#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. ~ 3 0 1 D0 ~ ~ 0 0 287 D2 ~ ~ 0 0 307 D3 ~ ~ 0 0 299 E 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. ~ 3 0 1 D0 ~ ~ 0 0 288 D2 ~ ~ 0 0 308 S #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. ~ 3 0 1 D0 ~ ~ 0 0 292 D2 ~ ~ 0 0 313 S #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. ~ 3 0 1 D0 ~ ~ 0 0 296 D2 ~ ~ 0 0 318 S #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. ~ 3 d 1 D0 ~ ~ 0 0 297 D1 ~ ~ 0 0 305 D2 ~ ~ 0 0 319 S #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. ~ 3 d 1 D0 ~ ~ 0 0 298 D2 ~ ~ 0 0 320 D3 ~ ~ 0 0 304 S #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. ~ 3 0 1 D1 ~ ~ 0 0 307 D2 ~ ~ 0 0 321 S #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. ~ 3 d 1 D0 ~ ~ 0 0 300 D2 ~ ~ 0 0 322 D3 ~ ~ 0 0 306 S #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. ~ 3 0 1 D0 ~ ~ 0 0 301 D1 ~ ~ 0 0 309 D2 ~ ~ 0 0 323 S #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. ~ 3 0 1 D1 ~ ~ 0 0 310 D3 ~ ~ 0 0 308 S #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. ~ 3 0 1 D1 ~ ~ 0 0 311 D3 ~ ~ 0 0 309 S #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. ~ 3 0 1 D1 ~ ~ 0 0 312 D3 ~ ~ 0 0 310 S #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. ~ 3 0 1 D1 ~ ~ 0 0 313 D3 ~ ~ 0 0 311 S #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. ~ 3 0 1 D0 ~ ~ 0 0 302 D1 ~ ~ 0 0 314 D2 ~ ~ 0 0 328 D3 ~ ~ 0 0 312 S #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. ~ 3 0 1 D1 ~ ~ 0 0 315 D3 ~ ~ 0 0 313 S #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. ~ 3 0 1 D1 ~ ~ 0 0 316 D3 ~ ~ 0 0 314 S #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. ~ 3 0 1 D1 ~ ~ 0 0 317 D3 ~ ~ 0 0 315 S #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. ~ 3 0 1 D1 ~ ~ 0 0 318 D3 ~ ~ 0 0 316 S #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. ~ 3 0 1 D0 ~ ~ 0 0 303 D2 ~ ~ 0 0 333 D3 ~ ~ 0 0 317 S #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. ~ 3 0 1 D0 ~ ~ 0 0 304 D1 ~ ~ 0 0 320 D2 ~ ~ 0 0 334 S #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. ~ 3 d 1 D0 ~ ~ 0 0 305 D2 ~ ~ 0 0 335 D3 ~ ~ 0 0 319 S #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. ~ 3 0 1 D0 ~ ~ 0 0 306 D1 ~ ~ 0 0 322 D2 ~ ~ 0 0 336 S #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. ~ 3 0 1 D0 ~ ~ 0 0 307 D2 ~ ~ 0 0 337 D3 ~ ~ 0 0 321 S #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. ~ 3 0 1 D0 ~ ~ 0 0 308 D2 ~ ~ 0 0 338 S #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. ~ 3 0 1 D1 ~ ~ 0 0 325 D2 ~ ~ 0 0 339 S #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. ~ 3 d 1 D1 ~ ~ 0 0 326 D2 ~ ~ 0 0 340 D3 ~ ~ 0 0 324 S #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. ~ 3 0 1 D1 ~ ~ 0 0 327 D2 ~ ~ 0 0 341 D3 ~ ~ 0 0 325 S #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. ~ 3 d 1 D2 ~ ~ 0 0 342 D3 ~ ~ 0 0 326 S #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. ~ 3 0 1 D0 ~ ~ 0 0 313 D2 ~ ~ 0 0 343 S #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. ~ 3 0 1 D1 ~ ~ 0 0 330 D2 ~ ~ 0 0 344 S #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. ~ 3 d 1 D1 ~ ~ 0 0 331 D2 ~ ~ 0 0 345 D3 ~ ~ 0 0 329 S #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. ~ 3 d 1 D1 ~ ~ 0 0 332 D2 ~ ~ 0 0 346 D3 ~ ~ 0 0 330 S #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. ~ 3 d 1 D2 ~ ~ 0 0 347 D3 ~ ~ 0 0 331 S #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. ~ 3 0 1 D0 ~ ~ 0 0 318 D2 ~ ~ 0 0 348 S #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. ~ 3 d 1 D0 ~ ~ 0 0 319 D2 ~ ~ 0 0 349 S #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. ~ 3 d 1 D0 ~ ~ 0 0 320 D2 ~ ~ 0 0 350 S #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. ~ 3 d 1 D0 ~ ~ 0 0 321 D1 ~ ~ 0 0 337 S #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. ~ 3 d 1 D0 ~ ~ 0 0 322 D1 ~ door~ 1 0 338 D3 ~ ~ 0 0 336 S #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. ~ 3 0 1 D0 ~ ~ 0 0 323 D1 ~ ~ 0 0 339 D2 ~ door~ 1 0 351 D3 ~ door~ 1 0 337 S #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. ~ 3 0 1 D0 ~ ~ 0 0 324 D1 ~ ~ 0 0 340 D2 ~ ~ 0 0 352 D3 ~ ~ 0 0 338 S #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. ~ 3 0 1 D0 ~ ~ 0 0 325 D1 ~ ~ 0 0 341 D2 ~ ~ 0 0 353 D3 ~ ~ 0 0 339 D4 ~ ~ 0 0 128 S #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. ~ 3 0 1 D0 ~ ~ 0 0 326 D1 ~ ~ 0 0 342 D2 ~ ~ 0 0 354 D3 ~ ~ 0 0 340 D4 ~ ~ 0 0 129 S #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. ~ 3 d 1 D0 ~ ~ 0 0 327 D1 ~ ~ 0 0 343 D2 ~ ~ 0 0 355 D3 ~ ~ 0 0 341 S #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. ~ 3 0 1 D0 ~ ~ 0 0 328 D1 ~ ~ 0 0 344 D2 ~ ~ 0 0 356 D3 ~ ~ 0 0 342 S #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. ~ 3 0 1 D0 ~ ~ 0 0 329 D1 ~ ~ 0 0 345 D2 ~ ~ 0 0 357 D3 ~ ~ 0 0 343 S #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. ~ 3 0 1 D0 ~ ~ 0 0 330 D1 ~ ~ 0 0 346 D2 ~ ~ 0 0 358 D3 ~ ~ 0 0 344 D4 ~ ~ 0 0 132 S #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. ~ 3 d 1 D0 ~ ~ 0 0 331 D1 ~ ~ 0 0 347 D2 ~ ~ 0 0 359 D3 ~ ~ 0 0 345 D4 ~ ~ 0 0 133 S #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. ~ 3 0 1 D0 ~ ~ 0 0 332 D1 ~ ~ 0 0 348 D2 ~ ~ 0 0 360 D3 ~ ~ 0 0 346 S #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. ~ 3 0 1 D0 ~ ~ 0 0 333 D1 ~ door~ 1 0 349 D2 ~ door~ 1 0 361 D3 ~ ~ 0 0 347 S #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. ~ 3 d 1 D0 ~ ~ 0 0 334 D1 ~ ~ 0 0 350 D3 ~ door~ 1 0 348 S #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. ~ 3 d 1 D0 ~ ~ 0 0 335 D1 ~ door~ 1 0 366 D3 ~ ~ 0 0 349 S #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. ~ 3 0 1 D0 ~ door~ 1 0 338 S #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 $~