Sanctuary is thus also integral to the Stormbringer RPG. All too often the flow of play and immersion is broken by players wondering if they can make skill checks, learn a new skill, summon a new demon, or do a side quest to get out of whatever tangle they've gotten into. If the GM limits all these bookkeeping or administrative actions to the time when players are in Sanctuary, he can adjust the pace from the hectic adventure of a scenario to the montage of Sanctuary time.
Sanctuary Actions
Check skills - If any skills were 'checked' (ie used successfully) in the preceding adventure, now is the time to roll for improvement as per the rules.
Summon new demons - I would limit impromptu summonings, which Elric fails at many times in the books, to demon types the sorcerer has already learned with the skill penalties noted in the rules. If the player wants to calculate a new demon type, he or she must wait till they reach Sanctuary.
Learn a skill - You'll have to find a Master of the skill (90% or higher), then roll as per the rulebook.
Get information - A good Sanctuary is a place to gather information for the next foray. There may be spies, fellow adventurers, or a seer who can tell the PCs exactly what they need to know.
Escape fate - Have assassins or demons aiming to take your life? Sanctuary is the place for a reprieve from the constant looking over your shoulder.
Regain Sanity - If you're using the Sanity Rules from Demon Magic, this is the place to recover them. Regan d10 Sanity for time spent in a Sanctuary.
Types of Sanctuary
Here are some examples of Sanctuaries. Choose the most appropriate, roll 1D6 to determine a line, of roll 3D6 for a chaotic result as you see fit.
1 mythical 1 city 1 of Balance
2 enchanted 2 castle 2 of a sorcerer / sorceress
3 luxurious 3 palace 3 of an emperor / empress
4 explanar 4 island 4 of a lord / lady
5 secluded 5 woodland 5 of an elemental
6 impregnable 6 prison 6 of a god