#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 for 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 Magi's 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 of ancient battles in which the Magi slaughter their foes line both sides of the hallway. Depicted on these drawings are a myriad of creatures ranging from ogres, orcs, goblins, and demons to humans, elves, and dwarves. ~ 3 d 1 D0 ~ ~ 0 0 297 D1 ~ ~ 0 0 305 D2 ~ ~ 0 0 319 S #305 The Baths~ The air is musky and hard to breathe due to the hot steam wafting from the large copper tubs filled with hot water. A large fire with pots of water heating over it fills the eastern wall. These baths are only to be used by the magi whom believe 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 colums filling the room from wall to wall. Every rack is made precisely to standard, every sheet a pristine white, without even a speck of dust. The Cleric's of Sanctus lead a disciplined life, second to none, not even the soldiers. ~ 3 0 1 D1 ~ ~ 0 0 307 D2 ~ ~ 0 0 321 S #307 A Long Hallway~ The barren walls and floor would seem odd anywhere but here as the Clerics of Sanctus consider decorations, desires, or any form od unnecessary wants to be blasphemous. They dedicate their lives to helping others, never themselves, and would all 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, as it reaches Clerics' Avenue, and continues on to the east. A small road follows along the inner city wall just north of the Tower of the High Council which seems to glow because of its glaring brightness. ~ 3 0 1 D0 ~ ~ 0 0 301 D1 ~ ~ 0 0 309 D2 ~ ~ 0 0 323 S #309 Clerics' Alley~ Within the Cleric's Quarters an adventurer has very little to worry about. Even those would be vandals, pickpockets, and thugs shy away out of their respect of the clerics. To be a cleric is to be respected second only to that of the 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 towers over you to 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 Clerics' Quarters, 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 to allow adventurers to pass between the Temple and the southern half of the city. The Clerics' Quarters lie to the west while the Magis' Quarters are to the east. Within their centers rises the Tower of the High Council of Clerics' 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 lie 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 Southeastern 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, almost to the point of becoming an eyesore, is 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 of them 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 hurled from the battlements 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, and 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 of which are burning, while others remain unlit. Cushions are arranged along the floor facing the candles, so that one can give thanks for all that has been given in this simple room of prayer. The walls are unadorned, everything looks to be plain and only used for its intended 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 carries on to the north. It appears to run the length of the entire building. The only source of light are lanterns spaced widely apart upon the walls which leave much of the hall 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 are 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 of the older clerics are here bestowing their knowledge and wisdom to their students. ~ 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 a gray-haired man who is drawing something on a board. He 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 its 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 child's forehead causing the young boy to instantly fall asleep. Another cleric takes 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 Magiwithin the tower train to help protect the city from invasion. Though the army is generally all that is 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 as 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 rarely used except by servants and students traveling unseen from one section of the mansion to another. The Magi live an extravagant life and hold themselves to be very prestigious and elegant. No one would ever dare call them otherwise. The hall is unkempt and bare of any furnishings. ~ 3 d 1 D0 ~ ~ 0 0 320 D2 ~ ~ 0 0 350 S #336 An Emergency Shelter~ The plain white plaster walls are devoid of all decoration. Lining the walls are shelves holding bandages, slings, healing aids and other supplies in neatly arranged assortments. The rest of the room is filled with empty cots and bunks which are used to rehabilitate the injured if there are ever more casualties than the tower can hold. ~ 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' Quarters~ Large doors to the east and west lead into the Hall of Clerics and the Tower of the High Council respectively. To the south a small shop displaying a sign with multi-colored herbs swings in the gentle breeze. The Tower rises far above you, its 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 Clerics' Quarters just to the west. The Tower around you is bathed in bright white light that reflects off every surface around you. All around you the soft murmur of healers in training or going about their daily routine can be heard. ~ 3 0 1 D0 ~ ~ 0 0 324 D1 ~ ~ 0 0 340 D2 ~ ~ 0 0 352 D3 ~ ~ 0 0 338 S #340 The Tower of Clerics~ A wide staircase covered by a large tan rug leads up into the heart of the tower towards the High Council's chambers. Many famous healers reside within this tower's 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 the Clerics~ 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 of this spotless white room. ~ 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 which passes between the Southern Towers and the Temple of Sanctus. You are in the entrance of the revered 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 Clerics, to the east the Tower of the Magi. Both impressive structures 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 pitch black walls that almost appear depthless. Most likely a simple trick of the eye, but then again, maybe not. ~ 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, which at first glance appears to be marble, but upon closer examination has no grain within it. Looking into the wood causes one to lose themselves as they peer further and further into the blackness. It is impossible to tell if this is caused by magic or just a simple trick of the eye. To the east is the center of the Magis' Quarters. ~ 3 0 1 D0 ~ ~ 0 0 332 D1 ~ ~ 0 0 348 D2 ~ ~ 0 0 360 D3 ~ ~ 0 0 346 S #348 The Magis Quarter~ This is the heart of the Magis' Quarters. The Magis' Mansion where they can be found when they are not guarding the orb is to the east. The pure black Tower of the Magi which 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 imaginable. 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~ Three low hanging lanterns positioned over the rooms large tables illuminate the book-lined walls. There are several chairs at each table so as to allow those who wish to study the fine art of magic to rest comfortably. Several books lay open upon the tables. Occasional trickles of smoke waft in from under the doorway 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 required for the mixes and salves the clerics require. 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 portraying a woman and children playing on a river's edge surround the edge of basin. The water inside the basin is extremely clean and sterily, likely used by the the clerics to tend for the wounded. ~ 3 d 1 D0 ~ ~ 0 0 340 D1 ~ ~ 0 0 354 D3 ~ ~ 0 0 352 S #354 Clerics' Hallway~ The smell of exotic medicines fills the entire tower. A large open area to the north, the center of the tower, holds a set of stairs leading higher up 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 filled with people waiting to see a healer line the walls here. An apprentice does what he can to aid these poor people, but it is obvious that many of them need to be attended to shortly by a real healer or else they may perish. ~ 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, its polished surfaces reflecting all light down onto the Clerics' Quarters which 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 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. ~ E sky winds~ Cold winds plunge ceaselessly at you from the dark, cloudless sky. ~ S $~