. Unlike the Clerics who do not believe in worldly possessions the Magi surround themselves with it. ~ 2 0 0 0 0 1 D0 ~ ~ 0 0 283 D2 ~ ~ 0 0 303 S #297 An Elegant Hall~ The walls are covered in some sort of drawing that stretches from floor to ceiling. It depicts a battle with the Master Magi obliterating hundreds of demons by calling down lightning and hurling fireballs. The demons look vaguely familiar, like something you remember from a dream. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 284 D2 ~ ~ 0 0 304 S #298 A Bunk Room~ Small beds circle the room, a large table sits at their center. This is where the servants and students sleep and, from the looks of the table and what is on it, gamble. The table is full of chips and various headed die. A deck of cards lies in the center of the table waiting to be dealt. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 285 D2 ~ ~ 0 0 305 S #299 A Waiting Room~ Several chairs are arranged in a half-circle facing an open door to the south. The citizens of Sanctus come here to settle disputes by seeking the guidance of the High Council. The High Council has come to be the law of the land here. ~ 2 d 0 0 0 1 D0 ~ ~ 0 0 286 D1 ~ ~ 0 0 300 S $~