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circle-3.5/log/
circle-3.5/src/doc/
#300
A Long Hallway~
   The hall stretches north and south.  Lanterns set in brackets along the wall
offer ample lighting.  The smokeless kerosene that is used leaves a strange
smell.  The Hall is bare, only a few small paintings cover the walls.  Clerics
have very little need for decorations of any kind.  A small waiting room is to
the west.    
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credits info~
   Builder   : Rumble
Zone         : 3 Sanctus III
Related Zones: 1 Sanctus, 2 Sanctus II
Began        : 2000
Player Level : 1-34
Rooms        : 66
Mobs         : 0
Objects      : 57
Shops        : 2
Triggers     : 41
Theme        : A mortal starting town.
Plot         : Fabric of time torn, world going to hell. Sanctus one of the few
               safe havens remaining.
Links        : 40n, 43w, 59e, 62s
Zone 3 is linked to the following zones:
  2 Sanctus II                     at   300 (north) --->   287
  2 Sanctus II                     at   300 (west ) --->   299
  2 Sanctus II                     at   301 (north) --->   288
  2 Sanctus II                     at   302 (north) --->   292
  2 Sanctus II                     at   303 (north) --->   296
  2 Sanctus II                     at   304 (north) --->   297
  2 Sanctus II                     at   305 (north) --->   298
  1 Sanctus                        at   340 (up   ) --->   128
  1 Sanctus                        at   341 (up   ) --->   129
  1 Sanctus                        at   345 (up   ) --->   132
  1 Sanctus                        at   346 (up   ) --->   133
  1 Sanctus                        at   362 (up   ) --->   139
  1 Sanctus                        at   365 (north) --->   101
~
S
#301
Clerics Avenue~
   The cobblestone road is in decent shape, though a few stones have been
overturned leaving gaping holes.  No wagons travel down this part of the city.
Everyone knows Clerics have no need anything besides what they can provide by
themselves.    
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#302
The Southern Road~
   You walk underneath the inner city wall.  The road turns into hard packed
dirt.  To the north you may enter the inner city towards the Temple of Sanctus
or go south towards the southern gate.  The southern half of the city consists
of the Magi's and Cleric' quarters.    
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#303
Magis Avenue~
   The Tower of the Magi lies to the southwest.  Just to the south you can see
where the inner city wall turns to the west.  You are deep within the Magi's
Quarter.  Accidents have been known to happen around here.  People must be
careful for who knows what an inexperienced student may do.    
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#304
An Elegant Hall~
   Drawings continue along the hallway as you pass.  More battles where the
Magi are slaughtering their foes.  Some depict battles with Ogres, others are
Orcs, Goblins, more Demons.  Every creature imaginable.  Even fellow humans,
dwarves, and elves.    
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#305
The Baths~
   Large copper tubs filled with hot water have filled the room with a hot
steam.  The air is musky and hard to breath.  A large fire fills the eastern
wall, pots of water are heating over it.  These baths are used only by the
Magi.  As people often say, cleanliness is next to godliness.    
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#306
A large Bunk Room~
   Neatly made bunks are arranged in precise rows and columns, filling the room
wall to wall.  Every rack made precisely to standard.  Every sheet a pristine
white, not a speck of dust can be found.  The Clerics of Sanctus lead a
disciplined life second to none, not even the army.    
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#307
A Long Hallway~
   The barren walls and floors reminds you how the Clerics of Sanctus consider
decorations, desires, or any form of unnecessary wants a type of blasphemy.  
They dedicate their lives to helping others, never themselves.  Every one of
them would sacrifice their lives for that principle.    
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#308
The Southwest Intersection~
   The inner city wall ends here and continues to the east.  A small road
follows along the inner city wall just north of the Tower of the High Council.
Clerics Avenue continues north and south.  The Tower almost seems to glow
because of it's glaring whiteness.    
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#309
Clerics Alley~
   Within the Cleric's Quarter an adventurer has very little to worry about.  
Even those would be vandals, pickpockets, and thugs shy away from this Quarter
because of their respect of the clerics.  To be a cleric is second only to
being a Master Magi.    
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#310
Clerics Alley~
   The southern section of the inner city wall crowds you from the north.  The
massive fortification of rock and mortar is impressive, rising at least two or
maybe three times your own height.  You can just make out a small walkway on
the top of the wall, too bad only the guards know where the entrance is.    
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#311
Clerics Alley~
   The Tower of the High Council of Clerics is almost as impressive as the
Temple of Sanctus.  They look very similiar, except of course the Tower is much
smaller.  Far up in the tower you can see people walking by windows in white
flowing robes.  The healers within are known for their miraculous abilities in
restoring the wounded.    
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#312
Clerics Alley~
   The inner city wall opens up just to the east into the southern road which
runs from the south gate directly to the heart of Sanctus inside the temple.  
A few apprentice healers in flowing robes rush between the Temple and the
Cleric's Quarter, no doubt on an errand from the Council.    
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#313
The Southern Road~
   A large gate has been built into the inner city wall here along adventurers
to pass between the Temple and the southern half of the city.  The Cleric's
Quarter lies to the west while the Magi's Quarter is to the east.  Within their
centers rises the Tower of the High Council of Cleric's and the Tower of the
Magi respectively.    
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#314
Magis Alley~
   The black Tower of the Magi casts an intimidating shadow over you and the
alley you walk in.  Within the tower lies many secrets that the average citizen
is not privileged enough to be told about.  Rumours abound, especially about
the Orb of Sanctum the gods left in the Master Magi's care.    
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#315
Magis Alley~
   The sound of voices from above are impossible to locate.  They could be
coming either from on top of the inner city wall to the north or from an open
window of the Tower of the Magi south of you.  The voices are too low to be
discernable.    
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#316
Magis Alley~
   The inner city wall is used to seperate the city into two seperate
battlefields.  In case of an attack by superior numbers the citizens will fall
back into the inner city as a last measure of defense.  Luckily, the army has
been very successful in protecting the city and it has never come to that.    
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#317
Magis Alley~
   You have reached the southeastern corner of the inner city wall where it
turns north along the Magis Avenue.  The Tower of the Magi still looms over you
oppressively.  The sounds of voices echo between the tower and the inner city
wall, very disturbing.    
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#318
The Southeast intersection~
   A small alley ducks between the Tower of the Magi and the southern section
of the inner city wall.  The Magi Mansion is so extravagant it is almost an eye
sore just to the east.  The Tower contains the fabled Orb of Sanctum, but few
are ever lucky enough to lay their eyes on it.    
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#319
An Elegant Hall~
   Both sides of the hallway are covered from floor to ceiling in exquisite
drawings.  All depicting various battles in which the Magi have fought in.  In
the one infront of you the army of Sanctus stands on the verge of defeat,
except for the constant bombardment of fireballs, lightning, and meteors by the
Magi.    
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#320
The Kitchen~
   An assortment of foods are being prepared, some on small trays to be served
as appetizers.  Others in fine silver plates and containers.  The kitchen is
cramped, too many things and too many people in one area.  The cooks look
overworked and ready to revolt.    
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#321
A Room of Prayer~
   Candles are arranged along a set of shelves.  Some burning, some unlit.  
Cushions are arranged along the floor facing the candles.  A simple room of
prayer where the one can give thanks to all that has been given.  The walls are
unadorned, everything looks to be plain and only used for it's purpose.    
~
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#322
The Hall of Clerics~
   A long hallway stretches directly to your north.  It appears to run the
length of the entire building.  Lanterns line the walls spaced widely apart so
much of the hall is in shadow.  The bare floor and walls show the lifestyle the
Clerics lead.    
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#323
Clerics Avenue~
   The entrance to both the Hall of Clerics and the Tower of the High Council
is just to the south.  You see a small intersection to the north where the
inner city wall begins.  Many people come to this quarter to seek aid from the
clerics, whether it be healing in the tower or to settle disputes within the
Hall.    
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#324
A Training Room~
   Within this tower new clerics are taken to be trained in the art of healing.
Very few are selected for this great honor, and even fewer ever achieve a
mastery in the art of restoring health.  Several old clerics are bestowing
their knowledge and wisdom to their students here.    
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#325
A Training Room~
   A rug lines the floor where several clerics in training listen intently to
an gray-haired man who is drawing something on a board.  His often uses words
of a different language that are very hard to follow and impossible to
understand.    
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#326
A Training Room~
   A group of clerics in training surround a poor frightened white cat.  The
cat is shivering in fright.  It seems to have broken it's foot and the soon to
be healers are practicing their skills on it.  Better than expirementing with
live humans.    
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#327
An Advanced Training Room~
   A small child lay on a cot circled by several young clerics dressed in white
robes.  As you watch one of them lays a gentle hand on the childs forehead
causing the young boy to instantly fall asleep, another cleric take the boys
arm which has been badly bruised and possibly broken and begins chanting
mysterious words.  The bruises fade away without a trace.    
~
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#328
The Southern Road~
   You walk between the pristine Tower of the High Council of Clerics and the
oppressive Tower of the Magi.  This section of the city has a very solemn
feeling overshadowing it.  The magic of healing on one side and the magic of
power and destruction on the other.    
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#329
The Training Room~
   Several apprentices sit patiently waiting for their next lesson.  Classes
are held within this tower no matter what time of day.  The Magi are searching
relentlessly for the next Master Magi.  They are short by two and the five
existing are all old and nearly finished in their lives.    
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#330
The Training Room~
   The Magi train within the tower as to help protect the city from invasion.
Though the army is normally the only intervention required to handle most
battles, the Magi are sometimes called upon to prevent heavy casualties or
counter any magical abilities the attackers may possess.    
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#331
The Training Room~
   Several older students are sitting in on a class about the protective dome
that upholds the balance within the city.  You hear the mention of the Orb of
Sanctus and of how the gods bestowed it upon the Master Magi to preserve and
protect.  Without the Orb the city would surely fall.    
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#332
The Training Room~
   A Master Magi overlooks several students as they pass between themselves a
small flickering ball of light.  The Master Magi notices you watching and
motions you away.  No one disagrees with a Master Magi, at least no one that
wishes to live.    
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#333
Magis Avenue~
   The street narrows here as it passes between the Tower and the Mansion.  
You can hear strange incantations coming from an open window in the black
tower, far above your head.  The Magi train young students within to take their
place, but fewer and fewer meet the requirements and actually survive the
training.    
~
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#334
The Foyier~
   The mansion surrounding you leaves your mouth agape from the luxuries the
Magi have come to call their home.  Curtains of deep maroon velvet drape over
the windows.  Rugs of the colors of the Magi line the floors.  Everything is
spotless and well maintained.  Living here would be what many would consider is
living the good life.    
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#335
A Back Hall~
   This part of the mansion is meant only for servants and students to travel
unseen in the majority of the mansion.  The Magi live an extravagant life and
hold themselves to be very prestigious and elegant.  No one would ever dare
call them otherwise.  The ha is unkempt and bare of any furnishings.    
~
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#336
An Emergency Shelter~
   Empty cots and bunks fill the room.  Bandages, supplies, slings, and other
healing aids are neatly sorted and stored within a large set of shelves.  The
walls are all plain white plaster with no decorations.  The room is used as an
emergency shelter in case a large number of casualties are incurred, more than
the Tower can handle.    
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#337
The Hall of Clerics~
   This building holds the majority of the Clerics within the city of Sanctus.
It is here the High Council convenes to help citizens solve minor disputes.  
The building is barren of any luxuries.  That is the way a Cleric must live,
without desires or wants.    
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#338
The Clerics Quarter~
   Large doors to the east and west lead into the Hall of Clerics or the Tower
of the High Council.  To the south a small shop displaying a sign of several
multi-colored herbs swings in the gentle breeze.  The Tower rises far above
you, it's two spires reaching almost as high as the Temple.  In contrast the
Hall looks very mundane.    
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door~
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#339
The Tower of the High Council of Clerics~
   A large archway leads into the center of the Cleric's Quarter just to the
west.  The Tower around you is bathed in bright white light that reflects off
every surface around you.  All around you can hear the soft murmur of healers
in training or going about their daily routine.    
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#340
The Tower of Cleric's~
   A wide staircase covered by a large tan rug leads up into the heart of the
Tower towards the High Councils chambers.  Many famous healers reside within
this towers magical walls.  It is said that just by standing in certain rooms
of the tower one can heal at unnatural rates.    
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#341
The Tower of Cleric's~
   A wide set of stairs leads up to the second floor of the tower.  The
building around you is impressive in both size and stature.  Large white
pillars support high domed ceilings, everything is white, not a speck of dust
or dirt can be seen anywhere.    
~
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#342
The Tower of the High Council of Clerics~
   The east end of the Tower opens into the Southern Road that passes between
the Southern Towers and the Temple of Sanctus.  You are in the entrance of the
reverred Tower of the High Council.  High above you is where the councillors
make many important decisions on how to uphold the welfare and health of the
city.    
~
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#343
The Southern Road~
   The entrance to both towers of the Southern half of Sanctus open before you.
To the west the Tower of the High Council of Cleric's, to the east the Tower of
the Magi.  Both impressive structures that were built by both master architects
and the use of magic.    
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#344
The Tower of the Magi~
   The black floor, walls, and ceiling of this tower brings about a feeling of
oppression.  As if something or someone is holding something back from you.  A
large doorway to the west leads to the Southern Road or you may explore deeper
into the temple to the east.    
~
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#345
The Tower of the Magi~
   A large spiral staircase winds up into the heart of the tower.  A slight
tinge of sulphur hangs in the air, probably a spell that went haywire.  
Students roam the halls in deep thought, oblivious to the normal reality you
live in.  Training Rooms lie all around you.    
~
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#346
The Tower of the Magi~
   A pair of circular stairwells wind their way higher into the tower.  The
sounds of people chanting echo off the tar black walls that almost look
depthless.  A simple trick of the eye, but then again, maybe not.  Around you
apprentices carry out their daily routines.    
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#347
The Tower of the Magi~
   Everything is made from black stone.  At first it looks to be marble, but
upon closer examination you can't see any grain within it.  Looking into the
stone you seem to lose yourself.  Peering further and further into the
blackness, you cannot tell whether it is a trick of the eye or some strange
magic at work here.  The center of the Magi's Quarter lies to the east.    
~
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#348
The Magis Quarter~
   You stand within the heart of the Magi's Quarter.  To the east you may enter
the Magi's Mansion where the Master Magi can be found when they are not
guarding the Orb.  To the west the pure black Tower of the Magi houses the
sacred Orb that protects the city.    
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door~
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door~
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#349
The Magi Mansion~
   The walls are adorned in fancy draperies and expensive tapestries of every
style and design imagineable.  The Magi believe in a life of service to their
discipline, but they also believe that they should be able to live in comfort.
This building is one of the most elaborate within the entire city.    
~
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door~
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#350
A Study~
   Books line the walls, low hanging lantersn are positioned over three large
tables around the room. Several chairs per table allow those who wish to study
the fine art of magic to rest comfortably. Several books lay open upon the
tables. A trickle of smoke seeps around the edges of a door to the east.
~
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door~
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#351
The Healer's Shop~
   Small indoor gardens have been set up within this small house to grow the
herbs and mix the salves required to support the duties of the Cleric.  They
are rumoured to sometimes sell some of their remedies, though this is very rare
and at a very steep price.    
~
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door~
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#352
Cleric's in Training~
   Several beds lie in columns and rows spaced evenly apart.  The smell of some
form of antiseptic stings your nose and eyes.  All the beds are empty, must be
the healers here are well-versed in their craft.  The Temple continues to the
north and west.    
~
3 0 1
D0
~
~
0 0 339
D1
~
~
0 0 353
S
#353
A Large Basin~
   A large basin of water lies against the southern wall.  Small statues
surround the edge.  A small portrayal of woman and children playing on a rivers
edge.  This water must be the sacred water used by the Cleric's to tned the
wounded.    
~
3 d 1
D0
~
~
0 0 340
D1
~
~
0 0 354
D3
~
~
0 0 352
S
#354
Cleric's Hallway~
   The smell of medicine fills the entire tower.  A large open area, the center
of the tower, to the north holds a set of stairs leading higher into the tower.
Small benches line the walls here, allowing people to rest from their
adentures.    
~
3 d 1
D0
~
~
0 0 341
D1
~
~
0 0 355
D3
~
~
0 0 353
S
#355
A Waiting Room~
   Benches line both walls here.  Several injured people hold cuts or bruises
that need to be tended by the healers.  An apprentice does what he can to aid
the people with bandages and water, but these people need the attention of a
real healer.    
~
3 d 1
D0
~
~
0 0 342
D3
~
~
0 0 354
S
#356
The Southern Road~
   To the east the Tower of the High Council of Clerics glows a bright white,
it's polished surfaces reflecting all light down onto the Cleric's Quarter it
protects.  To the west the Tower of the Magi does the exact opposite, seeming
to absorb all light surround it.  Their must be balance in all things.    
~
3 0 1
D0
~
~
0 0 343
D2
~
~
0 0 362
S
#357
The Magi Training Room~
   Bookshelves line the two walls of this small open area within the tower.  
The smell of dust and musty old papers emanates from them.  Many centuries of
knowledge lie within these books that were salvaged from the lands beyond.  
Many more have yet to be foun
~
3 0 1
D0
~
~
0 0 344
D1
~
~
0 0 358
S
#358
A Tower Hallway~
   Through a small door to the north you can see the center of the tower where
a set of spiral staircases lead to the second floor.  The Orb of Sanctum is
protected somewhere within this tower.  The Master Magi have been given the
task of ensuring it's safety.    
~
3 d 1
D0
~
~
0 0 345
D1
~
~
0 0 359
D3
~
~
0 0 357
S
#359
The Magi's Hallway~
   The seven Orders of the Magi are slowly dying out.  That is why they rarely
fight in battles any longer.  They have instead devoted their time to training
future Magi to take their places.  But, good students have become even harder
to come by these days.    
~
3 0 1
D0
~
~
0 0 346
D1
~
~
0 0 360
D3
~
~
0 0 358
S
#360
A Magi Training Room~
   Short tables with cushions surrounding them are placed about the room.  
These cushions are obviously meant to kneel on and the tables are overflowing
with various books.  This must be some sort of study room for the Magi.  The
black walls seem to absorb the white light coming from strange bulbs hanging
from the ceiling.    
~
3 d 1
D0
~
~
0 0 347
D3
~
~
0 0 359
S
#361
Sareth's Scrolls~
   The smell of old paper that is slowly crumbling to dust fills the room.  
Thousands of books, scroll, parchments, and even some tablets fill the
bookshelves, tables and the floor of this under sized room.  It is here a vast
amount of the Magi have left thei findings when delving into the depths of
their magic.    
~
3 0 1
D0
~
door~
1 0 348
S
#362
The Southern Gate~
   The heavily fortified passage between the gate and the wilderness beyond is
well protected against an attack.  Lookouts can be heard above chatting idly
while the sentinel guards stand at attention waiting to be called into action.
~
3 0 1
D0
~
~
0 0 356
D3
~
~
0 0 363
D4
~
~
0 0 139
S
#363
The Stables~
   The smell of hay and manure clings to the room like a cheap cologne your
grandmother used to wear.  Stalls line both sides of the cramped building with
bales of hay stacked everywhere the horses can't reach though they all seem to
still try.  It is possible to buy a horse for a minimal fee, but not all of
them are well tamed and have been known to become ornery.    
~
3 0 1
D1
~
~
0 0 362
S
#364
PETSHOP STOREROOM~
   To make a pet shop you need two rooms and some pets. The rooms MUST be
sequential. If the first room is 3015 then the second must be 3016. The second
room is known as the storeroom. All that is required in the storeroom is to
load one of each mob you wish to be a pet. This room can not have any exits and
will never be used by mortals. Although a pet shopkeeper is not required it is
recommended. In order to implement a pet shop the actual mud code has to be
modified. Just ask Rumble to do it for you. 
~
3 k 1
S
#365
On the Window Ledge~
   From this perilous perch you have an excellent view of the southern half of
the city.  A gust of wind howls past trying to pull you with it.  The only exit
is back into the tower or a deadly jump to the cobblestone road below.    
~
3 0 1
D0
~
~
0 0 101
S
T 131
#366
The Lab~
   The room is covered in shadow and what little that can be seen is a clutter
of books, scrolls, and potions. The entire room is scarred from fire and a fine
ash covers everything. Smoke still lingers in the rafters overhead.
~
3 0 0
D3
~
door~
1 0 350
S
#367
The Realm Of The Dead~
   You are standing on an immense, grey stone floor that stretches as far
as you can see in all directions.  Rough winds plunging from the dark,
starless sky tear savagely at your fragile body.
~
3 dj 0
E
sky winds~
   Cold winds plunge ceaselessly at you from the dark, cloudless sky.
~
E
floor~
   The stone floor is the same shade of grey as the sky and is completely plain
and unscratched. It is probably too hard for anything to leave as much as a
scratch on it.
~
S
$~