There isn’t a temple in sight. The closest thing to a temple is the Church in Northern San d’Oria.
You could also venture to the Temple of Uggalehpih on Elshimo Island.
>_

There isn’t a temple in sight. The closest thing to a temple is the Church in Northern San d’Oria.
You could also venture to the Temple of Uggalehpih on Elshimo Island.
>_
You check your inventory.
INVENTORY:
1x Warlock’s Chapeau
1x Duelist’s Chapeau [Equipped]
1x Estoqueur’s Chappel [Mod.]
1x Set of Warlock’s Armor
1x Set of Duelist’s Armor
1x Set of Estoqueur’s Armor [Equipped]
1x Joyeuse [Equipped]
1x Golden Fleece
1x Tanner’s Signboard
1x Tanners’ Stall
1x Bard [T]
1x Bartender [E]
1x Stablemaster [E]
4x Yellow Curry Bun
>_
The stable is far too large for you to carry. You may be able to carry all the materials needed to make a stable, but the idea of lugging around a fully constructed building is utterly preposterous. You’re sure the three gentlemen currently in your inventory would agree with you.
>_
Stranglers? You’re not quite sure what that has to do about anything. Do they want you to cast choke?
>_
You are not entirely sure who Pat is. You have a strange gut instinct that they have something to do with a comedy troupe, but cannot confirm this.
You grab the stablemaster and force him into your inventory. He puts up more of a fight than the other two, but the power of an abstract gaming concept is not to be reckoned with.
You hope nobody reports you for kidnapping. You’re not sure you could convince the temple knights they are merely party members. Again.
You pat a nearby chocobo on the head.
>_
You head to the chocobo stables. Several chocobos are milling around in the yard outside the main building. They look so cuddly and nice.
You enter the building. Inside are the rental personnel, several more chocobos, and the stablemaster.
You are currently raising a chocobo here.
>_
You go to Victory Square. You are in front of the Auction House, which is busy as ever. To the east is Eastgate, and to the west is Westgate. None are shocked at this revelation. Each leads to its respective section of Ronfaure.
To the north is Northern San d’Oria. This actually is a stunning revelation, as it shows San d’Oria has grasped the concept of four cardinal directions. You should probably give them a gold star of some sort.
Past the auction house is the chocobo stables. Further to the west are a variety of stores and the Tanner’s Guild.
>_
You leave both the bar and the tavern with two more individuals in your inventory than usual. A new record!
In front of you is the fountain. Past the fountain is Squire Alley. To your right is the path leading to victory square.
>_
You order some grape juice. It smells of alcohol, which is strange for grape juice. It seems someone’s been avoiding obtaining a license. You place it in your inventory.
You reach across the counter and drag the hapless bartender over and place him in your inventory as well. You wonder how you can possibly carry around a full grown Elvaan man, but then you remember you’re also carrying around a large stall and a miniature bard.
You decide it’s best not to think of these things.
>_