#100 Temple of Sanctum~ You stand inside a massive temple dedicated to the gods of Sanctus. The ceiling is supported by fluted columns and a main spiral stairwell that leads both up and down. Small rooms adjoin this chamber in all four cardinal directions. It is here mortals come to stay informed and discuss their adventures. ~ 1 cde 0 D0 ~ ~ 0 0 113 D1 ~ ~ 0 0 117 D2 ~ ~ 0 0 120 D3 ~ ~ 0 0 116 D4 ~ ~ 0 0 101 D5 ~ ~ 0 0 251 E info credits~ Builder : Rumble Zone : 1 Sanctus Related Zones: 2 Sanctus II, 3 Sanctus III Began : 2000 Player Level : 1-34 Rooms : 100 Mobs : 100 Objects : 76 Shops : 6 Triggers : 33 Theme : A mortal starting town. Plot : Fabric of time torn, world going to hell. Sanctus one of the few safe havens remaining. Notes : None Zone 1 is linked to the following zones: 2 Sanctus II at 100 (down ) ---> 251 3 Sanctus III at 101 (south) ---> 365 2 Sanctus II at 111 (down ) ---> 207 2 Sanctus II at 112 (down ) ---> 213 2 Sanctus II at 114 (down ) ---> 243 2 Sanctus II at 115 (down ) ---> 248 2 Sanctus II at 118 (down ) ---> 254 2 Sanctus II at 119 (down ) ---> 259 2 Sanctus II at 121 (down ) ---> 289 2 Sanctus II at 122 (down ) ---> 295 3 Sanctus III at 128 (down ) ---> 340 3 Sanctus III at 129 (down ) ---> 341 3 Sanctus III at 132 (down ) ---> 345 3 Sanctus III at 133 (down ) ---> 346 3 Sanctus III at 139 (down ) ---> 362 2 Sanctus II at 189 (south) ---> 200 2 Sanctus II at 194 (south) ---> 201 2 Sanctus II at 195 (south) ---> 202 2 Sanctus II at 196 (south) ---> 203 2 Sanctus II at 197 (south) ---> 204 2 Sanctus II at 198 (south) ---> 205 2 Sanctus II at 199 (south) ---> 206 ~ S #101 The Temple of the Gods~ You have reached the highest point in the kingdom of Sanctus. It is from here that the worshippers of the gods come to pay tribute to those who have saved them from the chaos and destruction beyond the sanctuary of the city walls. Large windows reach from the floor to the ceiling, giving an excellent view of the city and countryside beyond. An altar stands in the middle of the room with a statue on each side. ~ 1 e 0 D2 ~ ~ 0 0 365 D5 ~ ~ 0 0 100 E altar~ The altar is made from black granite and has been carved into a small basin with a high back. Almost as if it was meant to be some sort of seat. Inscriptions in some foreign tongue are written on every square inch of the altar. You wonder what they must say and who could have written it. ~ E statue~ As you examine the statues more closely you realize they must resemble the two gods responsible for the creation and ongoing protection of Sanctus, Ferret and Rumble. They both radiate a strength and power that resembles the solid white marble they were crafted from. ~ S T 158 T 163 #102 Inner Sanctum~ You have reached the highest room in the tower of Sanctum where only those devoted to the guild of Clerics are allowed to practice their skills and spells to become masters of their discipline. The walls are covered in a white see- through cloth giving you the impression of being inside of a tent rather than in a room. The room glows brightly, though you cannot tell from what source. ~ 1 de 0 D5 ~ ~ 0 0 128 S #103 High Council Meeting Room~ This is the meeting room for the guild of clerics. All orders and affairs are resolved in this room by the High Council of Clerics. They are responsible for the health of all the citizens of Sanctus and are obligated to aid anyone who is in need. A large rectangular table with thirteen chairs surrounding it fills the center of the room. A large pane window overhead admits a glowing aura that fills the room with serenity. ~ 1 d 1 D5 ~ ~ 0 0 129 E table~ A large sturdy oak table with two sturdy silver candelabras placed in the center. The twelve chairs on the sides are used by the councillors while the head chair, which is garnished in silver, is only used by the High Councilman. ~ S #104 Inner Void~ This room is exempt from all normal laws of reality. You have entered the realm of magic where the laws of science no longer exist. The void you find yourself in is created within your mind and is the perfect place to practice your mystical arts. For those who have trained hard enough they shall receive assistance in their pursuit of knowledge and power. Others will find peace in this void and never be able to return. ~ 1 de 0 D5 ~ ~ 0 0 132 E void~ How can you look at something that does not even exist. ~ S #105 Meeting Room of the Magi~ Those who have achieved the power and fame to be considered a Magi rule the Mages Quarter of Sanctus. They are responsible for the upkeep of the magical barrier that protects the city from the chaos of the outside world. They may also be called upon to protect the city in case of an attack. The Magi are the most reverred of all the classes as they are the most powerful. But that power has a price. Only five Magi have survived. Five decorative cushions are placed in a circle in the middle of the room. ~ 1 d 1 D5 ~ ~ 0 0 133 E cushions~ Each cushion is of a different color. Red, Blue, Green, Black, Yellow. You notice two other cushions lined against the wall before a small altar. They are Grey and Purple. Those colors symbolize the stages in the raising of a Magi. Few every achieve that honor. None have for the Order of the Purple or Grey Robe. ~ S #106 Above the Northern Gate~ In between the Thieves and Warriors Quarter the Northern Gate is the main defensive hold in case of an attack. At this distance you can just barely make out the shimmering dome that was created by the gods and is now sustained by the Magi. The dome curves along the walls of the city and can not be seen for more than a few feet in any direction. It reminds you of looking at a mirage. You can only see it if you glance to one side, it disappears as soon as you try to look straight at it. Stone stairs lead down into the city wall. ~ 1 0 1 D5 ~ ~ 0 0 140 E dome barrier shimmering~ 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 #107 Training Room~ Pads of cloth line the walls and floor softening warriors falls as they are thrown about by their trainers. This is where fighters come to hone their battling skills. Racks of weapons line two of the four walls. The room is filled with a smoky haze from four brass lanterns suspended from the ceiling. The room smells of sweat and blood. ~ 1 de 0 D5 ~ ~ 0 0 141 S #108 War Room~ A large hearthstone fireplace blazes in one wall. Maps, charts and other strategic planning tools are placed on a large glass table with a map of the realm encased within. This is where the War Master plans how to protect the city in case of an attack. The room is a mess with maps piled high and scattered haphazardly wherever there is room. This is where the defense of the city is run from. ~ 1 d 0 D5 ~ ~ 0 0 142 E table~ The table is made out of cherry. It is worn from years of use. The glass top allows for an excellent view of the map protected within. ~ E map~ The map is a geographic representation of Sanctus. Not even really a map, more of a scaled model. The walls and buildings of the city are raised higher than the rest of the map to give it a third dimension. Small soldiers are scattered around the top of the table to help the War Master place his men. ~ S #109 Thieves Retreat~ All the curtains are pulled tight, the shades drawn low. A feeling of mystery and secrecy blankets the room. Dim lights cause a dancing of shadows that plays tricks on the eyes. A few of the shadows may actually be people, hidden easily in the darkness Those who have chosen the discipline of thievery can learn invaluable skills here to further their training and wealth. ~ 1 de 0 D5 ~ ~ 0 0 150 S #110 Scheming Room~ The masters of the underground gather here to devise their plans for the running of Sanctus. Their abilities in deception allowed them to take over the internal affairs of the city. They control the trade and finances of the city. Many disagree with this concept but none can disagree with the results. Thieves are masters when it comes to politics. ~ 1 d 0 D5 ~ ~ 0 0 151 S #111 Northwest Corner of the Inner Wall~ To the north you hear the clang and crash of the smithies in the Warriors Quarter. To the west you see the barracks and the gate to the outside. The Temple of Sanctus rises above you to the southeast. It's single spire reaching up into the sky higher than any other building in the realm. A stone stairwell leads down to the inner city. ~ 1 0 1 D5 ~ ~ 0 0 207 S #112 Northeast Corner of the Inner Wall~ The city to the north is covered in shadows and gloom, the Thieves Quarter. To the east you can see the gate and a long warehouse. The Temple of Sanctus rises above you to the southwest. A light breeze brings a bit of refreshment and a strange smell. Few people know, or want to know, what lies beyond the city walls and the safety of the dome. A stone stairwell leads down to the inner city. ~ 1 0 1 D5 ~ ~ 0 0 213 S #113 Quest Room~ In times of need citizens come here to seek the help of brave adventurers to recover stolen items, or seek revenge on people who have wronged them. This small room is decorated with paintings of famous quests and the exulted hereos that have become common names throughout the realm. It is said that completing a quest is a prerequisite towards immortality. ~ 1 d 0 D2 ~ ~ 0 0 100 E paintings heroes~ These masterpieces were painted by the famous L'Haspi. They depict battles of various heroes. One shows monsters of umimaginable horror rending human bodies with their fangs, tusks, and jaws. Another displays a gallant warrior in shining golden armor waving a bejewled sword high over his head, roaring a challenge to some unseen beast within a nearby cave. All are supposedly true tales, but most have been forgotten with the passing of time. ~ S #114 Above the Western Gate~ Atop the battlements over the western gate you can see the luminescent glow of the dome that protects the city. You hear the occasional rattling of armor as the sentinels grow weary from their standing their posts hour after hour. The city to the east looks tranquil and safe. You can not see much to the west past the shimmering dome. ~ 1 0 1 D5 ~ ~ 0 0 243 E shimmering dome luminescent~ 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 #115 Above the Inner Wall~ The battlements on top of the inner wall are the last defense in case of an invasion. All citizens are required to move within the inner city and prepare to fight. The city has never fallen to this day. To the north you see the barracks, to the south the Hall of Clerics. A stone stairwell leads down to the inner city. ~ 1 0 1 D5 ~ ~ 0 0 248 S #116 Travelling Room~ This used to be a travelling room. Entire sections of the floor are now embedded in the ceiling and you can even see to the outside through a hole in one wall. This is what happens when a portal becomes unstable. You remind yourself to flee the second you think a portal may be falling apart. The charred silhouette of what once must have been a man is blasted into one of the walls. ~ 1 e 0 D1 ~ ~ 0 0 100 E hole~ You can look out over the inner wall to the western side of Sanctus. The smell of charred human remains and smoldering plaster makes your eyes water so it is difficult to see much else through the tiny hole. ~ E man silhouette~ The distinct outline of a human body that must have taken the brunt of the blast when the portal imploded. You wonder what or who it might have been. You can still see pieces of cloth and bone buried deeply into the wall inside the shadow of the unlucky man. ~ S #117 Travelling Room~ This rooms stands empty as it is being prepared for a portal summoning. The walls are glistening white plaster with a vaulted ceiling. Powerful mages are said to be able to create portals through their arcane arts. But many die in the process. The skill is as of yet unmastered. It is rumored that the evil Drakkar has achieved this mastery, but none have ever witnessed it. ~ 1 de 0 D3 ~ ~ 0 0 100 S #118 Above the Inner Wall~ On top of the battlements you have a good view of the eastern side of the city. To the north you see the Thieves Warehouse,, to the south the Mansion of the Magi. The Temple of Sanctus rises from the center of the city to the west. All looks well from this perspective. You cannot see beyond the city walls. ~ 1 0 1 D5 ~ ~ 0 0 254 S #119 Above the Eastern Gate~ The radiant dome of energy protecting the city curves over your head. The powerful magic causes the hairs on the back of your neck and arms to stand on end. The Magi are responsible for keeping the dome up. But two of the seven have already died. The War Master is planning for the worst, and preparing the army for battle. The guards stir restlessly below you. A stone stairwell leads down to the gate. ~ 1 0 1 D5 ~ ~ 0 0 259 E dome radiant shimmering~ 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 #120 Travelling Room~ A few of the higher mages of Sanctus have been able to control the gateways that have opened between realms. One of these controlled portals is kept in this room. It is a one way ticket to the realm of midgaard. The portals are still eratic and uncontrollabe so anyone who uses them does so at their own risk. The flickering of the portal casts eerie shadows along the white walls. This must be the only room in the temple that has an uneasy feeling about it. ~ 1 de 0 D0 ~ ~ 0 0 100 S #121 Southwestern Corner of the Inner Wall~ Through the clouds you catch a glimpse of the shimmering dome. A good omen. To the west you can see the Hall of Clerics. To the south the Tower of the High Council of Clerics glows pristinely white. The town seems peaceful and untroubled by the turmoils outside the walls. ~ 1 0 1 D5 ~ ~ 0 0 289 E dome shimmering~ 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 #122 Southeastern Corner of the Inner Wall~ A glimpse of shimmering light above you in the clouds reminds you of the protecting dome that ensures your safety. To the south the black stone of the Tower of the Magi glistens serenely. To the east you can see the Mansion of the Magi in all its extravagance. ~ 1 0 1 D5 ~ ~ 0 0 295 E dome shimmering~ 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 #123 Closet~ Clean white linen is stacked neatly on shelves with pristine white towels, cloths, bandages, slings, and other items used in the art of healing. Apprentices rush in and out grabbing what they need to aid the wounded. Robes of fine wool hang on pegs in the back of the closet. They look like the same robes the apprentices wear. ~ 1 d 0 D2 ~ ~ 0 0 128 S #124 High Councillors Chambers~ The room is barren of luxuries that most people enjoy in a home. The floor, ceiling, and walls are all bright white and almost painful to look at. A bed, table, desk, and a small personal shrine are the only furniture in the room. Even the highest priest is not allowed the luxuries that they deserve. ~ 1 d 0 D2 ~ ~ 0 0 129 E shrine~ A beutiful shrine. It has two white marble figures facing each other with a painting of the city below them. The two figures seem to be looking down at the city with looks of worry and hopelessness. An unlit candle and mirror lay on the floor beside the small shrine. ~ E table desk chair~ The table, desk, and chair are made from solid oak of the highest quality. A thin goose down mattress and pillow are the only comfortable looking items in the room. The desk is bare and all the drawers are empty. It is as if no one even lives here. ~ S #125 Plane of the Magi~ You find yourself in a place of non-existence. The walls recede from your vision until you stand only in a bleak greyness. You can no longer discern anything in three dimensions. The floor, ceiling, and sky all are the same bleak grey color. It is in the Magi come to test their mystical arts. It is not a good place to get lost in. ~ 1 d 0 D0 ~ ~ 0 0 125 D1 ~ ~ 0 0 126 D2 ~ ~ 0 0 132 D3 ~ ~ 0 0 125 D4 ~ ~ 0 0 125 D5 ~ ~ 0 0 125 S #126 Plane of the Magi~ The world you knew has vanished. You stand in the middle of greyness. In every direction you can neither tell distance or see any distinguishable landmark. A person could easily get lost in this nothingness. It is this nothingness that helps the Magi hone their abilities before unleashing them into the real world. ~ 1 d 0 D0 ~ ~ 0 0 126 D1 ~ ~ 0 0 126 D2 ~ ~ 0 0 133 D3 ~ ~ 0 0 125 D4 ~ ~ 0 0 126 D5 ~ ~ 0 0 126 S #127 Healer's Room~ This room has been created by the High Council of Clerics to give aid to novices who receive injury in their adventures. For the more experienced adventurers aid can be sought, but for a price. Apprentices gowned in white robes bring water and fresh bandages to the experienced healers who aid the wounded. ~ 1 d 0 D1 ~ ~ 0 0 128 S #128 Tower of Sanctum~ It is within these walls that the High Council meets and decides on how they can best serve the gods and Sanctus to improve the safety of the realm and eventually restore order to the world that Drakkar had so horribly imbalanced. With time the High Council believes they can restore order. With the help of the gods this may be possible. ~ 1 d 0 D0 ~ ~ 0 0 123 D1 ~ ~ 0 0 129 D2 ~ ~ 0 0 135 D3 ~ ~ 0 0 127 D4 ~ ~ 0 0 102 D5 ~ ~ 0 0 340 S #129 Tower of Sanctum~ This tower was one of the first to be constructed after the temple was completed. It was made from a combination of magic and manpower. The white alabaster stone is said to still have some magical residue that benefits those who come here to seek aid. ~ 1 d 0 D0 ~ ~ 0 0 124 D1 ~ ~ 0 0 130 D2 ~ ~ 0 0 136 D3 ~ ~ 0 0 128 D4 ~ ~ 0 0 103 D5 ~ ~ 0 0 341 S #130 Bunk Room~ Racks, three tiers high line all three walls of this cramped room. It seems this is where the sick and wounded are put up for the night. Even the apprentices sometimes stay here when they are too tired to go home after a hard days work. The room is empty now, the healers must have done their jobs well. ~ 1 d 1 D3 ~ ~ 0 0 129 S #131 Home of the Magi~ Since the creation of the dome to protect the city a Magi has been required to stay within the towers. The five Magi share this duty and are responsible for the safety of the Orb of Sanctum. The Orb is what was given to the Magi by the gods to sustain the protective dome. As long as the orb is safely in place and a Magi is present to sustain it the dome will remain. ~ 1 d 1 D1 ~ ~ 0 0 132 S #132 Tower of the Magi~ Within the halls of this Tower lies the Orb of Sanctum. It is the responsibility of all to ensure it's safety. Without the orb the dome would collapse and chaos would rule. The Magi have been given the honor of it placed within these halls. The orb is rumoured to have been created by the Gods Rumble and Ferret. But, no one knows for sure. ~ 1 d 0 D0 ~ ~ 0 0 125 D1 ~ ~ 0 0 133 D2 ~ ~ 0 0 137 D3 ~ ~ 0 0 131 D4 ~ ~ 0 0 104 D5 ~ ~ 0 0 345 S #133 Tower of the Magi~ The Magi come here to ensure the safety of the Orb of Sanctum. The power of the Orb is one of balance. An oft overlooked power. Balance is what is required for the world to exist. The Orb is the last balance left in the realm. If it were to be taken all hope would be lost. Without it the city would quickly be overrun by Drakkar and his followers. ~ 1 d 0 D0 ~ ~ 0 0 126 D1 ~ ~ 0 0 134 D2 ~ ~ 0 0 138 D3 ~ ~ 0 0 132 D4 ~ ~ 0 0 105 D5 ~ ~ 0 0 346 S #134 Orb of Sanctum~ It is here that the Orb has been placed to ensure its protection. The entire room is a made of black stone that seems to absorb all light. A huge pedestal sits in the center of the room surrounded by statues of every Magi to ever live. It is up to them to protect the Orb from any who wish to steal or cause harm to it. ~ 1 d 0 D3 ~ ~ 0 0 133 S #135 Healers Chambers~ A stark white room that is glaringly white. A simple bed, desk, and chair are the only inhabitants. All of them are made out of wood and are polished to a glossy shine. A single window looks out over the Southern Gate. To live a life as a Cleric is to life a life without desire and need. ~ 1 d 1 D0 ~ ~ 0 0 128 E bed~ The bed is made of a sturdy pine. A thin mattress covered in a white sheet with a down pillow overlaying it. The mattress is too thin to hold anything of value. ~ E desk~ The desk is made of sturdy pine with a heavy coating of wax that was probably applied by the apprentices. A small quill and pad of paper are centered on the top of the desk. The desk has three drawers. All of them are empty. ~ E chair~ It's just your standard wooden chair. Uncomfortable and only real usefulness would be as firewood. ~ E window~ Overlooking the western gate you can see the shimmering protective dome. You hope it lasts, peace and tranquility is a good thing. ~ S #136 Kitchen~ At first glance this room seems to be made just to prepare food for the towers occupants, but on second glance you realize a few of the cooks are actually clerics and they are working over cauldrons of liquids that could not possibly be food. At least it does not smell like food. This must be where they make their healing elixirs, salves, and potions. ~ 1 d 0 D0 ~ ~ 0 0 129 S #137 Supply Room~ Shelves full of various ingredients required for the casting of arcane spells line all three walls. Everything from potions to pills and everything in between. Some of the jars contain strange beasts soaking in a strange liquid. The smell of dust and strange herbs permeates the room. ~ 1 d 1 D0 ~ ~ 0 0 132 S #138 Room of the Magi~ This is a meeting room of the higher level mages who are seeking to become a Magi. It is here they must prove themselves both physically and mentally. Most never make it. The Magi of the Purple and Grey robes has never been achieved. The actual testing to be a Magi remains a mystery as only the Magi themselves have witnessed it. ~ 1 d 1 D0 ~ ~ 0 0 133 S #139 Above the Southern Gate~ The dome of protection glows brightly here since it is closest to the Orb of Sanctum. To the north you see the Temple of Sanctus towering above the Tower of the High Council and the Tower of the Magi. All three structures are impressive works of architecture and magic combined. To the south the dome rises above you blocking all view to the chaotic world beyond. ~ 1 0 1 D5 ~ ~ 0 0 362 E dome protection~ 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 #140 Northern Gate of Sanctus~ Steel reinforced gates large enough to pass two wagons abreast are being guarded diligently. These gates are normally locked at night to ensure the safety of the city. Only the east and west gates remain open all day. The luminescent dome encompassing the city can be seen just to the north. ~ 1 0 1 D2 ~ ~ 0 0 146 D4 ~ ~ 0 0 106 E dome luminescent~ 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 #141 Entrance to the Warriors Guild~ It is here the Warriors of Sanctus come to improve their training in the art of warfare. Not only does this include brute force and the taking up of arms, but also the cunning art of tactics that can decide the outcome of any battle. A stairwell in the back of the room leads to the training room upstairs. ~ 1 d 0 D2 ~ ~ 0 0 154 D4 ~ ~ 0 0 107 S #142 Hannibal's Bar~ The room is filled with a haze of thick cigar smoke and the stench of unrefined liquor. A noticeable blanket of dust and filth covers every inch of this local tavern. Excessive drinking is looked down upon by all in Sanctus, but the occasional drink never hurt anyone. Unless they were stupid enough to go walking through the Thieves Quarter after a few too many. ~ 1 d 0 D2 ~ ~ 0 0 155 D4 ~ ~ 0 0 108 S #143 Letzgo Inn~ The only Inn in Sanctus. The Letzgo Inn appeals to those who need to take a break or maybe just get away from home for a few days to receive one of the many "treatments" available by the fine staff. The sole proprietor goes by the name of Orlok and has been known to be rough, even deadly, to any customers that treat his "employees" unfairly. The Inn appears to be well kept. Further to the north you can see a winding staircase and a plethra of adjoining rooms. ~ 1 d 0 D2 ~ ~ 0 0 156 S #144 Shiro's Weaponry~ You enter a large wood building with rack upon rack of weapons lining every wall, the floor, and even some suspended from the ceiling. The sound of someone honing a fine blade can be heard in the background. Some of the finest weapons in the realm are made right here under the supervision of Shiro, the master wesponsmith. ~ 1 d 0 D2 ~ ~ 0 0 157 S #145 Sarge's Smithy~ The Smithy used to be run by the Warriors Guild for protection of the city. But when Sarge retired from his service in the guild they let him keep the smithy that he created as a retirement gift. Of course the fact that they had no one that could replace him and do his quality of work was the real reason. But, Sarge would never complain. He has spent his life hammering metal into weapons of mass destruction or armor of superior quality. It is rumoured that has never been given a task that he could not complete. ~ 1 d 0 D2 ~ ~ 0 0 158 S #146 The Northern Road~ The Northern Gate of Sanctus and the impressive wall surrounding it looms above you to the north. The dull sound of hammering comes from the building to your west and no sound escapes the building to the east. The North Way splits the city of Sanctus into two Quarters. The thieves quarter in the east and the Warriors Quarter to the west. ~ 1 0 1 D0 ~ ~ 0 0 140 D2 ~ ~ 0 0 159 S #147 Logan's Pawn~ Various useless items line the walls of this cluttered and disorganized shop. Once in a while this store is rumored to have great deals on rare equipment. It is often normal to purchase clothing with small tears and blood stains in the small of their backs, but no one ever asks questions given the excellent prices. ~ 1 d 0 D2 ~ ~ 0 0 160 S #148 The Rustic~ The only Restaurant in Sanctus. The Rustic serves up decent meals to anyone that can afford them. The prices are fair and the service is excellent. The place is rather deserted and only a few customers are chatting idly in the back. ~ 1 d 0 D2 ~ ~ 0 0 161 S #149 The Leather Shop~ The smell of tanning hides from the back of the shop is very unpleasant. The assortment of leather goods is very extensive and they are well made. Anyone needing some armor but does not want to give up alot of movement and flexibility need only come here. ~ 1 d 0 D2 ~ ~ 0 0 162 S #150 Thieves Retreat~ This gloomy bar has an uneasy feeling about it. Better be careful as this bar is frequented by the less honorable class in Sanctus. Very few people drink here since as soon as you are inebriated you will be relieved of any gold you may be carrying. The bar seems to sell alot more than just drinks as large shelves walls hung with equipment fill the place. ~ 1 d 0 D2 ~ ~ 0 0 163 D4 ~ ~ 0 0 109 S #151 Entrance to the Thieves Guild~ A thief stands in the back infront of a stairwell. Obviously making sure no one goes by without his permission. The room is shabby with little furniture. Just a table and a few wooden chairs. A few expensive tapestries look out of place hanging on the walls. ~ 1 d 0 D2 ~ ~ 0 0 164 D4 ~ ~ 0 0 110 S #152 The Warriors Barracks~ This is where the army of Sanctus keeps the barracks for those who wish to lead a life of service to protect the city. They are all over worked and under paid. But they serve their terms with pride. You stand in the northwest corner of the barracks. ~ 1 d 0 D1 ~ ~ 0 0 153 D2 ~ ~ 0 0 167 S #153 The Warriors Barracks~ You are in the entrance of the barracks of the army of Sanctus. This is where the army bases it's operations from. Everything they need is located within this building. Adjoining rooms are to the west and south. The warriors avenue is just to the east. ~ 1 d 0 D1 ~ door~ 1 0 154 D2 ~ ~ 0 0 168 D3 ~ ~ 0 0 152 S #154 The Warriors Quarter~ You are in the northwest corner of the city. The warriors guild is just to the north and the army barracks are in the building to the west. Various stores lie further along Warriors Avenue to the east. There is a fair amount of people, mostly soldiers, going about their daily lives. ~ 1 0 1 D0 ~ ~ 0 0 141 D1 ~ ~ 0 0 155 D2 ~ ~ 0 0 169 D3 ~ door~ 1 0 153 S #155 Warriors Avenue~ A loud rucous to the north must be the local bar where soldiers go to relieve themselves of their worries. The cobblestone street is clean and well maintained. The buildings around you are made of wood and some are several stories tall. ~ 1 0 1 D0 ~ ~ 0 0 142 D1 ~ ~ 0 0 156 D2 ~ door~ 1 0 170 D3 ~ ~ 0 0 154 S #156 Warriors Avenue~ The towns only Inn towers over you to the north. It is one of the biggest structures in Sanctus, excluding of course the temple. Many travellers go there to relax and unwind. Several small houses are to the south along this road while the northern half seems to consist mostly of shops. ~ 1 0 1 D0 ~ ~ 0 0 143 D1 ~ ~ 0 0 157 D2 ~ door~ 1 0 171 D3 ~ ~ 0 0 155 S #157 Warriors Avenue~ Several soldiers rush past in a hurry to make their watch in time. You can hear someone working a grindstone to the north, most likely the weaponsmith. A small house to the south is shadowed by the tower of Sanctus in the middle of the city. ~ 1 0 1 D0 ~ ~ 0 0 144 D1 ~ ~ 0 0 158 D2 ~ door~ 1 0 172 D3 ~ ~ 0 0 156 S #158 Warriors Avenue~ The clang and clash of metal being worked to the north could only be the towns Smithy. The street continues east and west with a small house to the south. Townspeople walk the streets going about their business. You are just another adventurer to them. ~ 1 0 1 D0 ~ ~ 0 0 145 D1 ~ ~ 0 0 159 D2 ~ door~ 1 0 173 D3 ~ ~ 0 0 157 S #159 The Northern Intersection~ To the west you can hear the hammering of the smithy and the grinding of a wetstone in the Warriors Quarter. To the east the Thieves Quarter is covered in shadows and mystery. Not a single sound escapes from that section of the city. You are standing on the North Way which runs from the North Gate down to the Temple of Sanctus. ~ 1 0 1 D0 ~ ~ 0 0 146 D1 ~ ~ 0 0 160 D2 ~ ~ 0 0 174 D3 ~ ~ 0 0 158 S #160 Thieves Avenue~ You stand in the beginning of the thieves quarter where the less honorable class has formed a base of operations. The thieves of the city are responsible for the economic policies of the city and do a very good job. Of course they are so worried about keeping one another from stealing from the city that they don't dare do it themselves. ~ 1 0 1 D0 ~ ~ 0 0 147 D1 ~ ~ 0 0 161 D2 ~ door~ 1 0 175 D3 ~ ~ 0 0 159 S #161 Thieves Avenue~ A few cloaked figures glide past you with a skill and dexterity that reminds you to hold your gold very tightly while in this quarter of the city. The thieves may run the cities finances fairly, but they could care less about a single adventurer. ~ 1 0 1 D0 ~ ~ 0 0 148 D1 ~ ~ 0 0 162 D2 ~ door~ 1 0 176 D3 ~ ~ 0 0 160 S #162 Thieves Avenue~ A strange smell comes from the north, the unforgettable smell of tanning hides. Must be the towns leather shop. Tall buildings to the south must be the houses of the locals. Probably shouldn't go wandering around, this place is full of thieves as it is and you may be mistaken for one. ~ 1 0 1 D0 ~ ~ 0 0 149 D1 ~ ~ 0 0 163 D2 ~ door~ 1 0 177 D3 ~ ~ 0 0 161 S #163 Thieves Avenue~ The smell of booze and smoke filters through an open door to the north. The local bar for the thieves. The town used to have only one bar until the warriors and thieves got into a huge braul and ended up burning the place to the ground. A few citizens walk past staring at you curiously. ~ 1 0 1 D0 ~ ~ 0 0 150 D1 ~ ~ 0 0 164 D2 ~ door~ 1 0 178 D3 ~ ~ 0 0 162 S #164 Thieves Quarter~ The guild of thieves lies just to the north while a huge warehouse rises above you to the east. Thieves Avenue makes a turn here to the south or west. You are now in the northeastern corner of the city, in the heart of the Thieves Quarter. Better keep an eye on your purse. ~ 1 0 1 D0 ~ ~ 0 0 151 D1 ~ door~ 1 0 165 D2 ~ ~ 0 0 179 D3 ~ ~ 0 0 163 S #165 The Thieves' Warehouse~ You work your way through boxes and crates of supplies. Small corridors lead between them, making a small maze within the building. Looks very easy to get disoreientated and lost. This is where the city keeps the majority of it's supplies. Kind of an oxymoron that the thieves of the city handle the finances. ~ 1 d 0 D1 ~ ~ 0 0 166 D2 ~ ~ 0 0 180 D3 ~ door~ 1 0 164 S #166 A Storage Room~ Wooden crates and boxes are neatly stacked into columns standing about twice your height with rows inbetween that barely allow you to walk through. Hard to believe anyone could find their way out of this place, let alone know where to find anything. ~ 1 d 0 D2 ~ ~ 0 0 181 D3 ~ ~ 0 0 165 S #167 The Warriors Hallway~ An elaborate hallway decorated with paintings of various victorious battles the city has fought in. Sanctus has never fallen. Various weapons and suits of armor are all bolted to the floor and walls. A small doorway leads into the bunk room to the east. The hall continues north and south. ~ 1 d 1 D0 ~ ~ 0 0 152 D1 ~ ~ 0 0 168 D2 ~ ~ 0 0 182 S #168 The Bunk Room~ You find yourself walking between bunks where the majority of the army sleeps. Some people are already in their racks since a watch must be stood twenty four hours a day. You here someone grumbling in their sleep about how they always get stuck with the midwatch. ~ 1 d 0 D0 ~ ~ 0 0 153 D2 ~ ~ 0 0 183 D3 ~ ~ 0 0 167 S #169 Warriors Avenue~ The Barracks rise above you the west and a small cozy home is to your east. A well-travelled road continues north and south. You are in the Warriors Quarter where the army of Sanctus bases it's operations. Several recruits rush past on assignment. ~ 1 0 1 D0 ~ ~ 0 0 154 D2 ~ ~ 0 0 184 S #170 A Fine Home~ A fine home of Sanctus. The smell of baking bread and the sounds of a roaring fire. The house is cluttered with the usual things that makes a house look lived in. You could be happy spending the rest of your life living in a house like this. ~ 1 d 0 D0 ~ door~ 1 0 155 S #171 A Beggars Home~ The filth in this house is disgusting, an overflowing chamber pot almost sends you immediately back out the door. This room should not even be considered a home. You can barely even stand up the ceiling is so low and cracks in the walls let you see outside. ~ 1 d 0 D0 ~ door~ 1 0 156 S #172 An Extravagant Home~ This house looks out of place considering it's neighbors. The pine walls are polished to a shine and the floor is made out of some strange type of cement. Cushioned chairs surround a table set for dinner with expensive dishes and silverware. ~ 1 d 0 D0 ~ door~ 1 0 157 S #173 A Poor Home~ The house is made from rooten timber and the floor is just bare dirt. A baking oven and a few piles of straw are the only things in the room. This must be the poorest house in the entire city, how could anyone live like this. ~ 1 d 0 D0 ~ door~ 1 0 158 S #174 The Northern Road~ You walk between houses occupied by the local citizens. The wide Northern Road is packed solid from years of traffic from people, wagons, and horses. A small amount of dust is kicked up by every footstep. Directly to the south you can see the Temple. ~ 1 0 1 D0 ~ ~ 0 0 159 D2 ~ ~ 0 0 189 S #175 An Extravagant Home~ One of the more successful thieves of the quarter must live here. Rugs cover the entire floor. A candelabra sits in the middle of a polished oak table. A four post bed can be seen in the back of the house. Nothing like living the good life. ~ 1 d 1 D0 ~ door~ 1 0 160 S #176 A Cramped Home~ A large table that could sit a family of about seven fills the majority of this house. Small mattresses lay on the floor in the back of the room. Not much hope for privacy in this house. A few dolls are having a tea party in one corner. ~ 1 d 1 D0 ~ door~ 1 0 161 S #177 A Small Home~ You walk right in as if it was your own house. Don't worry about trespassing, I'm sure no one will mind. The house is very compact. The kitchen and bedrooms are not seperated by any walls. This must be a house for the poor. ~ 1 d 1 D0 ~ door~ 1 0 162 S #178 A Clean House~ Everything is dusted, shined, waxed, and polished. This home is spotless. Well maintained it seems. Not everyone is rich enough to afford a housekeeper, but these folks must be. You can hear a baby crying, sounds hungry. ~ 1 d 1 D0 ~ door~ 1 0 163 S #179 Thieves Avenue~ The tall warehouse holding the supplies and emergency stores of the city is to the west. The entrance looks to be a ways further north in the heart of the Thieve's Quarter. South you can see another intersection and the northest corner of the inner wall. ~ 1 0 1 D0 ~ ~ 0 0 164 D2 ~ ~ 0 0 194 S #180 The Thieves Warehouse~ A pathway has been opened here to allow for small carts and wagons to pass. You can hear a few workers in the distance pushing the large crates over the dusty floor. A large box and tackle swings back and forth on a strangel pulley system above you. ~ 1 d 0 D0 ~ ~ 0 0 165 D2 ~ ~ 0 0 195 S #181 A Storage Room~ The rows of crates and boxes continue to the north and south. Everything is nailed shut, some even wrapped in chains and padlocked. Enough stores to last the city for a year must be packed away in this place. Everything is surpringly clean and well maintained. ~ 1 d 0 D0 ~ ~ 0 0 166 D2 ~ ~ 0 0 196 S #182 The Warriors Hallway~ The hallway end abruptly at a set of double doors to the south. You can hear people talking behind the doors, but cannot discern what they are saying. The army of Sanctus is very well disciplined and your presence may not be exactly appreciated. They do not take kindly to strangers. ~ 1 d 0 D0 ~ ~ 0 0 167 D1 ~ ~ 0 0 183 D2 ~ ~ 0 0 197 S #183 The Bunk Room~ The sound of snoring comes from a few of the dozen or so racks crammed together in this confined room. The racks are stacked four high with only a foot or two of space for someone to sit up. The mattresses are only about an inch thick and look very uncomfortable. ~ 1 d 0 D0 ~ ~ 0 0 168 D2 ~ ~ 0 0 198 D3 ~ ~ 0 0 182 S #184 The Northwest Intersection~ You come to an intersection of Warriors Avenue and Warriors Alley. The alley crosses the city east to west behind the homes of the local citizens. The alley is very narrow and dark as the inner city wall follows it on the southern side. Warriors Avenue continues north and south. ~ 1 0 1 D0 ~ ~ 0 0 169 D1 ~ ~ 0 0 185 D2 ~ ~ 0 0 199 S #185 Warriors Alley~ You walk amongst the shadows in the cramped alley. A few piles of garbage are waiting to be cleaned up by the street sweeper. An alley cat hisses at you and then bolts as you trespass on its territory. This alley does not look safe and you wonder whether or not you will be running into some thugs. ~ 1 0 1 D1 ~ ~ 0 0 186 D3 ~ ~ 0 0 184 S #186 Warriors Alley~ The inner city wall rises above you to the south. The sound of footsteps and the rattling of armor can be heard from the guards patrolling the top of the wall. The alley is even darker here and a person could easily hide in the shadows. ~ 1 0 1 D1 ~ ~ 0 0 187 D3 ~ ~ 0 0 185 S #187 Warriors Alley~ A line of houses block your way to the north. They seem to have back doors but all are bolted, locked, or nailed shut. This is definitely not the most friendly section of the city. An alley cat bolts past you as a large pile of garbage almost collapses on it. ~ 1 0 1 D1 ~ ~ 0 0 188 D3 ~ ~ 0 0 186 S #188 Warriors Alley~ The alley is a little brighter here as you are next to the Northern Road. The sound of creaking wagons and the pound of horse hooves on the dirt road become trapped between the inner city wall and the houses within the alley making strange echoing sounds that are very distracting. ~ 1 0 1 D1 ~ ~ 0 0 189 D3 ~ ~ 0 0 187 S #189 The Northern Road~ You walk along the Northern Road with few other travellers. The streets seem to be surprisingly empty for some reason. You notice shadowy alleys to the east and west along the inner city wall. To the south is the Northern Gate to the inner city. ~ 1 0 1 D0 ~ ~ 0 0 174 D1 ~ ~ 0 0 190 D2 ~ ~ 0 0 200 D3 ~ ~ 0 0 188 S #190 Thieves Alley~ The alley is cluttered with debris, maybe the street sweeper doesn't even bother cleaning this place up. The sound of a fight can be heard further to the east within the alley. This is definitely the most dangerous section of Sanctus. ~ 1 0 1 D1 ~ ~ 0 0 191 D3 ~ ~ 0 0 189 S #191 Thieves Alley~ The sounds of someone fighting suddenly grow louder, then stop. Seems like that dispute was settled one way or the other. The inner city wall to the south keeps the alley eternally in shadows, no matter the time of day or night. Houses to the north have their back doors shut and locked. ~ 1 0 1 D1 ~ ~ 0 0 192 D3 ~ ~ 0 0 190 S #192 Thieves Alley~ A pool of blood lies in the center of the alley, a trail of blood leads to a garbage pile a few feet away. A mangy mutt trots past you and starts licking up the pool of blood. You should keep moving unless you want to draw attention to yourself. ~ 1 0 1 D1 ~ ~ 0 0 193 D3 ~ ~ 0 0 191 S #193 Thieves Alley~ The inner city wall to the south towers over you, blocking out most of the light. The wall looks to be made from stone blocks and some sort of filler. You can't tell how thick it is, but judging from the height you would guess at least half as wide as it is tall. ~ 1 0 1 D1 ~ ~ 0 0 194 D3 ~ ~ 0 0 192 S #194 The Northeast Intersection~ The Thieves Avenue comes to an intersection with a shady alley to the west. You are at the northeast corner of the inner city wall. On top of the wall you can see some type of post where the guards watch for any trouble. A large building to the east must be some sort of warehouse. ~ 1 0 1 D0 ~ ~ 0 0 179 D2 ~ ~ 0 0 201 D3 ~ ~ 0 0 193 S #195 Wagon Bay~ Huge double doors have been built into the western wall of the warehouse. They are closed, barred, and locked with a padlock the size of your head. No one gets in or out without that key. An aisle to load and unload wagons runs to the east. ~ 1 d 0 D0 ~ ~ 0 0 180 D1 ~ ~ 0 0 196 D2 ~ ~ 0 0 202 S #196 Wagon Bay~ A path is opened up between the crates here for wagons to load and unload. The floor has turned to packed dirt and traces of horse manure leave an unpleasant smell. Three wagons fill the center of the room. All look empty. A clump of mushrooms grows in the middle of the manure. They look ripe for picking. ~ 1 d 0 D0 ~ ~ 0 0 181 D2 ~ ~ 0 0 203 D3 ~ ~ 0 0 195 E mushrooms~ The mushrooms appear not to be poisonous and are relatively clean. They look edible. ~ S T 162 #197 A Work Room~ This building is cluttered together in no apparent order, wherever there is room they simply use it. This hallway has been converted into a small room for the upkeep of armor and weapons. A grindstone is in one corner. In another baskets of arrows are being sorted. A recruit is polishing some armor and a large sack of equipment looks like it is ready to be taken to the Smithy. ~ 1 0 0 D0 ~ ~ 0 0 182 D1 ~ ~ 0 0 198 D2 ~ ~ 0 0 204 S #198 The Mess Hall~ A dozen tables fill the room. All bare except for a few people eating before they go on their next watch. The food does not look very appetizing, but it serves it's purpose. The army has had financial problems since it's inception. ~ 1 d 0 D0 ~ ~ 0 0 183 D2 ~ ~ 0 0 205 D3 ~ ~ 0 0 197 S #199 Warriors Avenue~ In the distance you can hear some sargeant screaming at his recruits in a booming voice that echoes off the buildings and walls around you. The clank of armor and weapons is all about you as guards change watches and work on their equipment. ~ 1 0 1 D0 ~ ~ 0 0 184 D2 ~ ~ 0 0 206 S $~