#12500 Valley Overlook~ This is a point on the southeast edge of a valley in the mountains which seems perfectly positioned for viewing the whole of the valley. Most of it is taken up by a small town, with some terraced fields on the north side. There is a path downward to the north. The valley rim rises precariously on the west, but can be safely reached by a rugged path around to the south. ~ 125 c 4 D0 ~ ~ 0 -1 12515 D2 ~ ~ 0 -1 12624 S #12501 Valley Rim~ This is the south end of a walkable path along the eastern rim of the valley. Stairs lead down to the west. A tower from the valley floor pokes up by the path to the north. To the east is a path that leads into an icy crevice. ~ 125 c 4 D0 ~ ~ 0 -1 12502 D1 ~ ~ 0 -1 12013 D3 ~ ~ 0 -1 12514 S #12502 Valley Rim~ A large watchtower protrudes out of the valley directly west of here. The edge of the valley rim has been artificially extended to reach the tower where a door has been built to open on this level. The path continues north and south. ~ 125 c 4 D0 ~ ~ 0 -1 12503 D2 ~ ~ 0 -1 12501 D3 ~ door~ 2 12590 12560 S #12503 Valley Rim~ This is part of a walkable path along the eastern rim of the valley. Below can be seen the spectacular roof, spires, and courtyards of a palace. The path continues north and south. ~ 125 0 4 D0 ~ ~ 0 -1 12504 D2 ~ ~ 0 -1 12502 S #12504 Valley Rim~ This is part of a walkable path along the northeast rim of the valley. The path continues around the valley to the south and leads out to the north. It is possible to scamper down to a terraced field west of here. ~ 125 0 4 D0 ~ ~ 0 -1 12505 D2 ~ ~ 0 -1 12503 D3 ~ ~ 0 -1 12531 S #12505 Valley Entrance~ This is a common place for entering the valley of Anapest, to the south. Trails lead north into the mountains, and east to the quarry. ~ 125 a 4 D0 ~ ~ 0 -1 12255 D1 ~ ~ 0 -1 12256 D2 ~ ~ 0 -1 12504 S #12506 Valley Entrance~ This way in and out of the valley of Anapest isn't too commonly used, but it does allow passage for those who bother. A single path leads north, away from the valley to the south. ~ 125 a 4 D0 ~ ~ 0 -1 12200 D2 ~ ~ 0 -1 12507 S #12507 Valley Rim~ This is part of a walkable path along the northwest rim of the valley. The path continues around the valley to the south and leads out to the north. It is possible to scamper down to a terraced field east of here. ~ 125 0 4 D0 ~ ~ 0 -1 12506 D1 ~ ~ 0 -1 12532 D2 ~ ~ 0 -1 12508 S #12508 Valley Rim~ This is part of a walkable path along the western rim of the valley. Below can be seen the roofs, streets, and general activity of the town. The path continues north and south. ~ 125 0 4 D0 ~ ~ 0 -1 12507 D2 ~ ~ 0 -1 12509 S #12509 Valley Rim~ A large watchtower protrudes out of the valley directly east of here. The edge of the valley rim has been artificially extended to reach the tower where a door has been built to open on this level. The path continues north and south. ~ 125 c 4 D0 ~ ~ 0 -1 12508 D1 ~ door~ 2 12590 12550 D2 ~ ~ 0 -1 12510 S #12510 Valley Rim~ This is the part of a walkable path along the western rim of the valley. Stairs lead down to the east. A tower from the valley floor pokes up by the path to the north. ~ 125 c 4 D0 ~ ~ 0 -1 12509 D1 ~ ~ 0 -1 12511 D2 ~ ~ 0 -1 12620 S #12511 Stairway~ The sides of this valley are steep enough to require a considerable effort to climb, and apparently the locals have built these stairs to make the going easier. The valley rim lies to the west and there is a landing east of here. ~ 125 0 1 D1 ~ ~ 0 -1 12512 D3 ~ ~ 0 -1 12510 S #12512 Landing~ This large stone platform rests on a vaguely level part of the valley wall between two levels of stairs. From here it is possible to see several rickity roofs and an alley directly below, though too far down to jump. The stairs lead to the top of the valley to the west and to the valley floor to the east. ~ 125 0 1 D1 ~ ~ 0 -1 12513 D3 ~ ~ 0 -1 12511 S #12513 Stairway~ The sides of this valley are steep enough to require a considerable effort to climb, and apparently the locals have built these stairs to make the going easier. The valley floor lies to the east and there is a landing west of here. ~ 125 0 1 D1 ~ ~ 0 -1 12545 D3 ~ ~ 0 -1 12512 S #12514 Stairway~ The sides of this valley are steep enough to require a considerable effort to climb, and apparently the locals have built these stairs to make the going easier. The valley rim lies to the east and there is a landing west of here. ~ 125 0 1 D1 ~ ~ 0 -1 12501 D3 ~ ~ 0 -1 12515 S #12515 Landing~ This large stone platform rests on a vaguely level part of the valley wall between two levels of stairs. From here it is possible to see several rickity roofs and an alley directly below, though too far down to jump. The stairs lead to the top of the valley to the east and to the valley floor to the west. A path leads south to a high point overlooking the entire valley. A signpost has been roughly nailed onto a section of the handrail here. ~ 125 0 1 D1 ~ ~ 0 -1 12514 D2 ~ ~ 0 -1 12500 D3 ~ ~ 0 -1 12516 E sign signpost~ West - Town of Anapest East - Valley Rim, Crevices, Glacier South - Wilderness, The Great Northern Road ~ S #12516 Stairway~ The sides of this valley are steep enough to require a considerable effort to climb, and apparently the locals have built these stairs to make the going easier. The valley floor lies to the west and there is a landing east of here. ~ 125 0 1 D1 ~ ~ 0 -1 12515 D3 ~ ~ 0 -1 12518 S #12517 Smychka Avenue~ This is the southern end of Smychka Avenue, which extends quite a ways to the north. Temple Hill is west of here and there is an importer's shop to the east. ~ 125 0 1 D0 ~ ~ 0 -1 12518 D1 ~ ~ 0 -1 12573 D3 ~ ~ 0 -1 12547 S #12518 Smychka Avenue~ This wide bricked street extends north and south through the town of Anapest. In this block, a stairway leads up to the eastern rim of the valley. ~ 125 0 1 D0 ~ ~ 0 -1 12519 D1 A flight of stairs~ ~ 0 -1 12516 D2 ~ ~ 0 -1 12517 S #12519 Smychka Avenue~ This wide bricked street extends north and south through the town of Anapest. There is a shop on the west side of the street sporting a sign, "Pastry 'N Things". ~ 125 0 1 D0 ~ ~ 0 -1 12520 D2 ~ ~ 0 -1 12518 D3 Pastry 'N Things~ ~ 0 -1 12574 S #12520 Intersection of Mrin and Smychka~ The differing brick layouts of these two roads evidently confused the person in charge of laying them out, for there is no consistent pattern here, and there are lots of spaces between the bricks where the edges just wouldn't line up. ~ 125 0 1 D0 ~ ~ 0 -1 12521 D1 ~ ~ 0 -1 12556 D2 ~ ~ 0 -1 12519 D3 ~ ~ 0 -1 12555 S #12521 Smychka Avenue~ This wide bricked street extends north and south through the town of Anapest. To the west is the Fighter's Guild. ~ 125 0 1 D0 ~ ~ 0 -1 12522 D2 ~ ~ 0 -1 12520 D3 The Fighter's Guild~ ~ 0 -1 12575 S #12522 Smychka Avenue~ This wide bricked street extends north and south through the town of Anapest. It seems that someone named Albert has taken over this block, there being an "Albert's Fine Restaurant" on the west side and "Albert's Clothier" on the east. ~ 125 0 1 D0 ~ ~ 0 -1 12523 D1 Albert's Clothier~ ~ 0 -1 12577 D2 ~ ~ 0 -1 12521 D3 Albert's Fine Restaurant~ ~ 0 -1 12576 S #12523 Intersection of Sysphia and Smychka~ The differing brick layouts of these two roads evidently confused the person in charge of laying them out, for instead of just fitting the patterns together, the entire intersection has been covered with asphault. ~ 125 0 1 D0 ~ ~ 0 -1 12524 D1 ~ ~ 0 -1 12569 D2 ~ ~ 0 -1 12522 D3 ~ ~ 0 -1 12570 S #12524 Smychka Avenue~ This wide bricked street extends north and south through the town of Anapest. A small store, with a deeply ornate sign proclaiming "Lapidary" and thick bars on the windows is west of here. To the east is the west wall of the palace ground, replete with ornamented spikes along the top. ~ 125 0 1 D0 ~ ~ 0 -1 12525 D2 ~ ~ 0 -1 12523 D3 Lapidary~ ~ 0 -1 12578 S #12525 Smychka Avenue~ This wide bricked street extends north and south through the town of Anapest. There is a pond northeast of here and the naturally corresponding park is to the west. The Palace Gates are east of here. ~ 125 0 1 D0 ~ ~ 0 -1 12526 D1 The Palace Gates~ ~ 0 -1 12579 D2 ~ ~ 0 -1 12524 D3 Pond Park~ ~ 0 -1 12600 S #12526 Smychka Avenue~ The avenue bends here in deference to a pleasant medium sized pond spreading from the north to the west. ~ 125 0 1 D1 ~ ~ 0 -1 12527 D2 ~ ~ 0 -1 12525 S #12527 Smychka Avenue~ The road ends here at the foot of a series of terraced fields to the north. The Farmer's Guild is east of here, and the road leads off west. ~ 125 0 1 D0 The terraced fields~ ~ 0 -1 12529 D1 The Farmer's Guild~ ~ 0 -1 12528 D3 ~ ~ 0 -1 12526 S #12528 Farmer's Guild~ Decorated in a neo-cow and colored in off-wheat, this place would seem to be the kind of place for down-to-earth people to hang out in. The exit is west. ~ 125 d 0 D3 ~ ~ 0 -1 12527 S #12529 Eastern Lower Terrace~ This is a long, flat area formed out of the sloping side of the valley for agricultural purposes. The field is interrupted on the west by a waterfall which cuts a drastic gash in the north side of the valley. There are steps at intervals along the terrace which allow travel to the next terrace just north of here and down to the street below. ~ 125 c 2 D0 Another terrace~ ~ 0 -1 12530 D2 A paved road~ ~ 0 -1 12527 S #12530 Eastern Middle Terrace~ This is a long, flat area formed out of the sloping side of the valley for agricultural purposes. The field is interrupted on the west by a waterfall which cuts a drastic gash in the north side of the valley. There are steps at intervals along the terrace which allow travel to the next terrace just north of here and down to one below. ~ 125 0 2 D0 Another terrace~ ~ 0 -1 12531 D2 Another terrace~ ~ 0 -1 12529 S #12531 Eastern Upper Terrace~ This is a long, flat area formed out of the sloping side of the valley for agricultural purposes. The field is interrupted on the west by a waterfall which cuts a drastic gash in the north side of the valley. There are steps at intervals along the terrace which allow travel to the next terrace down, just south of here. A little used path leads to the rim of the valley to the east. ~ 125 0 2 D1 The valley rim~ ~ 0 -1 12504 D2 Another terrace~ ~ 0 -1 12530 S #12532 Western Upper Terrace~ This is a long, flat area formed out of the sloping side of the valley for agricultural purposes. The field is interrupted on the east by a waterfall which cuts a drastic gash in the north side of the valley. There are steps at intervals along the terrace which allow travel to the next terrace down, just south of here. A little used path leads to the rim of the valley to the west. ~ 125 0 2 D2 Another terrace~ ~ 0 -1 12533 D3 The valley rim~ ~ 0 -1 12507 S #12533 Western Middle Terrace~ This is a long, flat area formed out of the sloping side of the valley for agricultural purposes. The field is interrupted on the east by a waterfall which cuts a drastic gash in the north side of the valley. There are steps at intervals along the terrace which allow travel to the next terrace just north of here and down to one below. A lonely hut stands at the western end of the terrace. ~ 125 0 2 D0 Another terrace~ ~ 0 -1 12532 D2 Another terrace~ ~ 0 -1 12534 D3 A small hut~ ~ 0 -1 12535 S #12534 Western Lower Terrace~ This is a long, flat area formed out of the sloping side of the valley for agricultural purposes. The field is interrupted on the east by a waterfall which cuts a drastic gash in the north side of the valley. There are steps at intervals along the terrace which allow travel to the next terrace just north of here and down to the street below. ~ 125 c 2 D0 Another terrace~ ~ 0 -1 12533 D2 A paved road~ ~ 0 -1 12536 S #12535 Hut~ This seems to be an undersized supply/equipment hut with its sole exit being east. There appears to be little organization or security here. ~ 125 d 0 D1 A terraced field~ ~ 0 -1 12533 S #12536 Miranda Avenue~ The northern part of Miranda coms to a stop here, tucked up next to the first level of the terraced fields to the north. The avenue curves east before assuming its normally southern heading. The low profile of the Slop Joint rises on the south and a path leads around it to the west. ~ 125 0 1 D0 A terraced field~ ~ 0 -1 12534 D1 ~ ~ 0 -1 12537 D2 The Slop Joint~ ~ 0 -1 12604 D3 ~ ~ 0 -1 12608 S #12537 Miranda Avenue~ The bricks of the road curve here from the south off toward the west, impinged by the presence of a large pond occupying the northern part of the valley. The pond is filled by an impressive waterfall which cuts the north wall of the valley in two. ~ 125 0 1 D2 ~ ~ 0 -1 12538 D3 ~ ~ 0 -1 12536 S #12538 Miranda Avenue~ This part of town has an almost tangible feeling of strangeness to it. The bricks of the road appear darker, and fit together in a sharp and angular fashion. The streetlamps seem to loom overhead, ready to strike, rather than illuminate the area...but none of this is a truely objective impression, just a feeling. The Chemist's is on the west side of the road and there is a park to the east. ~ 125 0 1 D0 ~ ~ 0 -1 12537 D1 Pond Park~ ~ 0 -1 12600 D2 ~ ~ 0 -1 12539 D3 The Chemist's~ ~ 0 -1 12580 S #12539 Miranda Avenue~ This part of town has an almost tangible feeling of strangeness to it. The bricks of the road appear darker, and fit together in a sharp and angular fashion. The streetlamps seem to loom overhead, ready to strike, rather than illuminate the area...but none of this is a truely objective impression, just a feeling. On the west side of the street is the imposing facade of the Mage's Guild. On the east is a tiny shop called The Book Nook. ~ 125 0 1 D0 ~ ~ 0 -1 12538 D1 The Book Nook~ ~ 0 -1 12582 D2 ~ ~ 0 -1 12540 D3 The Mage's Guild~ ~ 0 -1 12581 S #12540 Intersection of Sysphia and Miranda~ The street layout chief of Anapest pulled off a rather strange way of avoiding the problem of meshing together the different brick patterns of the streets here. Instead of trying to preserve a pattern north-south and one east-west, the pattern on Miranda to the south turns here and becomes the pattern of Sysphia to the east. There is a similar turn going from north to west. A diagonal between the two brick patterns is filled in with gravel. ~ 125 0 1 D0 ~ ~ 0 -1 12539 D1 ~ ~ 0 -1 12570 D2 ~ ~ 0 -1 12541 D3 ~ ~ 0 -1 12571 S #12541 Miranda Avenue~ This wide, bricked street leads north and south through the town of Anapest. The impressive facade of the town courthouse dominates the west side of the street. ~ 125 0 1 D0 ~ ~ 0 -1 12540 D2 ~ ~ 0 -1 12542 D3 ~ ~ 0 -1 12601 S #12542 Miranda Avenue~ This wide, bricked street leads north and south through the town of Anapest. This is part of the administrative section of town, the tax office being on the east and an entrance to the police station on the west. ~ 125 0 1 D0 ~ ~ 0 -1 12541 D1 The Tax Office~ ~ 0 -1 12583 D2 ~ ~ 0 -1 12543 D3 The Police Station~ ~ 0 -1 12584 S #12543 Intersection of Mrin and Miranda~ Apparently, the confused person in charge of laying out these roads decided to give up trying to mesh together the two different brick designs that meet here. Instead, he or she used square bricks to fill out the area, preventing any possible kind of confusion, though the resulting grid may be less aesthetic - it WOULD be good for some kind of large scale chess game, though. ~ 125 0 1 D0 ~ ~ 0 -1 12542 D1 ~ ~ 0 -1 12555 D2 ~ ~ 0 -1 12544 D3 ~ ~ 0 -1 12554 S #12544 Miranda Avenue~ This wide, bricked street leads north and south through the town of Anapest. On the west side of the street is a gaudily adorned building with a large bloated sign reading "Lucky Hotel". ~ 125 0 1 D0 ~ ~ 0 -1 12543 D2 ~ ~ 0 -1 12545 D3 The Lucky Hotel ~ ~ 0 -1 12586 S #12545 Miranda Avenue~ This wide, bricked street leads north and south through the town of Anapest. A wide staircase leads up the steep side of the valley to the west. The end of the avenue can be seen to the south. ~ 125 0 1 D0 ~ ~ 0 -1 12544 D2 ~ ~ 0 -1 12546 D3 A wide staircase ~ ~ 0 -1 12513 S #12546 Miranda Avenue~ This is the southern end of Miranda Avenue, which extends quite some distance north from here. The religious part of town is hereabouts, the large polished structure of the Cleric's Guild is west of here, and Temple Hill is just to the east. ~ 125 0 1 D0 ~ ~ 0 -1 12545 D1 Temple Square ~ ~ 0 -1 12547 D3 The Cleric's Guild ~ ~ 0 -1 12587 S #12547 Temple Hill~ The center of religious life in Anapest is atop this little hill, not because of any particular structure here, but because of a particular isolation from the rest of Anapest and a feeling of closeness to the sun, moon, stars, clouds, and all of nature itself. The cheerfully imposing Temple of Anapest is a few steps north of here, while the Spiritual Garden is to the south. Paths lead down the hill to the west and east. ~ 125 ce 1 D0 The Temple of Anapest ~ ~ 0 -1 12548 D1 Smychka Avenue ~ ~ 0 -1 12517 D2 The Spiritual Garden ~ ~ 0 -1 12591 D3 Miranda Avenue ~ ~ 0 -1 12546 S #12548 Temple~ Rings of gold and silver encircle this large dome. The whole room resounds in symmetry from the round skylight at the top of the dome, to a line of round windows about midway up the dome, to the rows of pews surrounding the central dias. In fact, the only non-symmetric feature is the exit in the south wall. ~ 125 de 0 D2 Temple Hill ~ ~ 0 -1 12547 S #12549 West Tower Roof~ From this point on the western tower, it is possible to defend Anapest from attackers along the entire western rim, which is clearly visible not far below. Anapest itself, is much too far down, being inside the valley, for any but the vaguest detail to be discerned. A shaky flight of stairs leads down into the tower. ~ 125 0 4 D5 ~ ~ 0 -1 12550 S #12550 West Tower Bunk Room~ This is a place for the tower guards to sleep or just hang around when not on duty. The furnishings are sparse and not at all noteworthy, which may reflect on the average lifestyle of those in this profession. There is a door in the west wall of the room, and a shaky set of stairs leads both farther up and down in the tower. ~ 125 d 0 D3 ~ door~ 2 12590 12509 D4 ~ ~ 0 -1 12549 D5 ~ ~ 0 -1 12551 S #12551 West Tower Armoury~ There is no real furniture here, just lots of room to hang, horde, and stockpile weapons. The security of this room, apparently, has not always been very tight, and the probability of there being any significant selection is low. A rickity staircase leads toward the top of the tower and there is a door in the south wall. ~ 125 d 0 D2 ~ door~ 2 12590 12552 D4 ~ ~ 0 -1 12550 S #12552 Mrin Street~ The west end of Mrin halts at the valley wall here. The bricks of the road extend east toward the other side of the valley. To the north is the door to the West Tower, which extends quite a distance above the rim of the valley. ~ 125 0 1 D0 The West Tower ~ door~ 2 12590 12551 D1 ~ ~ 0 -1 12553 S #12553 Mrin Street~ This wide bricked road extends east and west across the town of Anapest. A dark alley leads south from here, and a snack bar has been built against the side of the jail to the north. ~ 125 0 1 D0 ~ ~ 0 -1 12603 D1 ~ ~ 0 -1 12554 D2 ~ ~ 0 -1 12592 D3 ~ ~ 0 -1 12552 S #12554 Mrin Street~ This wide bricked road extends east and west across the town of Anapest. An entrance to the police station lies north of here. ~ 125 0 1 D0 ~ ~ 0 -1 12584 D1 ~ ~ 0 -1 12543 D3 ~ ~ 0 -1 12553 S #12555 Mrin Street~ This wide bricked road extends east and west across the town of Anapest. This is a particularly bleak section between Smychka and Miranda avenues. ~ 125 0 1 D1 ~ ~ 0 -1 12520 D3 ~ ~ 0 -1 12543 S #12556 Mrin Street~ This wide bricked road extends east and west across the town of Anapest. There is a supply store north of here. ~ 125 0 1 D0 Supply Store ~ ~ 0 -1 12593 D1 ~ ~ 0 -1 12557 D3 ~ ~ 0 -1 12520 S #12557 Mrin Street~ This wide bricked road extends east and west across the town of Anapest. There is a twisty alley north of here and a humble building to the south with a sign declaring, "Shaky Knees Inn". ~ 125 0 1 D0 ~ ~ 0 -1 12562 D1 ~ ~ 0 -1 12558 D2 The Shaky Knees Inn ~ ~ 0 -1 12594 D3 ~ ~ 0 -1 12556 S #12558 Mrin Street~ This is the east end of Mrin Street, which continues well off to the west. The door to the impressive East Tower is to the north, and an unassuming knife shop is buried in the valley wall to the east. ~ 125 0 1 D0 ~ door~ 2 12590 12559 D1 The Knife Shop ~ ~ 0 -1 12595 D3 ~ ~ 0 -1 12557 S #12559 East Tower Armoury~ There is no real furniture here, just lots of room to hang, horde, and stockpile weapons. The security of this room, apparently, has not always been very tight, and the probability of there being any significant selection is low. A rickity staircase leads toward the top of the tower and there is a door in the south wall. ~ 125 d 0 D2 ~ door~ 2 12590 12558 D4 ~ ~ 0 -1 12560 S #12560 East Tower Bunk Room~ This is a place for the tower guards to sleep or just hang around when not on duty. The furnishings are sparse and not at all noteworthy, which may reflect on the average lifestyle of those in this profession. There is a door in the east wall of the room, and a shaky set of stairs leads both farther up and down in the tower. ~ 125 d 0 D1 ~ door~ 2 12590 12502 D4 ~ ~ 0 -1 12561 D5 ~ ~ 0 -1 12559 S #12561 East Tower Roof~ From this point on the eastern tower, it is possible to defend Anapest from attackers along the entire eastern rim, which is clearly visible not far below. Anapest itself, is much too far down, being inside the valley, for any but the vaguest detail to be discerned. A shaky flight of stairs leads down into the tower. ~ 125 0 4 D5 ~ ~ 0 -1 12560 S #12562 Alley~ For an alley, this is a rather wide one, at least here at its southern end, where it opens up on Mrin Street. It looks narrower, darker, and generally less safe to the north. ~ 125 0 1 D0 ~ ~ 0 -1 12563 D2 Mrin Street ~ ~ 0 -1 12557 S #12563 Alley Corner~ The alley twists from the east to the south here, finding its way between buildings with no entrances on this side. The area has been littered with a passion. ~ 125 0 1 D1 ~ ~ 0 -1 12564 D2 ~ ~ 0 -1 12562 S #12564 Alley~ This is a particularly dark part of the alley, probably so even on the brightest day of the year. The litter here has piled up so significantly it's only possible to get through in single file. The alley extends west and east here. ~ 125 an 1 D1 ~ ~ 0 -1 12565 D3 ~ ~ 0 -1 12563 S #12565 Alley Corner~ The alley twists from the west to the north here, finding its way between buildings with no entrances on this side. The area has been littered with a passion. ~ 125 0 1 D0 ~ ~ 0 -1 12566 D3 ~ ~ 0 -1 12564 S #12566 Alley~ This end of the alley opens up on the end of Sysphia Street to the north. To the south, the alley becomes darker and narrower. ~ 125 0 1 D0 Sysphia Street ~ ~ 0 -1 12567 D2 ~ ~ 0 -1 12565 S #12567 Sysphia Street~ The east end of Sysphia Street is here, where the palace wall meets the side of the valley. To the south is a dark alley. ~ 125 0 1 D2 ~ ~ 0 -1 12566 D3 ~ ~ 0 -1 12568 S #12568 Sysphia Street~ This bricked road runs east to west through Anapest. In this eastern part of the city, it lies just south of the palace wall. To the south is an armoury. ~ 125 0 1 D1 ~ ~ 0 -1 12567 D2 The Armoury ~ ~ 0 -1 12597 D3 ~ ~ 0 -1 12569 S #12569 Sysphia Street~ This bricked road runs east to west through Anapest. In this eastern part of the city, it lies just south of the palace wall. To the north is the weaponry. ~ 125 0 1 D0 ~ ~ 0 -1 12609 D1 ~ ~ 0 -1 12568 D3 ~ ~ 0 -1 12523 S #12570 Sysphia Street~ This bricked road runs east to west through Anapest. To the north is a pet shop. ~ 125 0 1 D0 The Pet Shop ~ ~ 0 -1 12610 D1 ~ ~ 0 -1 12523 D3 ~ ~ 0 -1 12540 S #12571 Sysphia Street~ This bricked road runs east to west through Anapest. To the north is a furrier's. ~ 125 0 1 D0 The Furrier ~ ~ 0 -1 12599 D1 ~ ~ 0 -1 12540 D3 ~ ~ 0 -1 12572 S #12572 Sysphia Street~ This is the west end of Sysphia Street. This area could really use some development. ~ 125 0 1 D1 ~ ~ 0 -1 12571 S #12573 Far Places Importers~ True to its name, the walls, floor, and ceiling of this place are covered with items which clearly do not originate from this region, perhaps some not from this reality. The sole exit is west. ~ 125 dh 0 D3 ~ ~ 0 -1 12517 S #12574 Pastry 'N' Things~ Warm wafts of aroma filter through this room, ready to send any visitor into calorific ecstasy. The doorway to leave this wonderful place is to the east. ~ 125 d 0 D1 ~ ~ 0 -1 12519 S #12575 Fighter's Guild~ This place smells of sweat and a boastful attitude - just the right atmosphere to practice the valiant and true profession of being violent. The air is clearer outside to the east. ~ 125 d 0 D1 ~ ~ 0 -1 12521 S #12576 Albert's Fine Restaurant~ The floor is deep-pile anti-stain carpeting. There are silk curtains over the windows, and masterpieces of art on the walls. The tables have been luxuriently covered by fine cloths with intricate patterns in violet and maroon. Whatever the food tastes like, there certainly has been an effort to please the customer's eyes. The highly decorative entrance is east. There is no sign of a kitchen. ~ 125 dh 0 D1 ~ ~ 0 -1 12522 S #12577 Albert's Fine Clothiers~ When it is necessary to attend any formal occasion in Anapest, this is the place to come to be fitted with the best possible attire. The prices may be steep, but the results are impressive. ~ 125 d 0 D3 ~ ~ 0 -1 12522 S #12578 Lapidary~ The several glass cases in this room are filled with rows of gemstones, cut and uncut, some in settings, some not. There is a sign on the wall which looks important. The single exit is east. ~ 125 dh 0 D1 ~ ~ 0 -1 12524 E case cases glass~ The glass cases look very, very secure. ~ E sign~ The sign is framed by a lavender doily and reads: We are proud of the wide selection of fine jewelry and gemstones we can offer you. Ask us about our rings, necklaces, bracelets, cut and uncut stones. ~ S #12579 Palace Gates~ Anapest has been ruled for centuries by royalty, and naturally, they need someplace to stay, so it might as well be opulent and walled off. The gates here are the only entrance and exit for the palace, at least the only public ones. This area amounts to a square cut in the perimeter of the palace grounds, making it easier to defend against hostile people. A party trying to force its way in, even if it defeated the guards, would have to fear forces at the top of the walls, ready to riddle a body with arrows. ~ 125 0 1 D1 ~ gate~ 1 0 12700 D3 ~ ~ 0 -1 12525 S #12580 The Chemist's~ This room is dark and smoky, in such a way as to nearly induce vomiting. There are desks covered with tubes, bottles, and little bags, and there's a chart of some sort hanging crooked on the wall. Relief can be found to the east. ~ 125 d 0 D1 ~ ~ 0 -1 12538 E chart~ It's incomprehensible. ~ S #12581 Mage's Guild~ The walls of this room are covered by tapestries featuring intricate symbols which can only be understood through long hours of study and concentration. The main problem with that is the general darkness and murkiness of the room, which would make such study difficult on the eyes. The exit is to the east. ~ 125 d 0 D1 ~ ~ 0 -1 12539 E tapestry wall walls~ The designs are a bit like the effects of a firm hand pressed into an eyeball, but a bit more structured, like a shattered piece of glass. ~ S #12582 Book Store~ There are shelves on shelves and shelves beside shelves and shelves in front of shelves and shelves stuck whereever they would fit...almost a Shelf Store, in fact. There aren't, however, enough books to fit on all the shelves. The shelves let up to the west. ~ 125 dh 0 D3 ~ ~ 0 -1 12539 S #12583 Tax Office~ This is a small little room with a desk, a painting of King Byron nailed to the wall, and a drop box strapped to the middle of the floor. It would seem an average room, but the fact that most townspeople have to fork over a hefty percentage of their money here each year rather makes this place depressing. The view is more uplifting to the west. ~ 125 dh 0 D3 ~ ~ 0 -1 12542 E painting portrait byron king picture~ It's quite flattering. ~ S #12584 Police Station~ There are two ways into this important building, one from Miranda Avenue to the east, the other from Mrin Street to the south. There is also a doorway into the courthouse to the north. The walls are covered with both fresh and yellowing posters of wanted criminals and a painting of King Byron, which seems almost to blend in with them, though he surely is not wanted himself. The bars of the lockup form the west wall of the room. ~ 125 dh 0 D0 The Courthouse ~ ~ 0 -1 12601 D1 ~ ~ 0 -1 12542 D2 ~ ~ 0 -1 12554 D3 Lockup ~ ~ 2 12585 12585 E painting portrait byron~ It's quite flattering. ~ E posters criminals wanted~ There's a lot of them. What do you suppose the chances are that you're among them? ~ S #12585 Lockup~ The cumulative years served by the convicted have resulted in quite a lot of timekeeping scratches on the walls. There are no furnishing with which prisoners could hurt themselves or others. The bars of the east wall make the sole entertainment the activity of those with freedom in the rest of the station. ~ 125 cdh 0 D1 Freedom... ~ door~ 2 12585 12584 E scratches writing graffiti~ The cumulative marks seems to add up to many years of wasted human time. There are occasional remarks about finding ways out of lockup, and several rudimentary, yet definitely obscene, drawings. ~ S #12586 Lucky Hotel~ A dump, but cheap. The rooms are, however, quite cramped. Miranda Avenue lies east of here. ~ 125 d 0 D1 ~ ~ 0 -1 12544 S #12587 Anteroom~ This is a small reception-type room which the clerics like to call an "Anteroom". The confessional, to the south, is open to all. The rest of the building, to the west, is only for those who belong to the profession. The real world is to the east. ~ 125 d 0 D1 ~ ~ 0 -1 12546 D2 ~ ~ 0 -1 12588 D3 ~ ~ 0 -1 12589 S #12588 Confessional~ The lights are dim here. There is a screen, behind which a kind, benevolent figure sits, ready to listen to any confession, at any time. ~ 125 dhl 0 D0 ~ ~ 0 -1 12587 S #12589 Hall~ This is a wide long space leading from the Anteroom, to the east, to the Meditation room west of here. The walls, for some reason, are painted peach. ~ 125 d 0 D1 ~ ~ 0 -1 12587 D3 ~ ~ 0 -1 12590 S #12590 Meditation Room~ All sound and light are muffled in this room, to increase the reception of the mind to study and meditation on the aspects of being a priest. There is a slight smell of flowers and the air is a bit thinner. The world is more confusing to the east. ~ 125 dl 0 D1 ~ ~ 0 -1 12589 S #12591 Statuary~ In between various small shrubs and trees are scores of statues of people in different states of repose. There is a certain feeling of safety and unworldliness here. Temple Hill lies to the north and to the south you see the entry to the Donation rooms. ~ 125 ce 1 D0 Temple Hill ~ ~ 0 -1 12547 D2 ~ ~ 0 0 12625 S #12592 Dead End Alley~ Just what every town or city needs is a useless bit of road that leads nowhere, and that's what this is. A street of greater utility lies north. ~ 125 0 1 D0 ~ ~ 0 -1 12553 S #12593 Supply Shop~ This place specializes in those things that might be necessary for anything from a long journey to a guild picnic. If it's not here, it's probably nowhere. ~ 125 d 0 D2 ~ ~ 0 -1 12556 S #12594 Shaky Knees Inn~ This place is manages to keep its prices low by providing no amenities whatsoever. On the other hand, this allows them to rent out slightly larger rooms. The exit is to the north. ~ 125 dl 0 D0 ~ ~ 0 -1 12557 S #12595 Knife Shop~ The displays of rare and nasty knives here could be a bit more professional looking, and there really ought to be some prices on the items, but there aren't. This whole place just comes off as unprofessional. Perhaps the real business of the shop happens in the room to the south, which is partially hidden by a curtain. ~ 125 d 0 D2 ~ ~ 0 -1 12596 D3 ~ ~ 0 -1 12558 S #12596 Thieves' Guild~ Extravagence was obviously not a goal in the decoration of the room, since anything worth something would be stolen. In fact, the only actually interesting thing about the room is the series of instructive drawings for the various thiefly functions - picking pockets or locks, hiding, backstabbing, and so on. The Knife Shop is behind a curtain north of here. There is a door reinforced with wrought iron in the east wall. ~ 125 d 0 D0 The Knife Shop ~ ~ 0 -1 12595 D1 ~ door~ 1 12591 12100 S #12597 The Armoury~ This is mostly an anonymously empty room. The major identifying characteristic are the various swatches of cloth and bits of shaved metal scattered about the floor. ~ 125 d 0 D0 ~ ~ 0 -1 12568 S #12599 Furrier~ In this part of the worlds, most people do not have enough body hair to get around comfortably in the cold. This shop has specialized entirely in recycling furs, so that people can benefit from the warm furs that animals had used. ~ 125 d 0 D2 ~ ~ 0 -1 12571 S $~