The Districts

## The Nexus

*At the heart of the city lies a massive tower lined arches that lead to gateways all across the continent, serving as the center of this shattered world and its only trade hub. This is the Nexus, and it does not end at the tower. The surrounding area is crowded with merchants looking to buy and sell goods—some legal, some not. The black market flourishes here, despite countless efforts to root it out. The Cobras have long claimed the Nexus markets as their territory, an attitude that the Crows do not appreciate. Those who die and don’t go hollow appear upon the basement floor of the Nexus, called the “Deathwatch Sector” for obvious reasons.*

### Deathwatch Post

Below the first floor of the Nexus is the deathwatch. Those who perish and return to life, not yet Hollow, will appear there. It is the funnel point of all archstones, so it only makes sense they are returned there. Wolves are posted there in order to take in those who have died, and log them. If they died adventuring, they are usually sent on their way. Murder victims can immediately report such a crime. This makes murder require an extra step: bribing the Deathwatch to let you make sure they stay down.

## Glassier District

*The Glassier District, located on Glass Hill, the broadest of the three hills of Sanctus, is home to a multitude of greenhouses, stretching as far as the eye can see, and the farmers who tend them. It is the largest and most sparsely populated area of Sanctus, and its residents are the most insular; the ever-shifting web of alliances and rivalries between clans in the Glassier district is wholly separate from the larger political tapestry of Sanctus, and even natives from other districts of Sanctus are seen as outsiders, welcome in the markets for honest trade but eyed with wary mistrust elsewhere. While there is a heavy Wolf presence here, the locals believe that their role is solely to keep others out. The Glassiers claim they have the right to regulate themselves, and even the most vehemently opposed families will unite against “foreign” interference.*

## The Judicature

*The Judicature is also home to the Wolves’ main barracks in Sanctus and the Crows’ houses of law.  It is heavily guarded and fairly wealthy, as many of those who can’t afford the exorbitant cost of a tower in Spire Henge make do with less impressive lodging in the safest area of Sanctus. Wolves who choose not to live in the barracks can expect discounts on housing in the district, as well.*

### The Courts of the Judicature

All official trials that take place within Sanctus happen within the six courts. In the three courts which deal with disputes, trial by combat is allowed and sometimes even encouraged. The courts dealing with true crimes have outlawed dueling on the grounds that "might makes right" does not apply to matters of truth and justice. The Lions disagree vehemently, and have mounted an ongoing campaign to change the law.

The Equestrian Court: Rich disputes.

The Estate Court: Middle class disputes.

The Petty Court: Poor disputes.

The Court of High Crimes: murder, treason; life sentence in Penitent’s Yard.

The Court of Offense: burglary, muggings, assault, battery, repeat minor offenses; time in Penitence Yard

The Court of Low Crimes: minor theft, disturbance of the peace; pay fines

## The Vend

*The Vend is where many artisans make and sell their wares, from leatherworkers to bookbinders. Some artists make their homes here as well, especially sculptors, potters, and others who work with heavy, bulky materials that are harder to transport through narrower streets. To the west of the Vend is a rather makeshift temple district full of wooden buildings that do not quite fit in with the stone bones of the city. In the east, civic offices are afforded safety by their proximity to the Judicature.*

### The Garden of Wheels

Food carts and entertainers have claimed this area. Singers, musicians, and cooks all come to the Garden of Wheels to ply their trade, creating one of the most lively areas in Sanctus.

### Barsavi’s Court

The Court, as it is sometimes called, is the banking hub. The rich and the middle class leave their hordes of wealth in the protection of the banks here, all heavily guarded by the Wolves. Banking is overseen by Crow officials, in order to make sure that it all goes to plan.

## Spire Henge

*Built on Barsavi’s Hill in eastern Sanctus, the lavish towers that give this district its name ensure that those with enough money can look down on the surrounding lands, though the Nexus still dwarfs even the proudest spire.*

*The rich and well-to-do gather here in extravagance. Among the denizens are known trade lords of the Crows, famous Lions, high ranking Wolves, and the wealthy Cobras. High on their hill, they are able to live in safety, far from the stenches and clamorings of the slums.  The buildings here stretch high and wide, testaments to the power of those they hold. The architecture is pleasing and boastful, with swirling marble being a common theme.*

### College of Patrons

The College of Patrons exists as a way for the rich and well to do to be able to sponsor up-and-coming creators. Not just traditional artists are found this way, but writers, actors, and philosophers too. If a patron is satisfied with the work of the artist, it is commonplace for them to be taken into the home of the Patron to practice their craft and deliver on promised works.

## Varsity Row

*Varsity Row is home to the intellectuals of Sanctus, boasting academies, schools of magic, and universities. If seeking knowledge is a goal for somebody, they will undoubtedly find themselves within Varsity Row at one point or another. Varsity Row is home to the House of Physicians, who base their healing operations from their white hall.*

*Built along the southern wall, with parts of university spires built into the wall itself, this district stands tall and distinct.*

## Curtain Avenue

*If you fancy high-brow plays and pretentious art, this is the place for you.  Wide, clean streets bereft of the street-side vendors that can be found almost everywhere else lead to lavish theaters and amphitheaters, each decorated with the elaborate drapes that give this district its name. Many artists dream of establishing a workshop here, where they can achieve fame and recognition, but very, very few can do so without the help of a wealthy patron.*

### Vansha’s Promenade

A beautiful garden, frequented by the rich and famous who wish to see and be seen. Blessed by the goddess Vansha, who among other things was the patron of gardeners, the plants that flourish here should long since have died from lack of sun, reminding visitors that there is beauty in this life, no matter how bleak it may seem. Gated and protected to preserve one of the few remaining sacred places, not many common folk are allowed entry during the year. However, on the Day of Salvation, the public is allowed to stroll through the gardens.

## Ramshackle Downs

*Once an affluent district for minor nobles and prominent merchants displaced by the encroaching fog, Regency Downs was plagued by rumors of ghosts and curses. Over time, those who could afford to move elsewhere in the city did so, leaving their elegant mansions to be converted into cheap apartments or fall entirely into disrepair; no one remembers exactly when the name changed. The tales of dark magic, however, never left, and its reputation as the most haunted area in Sanctus is well-earned through centuries of odd happenings and urban legends that none dare disregard. Perhaps unsurprisingly, many of the oldest entrances to the Labyrinth can be found here, and its symbol is more prevalent here than anywhere else.*

### The Phantom Observatory

A dilapidated complex of dark libraries, musty reading rooms, and sparse accommodations so thoroughly haunted that on any given day the living populace is outnumbered two or three to one by undead spirits. The historians who live here endeavor to decipher the vague and often cryptic words of these ghosts, seeking new knowledge of their past.

## Mulchen Deeps

*Mulchen Deeps is the city’s cesspit, occupied by those who can’t afford to live and work anywhere else. Located in a steep basin at the foot of Sendovani’s Hill, much of the city’s runoff flows through, making it an undesirable place at the best of times.  These are the slums, the destitute hoover towns rife with plague and villainy. People are crammed into apartments too small for them to comfortably exist, only adding to the overall uncleanliness of the district. Not to mention that the sewers release their loads here, staining the ditches and divots with waste. The jobs here are plentiful, but pay next to nothing. Sweatshops, where much of the clothing and basic wears are produced for the city.*

### The Shambles

If the Mulchen Deeps are the cream of the crop for their overcrowding and poor standards of living, then the Shambles are the cream of the cream. This neighborhood is abhorred by anybody who is not both resistant to disease and able to handle grotesque sights. Rats and other rodents fill the Shambles, sometimes being the only source of food those people have. Crime runs rampant, and anybody who willingly chooses to stay there is considered mad.

## Penitents’ Yard

*There is no death penalty in Sanctus. Instead, those who break the law are thrown in the city’s prison district, a massive complex of  interweaving halls and cells. Known for brutal conditions within, it is meant as a hard deterrent to criminal activity.  While it is infamous, people cannot seem to agree on the spelling of it. Penitence, Penitents’, Penitants, they all are understood to be referring to the prison, but nobody agrees on it. A small charm to an otherwise awful place.*

## Chokedamp Foundries

*The Chokedamp (or the Choke, in less pretentious circles) is responsible for all of the poor visibility around the city. That is not actually true, but they do certainly produce a lot of pollution with their belching factories. Towering stacks spew black smoke into the sky, before it settles all across the district like a thin coat of dust. Coal fuels the fires of creation here, allowing for metalworkers and smiths to make wares for the city. These workers often find their residences within the district too, as there is a fair amount of low income housing. The tenement buildings are better than what are found in the Deeps by far, but that isn't saying much.*

### The Shatters

The first greenhouse district, not a district anymore. What remains is the shell of what it once was. Bars and frames which once held windows now lay bare and rusted. The windows they once held have been long shattered, their remnants either scattered on the ground or jagged in their sills. Rumored to be haunted by the spirits of the starved, the shatters attract thrill seekers and explorers. Rat has noted it as a fantastic jungle gym.

## Fool’s Gold Hill

*If you like alcohol, fighting, comedy, and having a good time, then you have come to the right place. Fool’s Gold Hill is legendary amongst the partiers of Sanctus. Bars, clubs, distilleries, theaters, brothels, you name it. It's here. There are even amphitheaters for gladiatorial combat. Usually not to the death. Usually. There is no better place in the city to get rowdy with the lads and almost die from alcohol poisoning. Even if you do, boot and rally champ, run out of the Deathwatch Sector and get back in the race.*

### Sendova Circus

This circular street is lined with some of the most legendary bars in the city and the site of the plane’s most infamous pub crawl: Sendovani’s Round. If you make it all the way back to the bar you started at, you win! If you don’t, pray that you have friends to drag you home before you get robbed.