mirror of
https://github.com/tbamud/tbamud.git
synced 2026-01-07 09:58:49 +01:00
2188 lines
57 KiB
Text
2188 lines
57 KiB
Text
#25700
|
|
Maris' Armoury~
|
|
You stand in Maris' Armoury, self proclaimed finest armoury in all Jareth.
|
|
An ornate but servicable looking counter makes an 'L' shape around a door which
|
|
appears to lead into a rear service and holding area. Shields adorn the walls,
|
|
all polished to a bright gleam, and a suit of armor stands attentively on a
|
|
pedestal to the right of the counter. There is a plaque on the front of the
|
|
pedestal labelling the suit to be the 'Authentic Armor worn by an Ionion Knight
|
|
during the 2nd Crusade'. A sign on the front of the counter reads; Better to
|
|
die on your feet than live on your knees.
|
|
~
|
|
257 8 0 0 0 0
|
|
D1
|
|
You see the exit to North Bourbon St.
|
|
~
|
|
~
|
|
0 -1 25701
|
|
E
|
|
credits~
|
|
Jareth by Kaan for Dibrova
|
|
Jareth was my very first zone, which I stupidly used zone #30 as my vnum
|
|
base. I figured that overwriting would be easier and I could use the
|
|
existing info for reference as I was writing offline at the time and was
|
|
pretty confused as to how the files were set up. I was wrong about it
|
|
being easier and I don't suggest that route for anyone new to building ;-)
|
|
Jareth has all the amenities of a hometown with a couple of added features.
|
|
There is the Casino off the Boardwalk - look for the snippet if you need it
|
|
on the snippet page - where players can try their luck and see if they can
|
|
make some money the old fashioned way. There is a blood bank near the
|
|
Temple where a player can give blood, losing some hp, but gaining some cash.
|
|
The cash is minimal and the hp drain is too, but for a newbie, anything helps.
|
|
This was to be our main town for all of Dibrova, however with a bit of
|
|
whining and a lot of persuasion, we went the route of allowing players to
|
|
choose their hometown at the main menu and unfortunately most do not choose
|
|
this wondrous metropolis.
|
|
Please forgive if any objs or mobs are close to Midgaard's - in my defense
|
|
I say that is WAS my first zone, and I was very in the dark on how a mud
|
|
worked at all at the time.
|
|
|
|
Zone 257 is linked to the following zones:
|
|
258 Light Forest at 25729 (east ) ---> 25803
|
|
263 Farmlands at 25756 (west ) ---> 26300
|
|
33 Three of Swords at 25771 (north) ---> 3301
|
|
|
|
Links: 13n
|
|
Postmaster: 83
|
|
~
|
|
S
|
|
#25701
|
|
North Bourbon St.~
|
|
You are on a wide promenade which stretches north and south for quite some
|
|
distance. This seems to be one of, if not the, main thoroughfare for the city
|
|
of Jareth. Shops line both sides of the street, offering an abundance of
|
|
choices for any traveller in need of supplies. To the south it appears that the
|
|
street meets another street of similar size and opens into a large sqare. To
|
|
the east you see a weapons shop and to the west you see an armor shop. Quite
|
|
convenient, wouldn't you say? Obviously, Maris the arms dealer thinks so, too,
|
|
since his name is on both store fronts, proclaiming him the procurer of the
|
|
finest armor and weapons in all of Jareth.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
Looking north you see Bourbon Street stretch off into the distance.
|
|
|
|
~
|
|
~
|
|
0 -1 25754
|
|
D1
|
|
You see Maris' Weaponry.
|
|
|
|
~
|
|
~
|
|
0 -1 25763
|
|
D2
|
|
You see the City Proper.
|
|
~
|
|
~
|
|
0 -1 25705
|
|
D3
|
|
You see Maris' Armoury.
|
|
|
|
~
|
|
~
|
|
0 -1 25700
|
|
S
|
|
#25702
|
|
Floris Avenue~
|
|
You stand on a long road which runs east to west. Inns, taverns, and all
|
|
manner of shops line both sides of the avenue. To the south you see Clariss'
|
|
Concoctions, a brewery specializing in potions to aid the wandering adventurer.
|
|
To the north you see The Bootery. It appears that to the east, the avenue opens
|
|
into a large square of some kind, while to the west Floris Avenue runs
|
|
uninterrupted.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
You see the entrance to the Bootery.
|
|
~
|
|
~
|
|
0 -1 25733
|
|
D1
|
|
You see Floris Ave. continuing east.
|
|
~
|
|
~
|
|
0 -1 25713
|
|
D2
|
|
You see the entrance to Clariss'.
|
|
~
|
|
~
|
|
0 -1 25717
|
|
D3
|
|
Floris Ave opens into a square.
|
|
~
|
|
~
|
|
0 -1 25740
|
|
S
|
|
#25703
|
|
Floris Ave~
|
|
Floris Ave continues east and west, with the East Gate only a block away.
|
|
To the north you may enter the Constabulary, the main office and station of
|
|
Jareth's law enforcemnt professionals. To the south begins Worship Way, the
|
|
road leading to Jareth's famed Temple of All and None.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
You see the main office of the Constabulary.
|
|
~
|
|
~
|
|
0 -1 25768
|
|
D1
|
|
Floris Ave runs east.
|
|
~
|
|
~
|
|
0 -1 25750
|
|
D2
|
|
Worship Way runs south.
|
|
~
|
|
~
|
|
0 -1 25741
|
|
D3
|
|
Floris Ave runs west.
|
|
~
|
|
~
|
|
0 -1 25707
|
|
S
|
|
#25704
|
|
Blood Bank~
|
|
This small but servicable room houses the Blood Bank, a non-profit Jareth
|
|
community service set up so that wayward adevnturers who get a bit too over-
|
|
zealous in their wanderings can be treated properly in Jareth's hospital.
|
|
Because it is a non-profit service, the room is not designed for comfort but to
|
|
accomplish it's purpose. A slightly reclined chair sits in the center of the
|
|
room.
|
|
~
|
|
257 8 0 0 0 0
|
|
D1
|
|
You may enter onto Worship Way.
|
|
~
|
|
~
|
|
0 -1 25760
|
|
S
|
|
T 25705
|
|
#25705
|
|
Jareth City Proper~
|
|
You are standing in what appears to be the center of this massive city. All
|
|
around you the hustle and bustle of city life carries on, paying no notice to
|
|
you whatsoever. To the north, Bourbon street continues to a dead end at the
|
|
river bank, to the south Bourbon St. Offers a slew of inns and taverns, and
|
|
east and west Floris St lines itself with shops of every description.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
Bourbon St heads north from here.
|
|
~
|
|
~
|
|
0 -1 25701
|
|
D1
|
|
Floris Ave heads east from here.
|
|
~
|
|
~
|
|
0 -1 25706
|
|
D2
|
|
Boubon St heads south from here.
|
|
~
|
|
~
|
|
0 -1 25714
|
|
D3
|
|
Floris Ave heads west from here.
|
|
~
|
|
~
|
|
0 -1 25713
|
|
S
|
|
#25706
|
|
Floris Ave~
|
|
Floris Ave continues unabated for as far as your sight will allow. To your
|
|
north you see an entrance to Maris' Weapon Shop, and to your south lies an
|
|
entrance to the Kitty-Kat Club, a local fine dining and entertainment
|
|
establishment.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
You see the entrance to Maris' Weaponry.
|
|
~
|
|
~
|
|
0 -1 25763
|
|
D1
|
|
Floris Ave. continues east.
|
|
~
|
|
~
|
|
0 -1 25707
|
|
D2
|
|
You see the entrance to the Kitty Kat Club.
|
|
~
|
|
~
|
|
0 -1 25715
|
|
D3
|
|
You see the City Proper.
|
|
~
|
|
~
|
|
0 -1 25705
|
|
S
|
|
#25707
|
|
Floris Ave~
|
|
Here Floris St seems to be at it's finest. The streets is kept clean and
|
|
looks to have been recently swept free of the usual clutter and debris you find
|
|
on the streets of Jareth. The Jareth City Bank lies to the north, a beautiful
|
|
building with worked stone, polished glass, and a great deal of copper trimming.
|
|
To the south lies the entrance to the City Provisioner. Any and all foodstuffs
|
|
needed can be purchased in his shop. East and west Floris Ave continues.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
You may enter Jareth City Bank to the north.
|
|
~
|
|
~
|
|
0 -1 25711
|
|
D1
|
|
Floris Ave runs east.
|
|
~
|
|
~
|
|
0 -1 25703
|
|
D2
|
|
The town provisioner's shop.
|
|
~
|
|
~
|
|
0 -1 25716
|
|
D3
|
|
Floris Ave runs west.
|
|
~
|
|
~
|
|
0 -1 25706
|
|
S
|
|
#25708
|
|
The Reception~
|
|
You are standing in the reception. The staircase leads down to the entrance
|
|
hall. An exit to the north leads to the Cryogenic Center. There is a small
|
|
sign on the counter.
|
|
~
|
|
257 8 0 0 0 0
|
|
D0
|
|
You see the Cryogenic Center.
|
|
~
|
|
~
|
|
0 -1 25764
|
|
D5
|
|
You see the entrance hall.
|
|
~
|
|
~
|
|
0 -1 25706
|
|
E
|
|
sign~
|
|
Rooms are expensive but good! You may:
|
|
|
|
Offer - get an offer on a room - Time is in real life days.
|
|
Rent - Rent a room (saves your stuff, and quits the game),
|
|
minimum charge is one day.
|
|
|
|
|
|
MY WAY OR THE HIGHWAY
|
|
PAY YOUR RENT!
|
|
WE WON'T THINK TWICE BEFORE KICKING YOU OUT.
|
|
~
|
|
S
|
|
#25709
|
|
The Wellmaster~
|
|
Here in the shop of the town watermaster one can buy a miriad of containers
|
|
holding the cleanest, purest, and sweetest tasting water in Jareth. This is
|
|
true, but mostly because it's the only shop in Jareth that sells purified water.
|
|
The wellmaster stands in the center of his shop, hands on his ample belly,
|
|
waiting for your pleasure.
|
|
~
|
|
257 8 0 0 0 0
|
|
D1
|
|
You see the exit out to Bourbon St.
|
|
~
|
|
~
|
|
0 -1 25754
|
|
S
|
|
#25710
|
|
Captain Vulcevic's Boat House~
|
|
This leaning, ramshackle, single story wooden structure perched on the edge
|
|
of the river is the proud home and shop of Captain Vulcevic, formally an admiral
|
|
in Lord Eyeball's Royal Fleet. Vulcevic retired from duty when a sudden squall
|
|
took the not only his ship, but most of his crew to the icy bottoms of the
|
|
Polarinus. There are all manner of nets, buckets of tar, boxes of nails, and
|
|
other paraphenalia for the repair of river and sea going vessels. A cot hangs
|
|
in one corner, obviously Vulcevic's bed. There is no counter or area where one
|
|
would expect to get helped, so you must just wait upon the Captain for his
|
|
appearance.
|
|
~
|
|
257 8 0 0 0 0
|
|
D3
|
|
You see River St.
|
|
~
|
|
~
|
|
0 -1 25759
|
|
S
|
|
#25711
|
|
Jareth City Bank~
|
|
A true work of art in every sense, this building is obviously the proud work
|
|
of an architect who takes great pride in his or her work. Stone pillars rise
|
|
from four equidistant locations in the floor, tapering in the center while being
|
|
wide as a full grown Gold Dragon on the tops and bottoms. The enormously high
|
|
cathedral ceiling offers a beautiful stained glass rendition of the Holy Wars
|
|
which Lord Krolar led those hundred years ago against the foul Goblin Hordes.
|
|
A line of tellers stand behind the main counter, a beautiful cherry oak work of
|
|
art intricately carved and inlaid with what looks to be gold. A large iron door
|
|
built into the northernmost door behind the tellers leads to what must be the
|
|
vault, although this is only conjecture because at this time the door stands
|
|
closed, and it looks as though it would take Dibrova's most skillful lockpick
|
|
and the strength of ten giants to open it. South is the exit to Floris Ave.
|
|
~
|
|
257 136 0 0 0 0
|
|
D2
|
|
You see Floris Ave.
|
|
~
|
|
~
|
|
0 -1 25707
|
|
S
|
|
#25712
|
|
River St~
|
|
You stand on River St. To your north you can head south into the central
|
|
part of Jareth, south is a Constable's Outpost. To the east is the Jeweler and
|
|
to the west is the Mage's Guild.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
River St continues north.
|
|
~
|
|
~
|
|
0 -1 25742
|
|
D1
|
|
You see the entrance to the Jeweler.
|
|
~
|
|
~
|
|
0 -1 -1
|
|
D2
|
|
The constable's Outpost looms ominously before you.
|
|
~
|
|
~
|
|
0 -1 25757
|
|
D3
|
|
The entrance to the Mage's Guild.
|
|
~
|
|
~
|
|
0 -1 25737
|
|
S
|
|
#25713
|
|
Floris Avenue~
|
|
You are strolling along one of the larger avenues in Jareth. The road runs
|
|
east to west, with what looks to be the town square to the east and many shops
|
|
to the west. To the north is the wall of a shop with murals of gallant knights
|
|
in battle and damsels in distress waving white handkerchieves. To the south is
|
|
the northernmost wall of Grainy's Tavern, famous for their malt liquor and great
|
|
entertainment.
|
|
~
|
|
257 0 0 0 0 0
|
|
D1
|
|
You see the City Proper.
|
|
~
|
|
~
|
|
0 -1 25705
|
|
D3
|
|
You see the main street.
|
|
~
|
|
~
|
|
0 -1 25702
|
|
S
|
|
#25714
|
|
South Bourbon St.~
|
|
You can now understand why this street, in all it's majesty, was given the
|
|
name Bourbon St. As far to the south as you can see, inns and taverns, brothels
|
|
and bars line the street. You realize that for many, this area of town would be
|
|
quite a little slice of heaven, possibly even a large slice! Your step gets a
|
|
bit lighter and for some reason you feel like whistling a merry tune you heard
|
|
once in a bar in Shreve. To your immediate west you see Grainy's, which many
|
|
say has the best malt liquor in all of Dibrova, and to your east you see the
|
|
Kitty-Kat club. The sign reads 'Fine Dining and a Great Night's Sleep! ', but
|
|
from the look of the servers you can see through the windows, they serve more
|
|
than bar burgers. To the south are more shops of ill repute, and the town
|
|
square opens up to the north.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
You see the City Proper.
|
|
~
|
|
~
|
|
0 -1 25705
|
|
D1
|
|
You see the entrance to the Kitty-Kat Club.
|
|
~
|
|
~
|
|
0 -1 25715
|
|
D2
|
|
Bourbon St heads south from here.
|
|
~
|
|
~
|
|
0 -1 25725
|
|
D3
|
|
You see the entrance to Grainy's.
|
|
~
|
|
~
|
|
0 -1 25732
|
|
S
|
|
#25715
|
|
Reception Area at the Kitty-Kat Club~
|
|
Fine furniture is scattered throughout this room, allowing customers who are
|
|
awaiting a table to sprawl in comfort. At an ornate black desk polished to a
|
|
high sheen sits a short, balding man with thick spectacles perched precariously
|
|
on the end of his nose. When not making reservations for his guests, he
|
|
constantly varies between shoving his specs back up on his nose and adding up
|
|
the hourly sales on a large abacus. This is obviously the owner of the
|
|
establishment, and the man you must speak to if you wish to enjoy a meal and/or
|
|
'rest' at his fine establishment. To the south is an open doorway leading to
|
|
the main dining area and a set of stairs lead upwards into what you assume would
|
|
be the 'entertainers' quarters.
|
|
~
|
|
257 8 0 0 0 0
|
|
D0
|
|
You see the exit to Floris Ave.
|
|
~
|
|
~
|
|
0 -1 25706
|
|
D2
|
|
You see the main dining area.
|
|
~
|
|
~
|
|
0 -1 25731
|
|
D3
|
|
You see the exit to Bourbon St.
|
|
~
|
|
~
|
|
0 -1 25714
|
|
S
|
|
#25716
|
|
Town Provisioner~
|
|
Arius the town provisioner stands smiling behind his desk as you enter,
|
|
hoping to make a sale. Many shelves and racks stand all over this small shop
|
|
waiting for your purchase. The only available exit is to the north, leading to
|
|
Floris Ave.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
You see Floris Ave.
|
|
~
|
|
~
|
|
0 -1 25707
|
|
D1
|
|
You may enter onto Worship Way.
|
|
~
|
|
~
|
|
0 -1 25741
|
|
S
|
|
#25717
|
|
Clariss' Concoctions~
|
|
Here you can find all sorts of magic brews made specially by Clariss herself.
|
|
There is only a small area for you to stand in, the rest is blocked off by a
|
|
long counter which stretches the length of the shop. Shelves and drawers are
|
|
built into the back wall with glass vials filling every nook and cranny.
|
|
~
|
|
257 140 0 0 0 0
|
|
D0
|
|
You see Floris Ave.
|
|
~
|
|
~
|
|
0 -1 25702
|
|
D3
|
|
You see River St.
|
|
~
|
|
~
|
|
0 -1 25742
|
|
S
|
|
#25718
|
|
River St~
|
|
You stand on River St, so named for being the street which offers the main
|
|
crossing of the River Alquandon. This street is obviously the pride of Jareth,
|
|
being that is it paved with well maintained cobblestones, all kept extremely
|
|
clean. The fresh smell of the water so near by, the people passing by who all
|
|
seem in good cheer make this part of city far more pleasant than the dismal
|
|
dregs found in the southern reaches of the city. To your west is the wall of a
|
|
large complex of flats. To your east you see the western wall of of the
|
|
bootery, where you may windowif so desired. North is more of River St, which
|
|
crosses the river further up, and south, River St crosses Floris St in a square.
|
|
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
River St runs north over the River Alquandon.
|
|
~
|
|
~
|
|
0 -1 25759
|
|
D2
|
|
River St opens into a square.
|
|
~
|
|
~
|
|
0 -1 25740
|
|
S
|
|
#25719
|
|
Jahred's Tavern~
|
|
A very ramshackle place, Jahred's tavern caters to those 'less fortunate' in
|
|
the town of Jareth. Sawdust on the floor, bloodstains on the wall, and torn
|
|
curtains seperating the 'hostess' booths' tell you that unless you like your
|
|
whiskey the old fashioned way and your woman slightly used, this is not your
|
|
kind of place. Most of the patrons of Jahred's look as if they'd rather stick a
|
|
knife in your back than let you buy them a drink, so a friendly game of cards is
|
|
probably out of the question.
|
|
~
|
|
257 8 0 0 0 0
|
|
D3
|
|
You see the bar.
|
|
~
|
|
~
|
|
0 -1 25730
|
|
S
|
|
#25720
|
|
Granny's Quilt Shop~
|
|
You stand in Granny's quilt shop. Strange that a such a nice, fragile
|
|
looking old ladu could make it in such a rough area of town, but from the look
|
|
of all the inventory she carries, she must do quite well. New, used, drab,
|
|
colorful, all sorts of quilts drape over racks and hang on the walls. Most are
|
|
knit, but there are some patchwork and full length available.
|
|
~
|
|
257 24 0 0 0 0
|
|
D0
|
|
You see Bourbon street.
|
|
~
|
|
~
|
|
0 -1 25730
|
|
D1
|
|
You see Granny's prize winning afghan.
|
|
~
|
|
afghan secret door~
|
|
2 -1 25767
|
|
S
|
|
#25721
|
|
Blacksmith~
|
|
More of a barn than a shop, this open air dirt floored building offers all
|
|
manner of steel work. Josef, the proprieter of this business, is reputed to do
|
|
some of the best shoe work on horses and enjoys a good living from his
|
|
reputation which has spread far beyond the boundaries of Jareth. He seems not
|
|
to notice as you walk in, so intent on his work he seems, and almost startles
|
|
you when he asks if he can help you, without looking up.
|
|
~
|
|
257 8 0 0 0 0
|
|
D1
|
|
You may enter onto Worship Way.
|
|
~
|
|
~
|
|
0 -1 25758
|
|
S
|
|
#25722
|
|
The Pet Shop~
|
|
Barking dogs, whining cats, howling wolves, and a smell more powerful than
|
|
your feet after a day of intense hiking through wet swamp mud nearly make you
|
|
turn tail and run from this shop. You try and hold your breath, but that
|
|
requires you to first take a deep breath, so that doesn't work. Instead, you
|
|
decide to give in and inhale all the sights and sounds and soon you get so used
|
|
the intense stench that you don't even notice it anymore.
|
|
~
|
|
257 8 0 0 0 0
|
|
D3
|
|
You see Worship Way.
|
|
~
|
|
~
|
|
0 -1 25758
|
|
S
|
|
#25723
|
|
PETSHOP STOREROOM~
|
|
Mortals should never come here!
|
|
~
|
|
257 1536 0 0 0 0
|
|
S
|
|
#25724
|
|
The Bloated Goat~
|
|
Entering the Bloated Goat, you notice a lack of the normal hubbub and noise
|
|
the usually accompanies a tavern such as this. There are plenty of customers
|
|
here, which seems odd to you, because only the occasional murmur or low voice is
|
|
what drifts over to you, and the more of those customers that notice your
|
|
entrance into the Goat, the quieter it gets. Soon it is completely silent.
|
|
Everyone is looking at you. "What'll it be? ", the bartender growls at you
|
|
from under his thick beard.
|
|
~
|
|
257 24 0 0 0 0
|
|
D1
|
|
You see the exit to South Bourbon St.
|
|
~
|
|
~
|
|
0 -1 25725
|
|
D5
|
|
~
|
|
~
|
|
0 -1 25774
|
|
S
|
|
#25725
|
|
South Bourbon St.~
|
|
You stand on South Bourbon St. , aptly named for it's great variety of inns
|
|
and taverns. Heading south, the road starts to lose some of the charm it seems
|
|
to have farther north. More trash litters the walk ways and the people seem to
|
|
be more of the rough-and-tumble sort. You see that farther to the south, the
|
|
road takes a turn to the west, just before what looks to be a ... Quilt shop?
|
|
To your north the road continues toward the town square and other inns and bars.
|
|
To your east you can peer through windows into the dining area of The Kitty-Kat
|
|
club, and what you see is very enticing. To your west is The Bloated Goat, a
|
|
tavern for wayward adventurers.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
You see more of Bourbon St.
|
|
~
|
|
~
|
|
0 -1 25714
|
|
D2
|
|
You see even more of Bourbon St.
|
|
~
|
|
~
|
|
0 -1 25730
|
|
D3
|
|
You see the Bloated Goat.
|
|
~
|
|
~
|
|
0 -1 25724
|
|
S
|
|
#25726
|
|
Main Hall to Ranger's Guild~
|
|
The first thing you notice as pass through the shimmering archway is the
|
|
drastic change in your surroundings. The second thing you notice is the
|
|
impossible size of this 'hall'. The ceiling, which must be there somewhere, is
|
|
far too far up for you to even catch a hint of it. The floor is not a floor at
|
|
all anymore, but the dirt and loam of a forest. You give a small start as you
|
|
realize that there is a man standing directly before you. How could you have
|
|
missed him when you first walked in? There is a large tree to your east which
|
|
looks to be hollow, and the exit into the reception room is north.
|
|
~
|
|
257 540 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 25766
|
|
D1
|
|
The alley continues east.
|
|
~
|
|
~
|
|
0 -1 25745
|
|
S
|
|
#25727
|
|
The Hire Room~
|
|
The only fixture in this small 4 x 4 cubicle is a small wooden drop box
|
|
attached to the wall. A pad of paper sits on the drop box and a pencil is
|
|
attached to a cord which hangs from the drop box. Obviously if you wish to
|
|
target someone for assassination, you must write it on a piece of paper and drop
|
|
the paper in the box. Be sure to include the name of the target, the price on
|
|
their life, and a brief explanation why you wish them killed. East is the
|
|
entrance to the Assassin's Guild, and west is the main room for Contracts, Ltd.
|
|
|
|
~
|
|
257 8 0 0 0 0
|
|
D1
|
|
You see the thieves bar, where everything disappears.
|
|
~
|
|
~
|
|
0 -1 25749
|
|
D3
|
|
~
|
|
~
|
|
0 -1 25736
|
|
S
|
|
#25728
|
|
Floris Ave~
|
|
Here Floris Ave allows passage out of town through the West Gate, directly
|
|
east of here. To the west, the City of Jareth awaits your pleasure. North of
|
|
you are the stables and south is the horse trader.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
You see the stables.
|
|
~
|
|
~
|
|
0 -1 25772
|
|
D1
|
|
You see the east gate.
|
|
~
|
|
~
|
|
0 -1 25729
|
|
D2
|
|
You see the Horse Trader.
|
|
~
|
|
~
|
|
0 -1 25765
|
|
D3
|
|
You see the entrance hall to the thieves' guild.
|
|
~
|
|
~
|
|
0 -1 25746
|
|
S
|
|
#25729
|
|
East Gate~
|
|
You stand at the entrance (or exit) to the great City of Jareth, the pride of
|
|
all Dibrova, at least the pride of all cities in the Known Lands. Jareth, also
|
|
known by some as the City of Freedom, was built on the auspice of racial and
|
|
class equality. All races are welcome here, no one is refused service in any
|
|
establishment, or so it is said, and all forms of worship are respected. To
|
|
leave the city, you need only to move east, but to enter it may prove to be a
|
|
bit more difficult. Although Jareth does boast the title 'The Free City', it
|
|
does have laws and they are enforced.
|
|
~
|
|
257 0 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 25803
|
|
D3
|
|
~
|
|
~
|
|
0 -1 25728
|
|
S
|
|
#25730
|
|
South Bourbon St.~
|
|
Aaahh... And what a grand street it is! Bars and taverns abound on this
|
|
grubby thoroughfare, giving it the perpetual look of double-visioned dimness
|
|
that can only accompany inebreation. It's as if the street has taken on the
|
|
persona of the businesses which occupy it. North of you are a plethora of bars
|
|
(surprise), to your east is (three guesses) a tavern, to your west there seems
|
|
to be an alley curving out of sight, slightly southward. It's hard to see
|
|
anything in the alley, mainly because of the curve it takes, but also because it
|
|
seems to be very dark. To the south is Granny's Quilt Shop, a shop that,
|
|
although in a rough part of town, has nevertheless perservered and even been
|
|
able to thrive on a healthy chunk of business, or so it seems from the way the
|
|
building is maintained.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
Bars bars bars and Bourbon St.
|
|
~
|
|
~
|
|
0 -1 25725
|
|
D1
|
|
A sign over an entryway reads 'Jahred's'.
|
|
~
|
|
~
|
|
0 -1 25719
|
|
D2
|
|
You see the entrance to Granny's Quilt Shop.
|
|
~
|
|
~
|
|
0 -1 25720
|
|
D3
|
|
You see the entrance to a dark alley.
|
|
~
|
|
~
|
|
0 -1 25755
|
|
S
|
|
#25731
|
|
The Kitty-Kat Club~
|
|
The first thing you notice when enter the main room is that the whole place
|
|
is clean beyond reason. The soft glow from the crystal lights (suspended in
|
|
mid-air) give the high polished brass which adorns almost every spot for a rail
|
|
an almost blinding gleam. Every server, without exception, is a strikingly
|
|
beautiful young woman wearing skirts which leave little to the imagination and
|
|
tight blouses which leave even less. As your hostess shows you to your table,
|
|
hands you your menu, and asks if you would like any drinks, you realize that if
|
|
there is any other place in Dibrova you would like to be more than where you are
|
|
now, it really doesn't matter.
|
|
~
|
|
257 8 0 0 0 0
|
|
D0
|
|
You see the reception area.
|
|
~
|
|
~
|
|
0 -1 25715
|
|
E
|
|
0~
|
|
The sign reads:
|
|
|
|
Use 'List' to see the available pets.
|
|
Use 'Buy <pet>' to buy yourself a pet.
|
|
|
|
Instructions for having pets:
|
|
|
|
You can use 'order <pet> <instructions>' to order your pets around.
|
|
If you abuse your pet, it will no longer regard you as its master.
|
|
If you have several pets you may use 'order followers <instructions>'
|
|
|
|
You can name the pet you buy with: 'buy <pet> <name>'
|
|
|
|
Regards,
|
|
|
|
The Shopkeeper
|
|
|
|
~
|
|
S
|
|
#25732
|
|
Grainy's Bar & Grille~
|
|
You enter the room and immediately a wash a pure noise (more accurately
|
|
described as racket) slams into you full force. The clientele here seems to be
|
|
the rowdy sort, but no fights seem in the making, just a lot of good old
|
|
fashioned comraderie. There are three or four tables with card games in play,
|
|
one with a group of happy drunks singing along with the bard who is plucking out
|
|
all the wrong chords to a popular bar tune in the realm. A long bar to your
|
|
left offers a wood stool to rest on and a cold drink to quench your thirst and
|
|
you have the choice of half a dozen empty tables as well.
|
|
~
|
|
257 8 0 0 0 0
|
|
D1
|
|
You see the exit to South Bourbon St.
|
|
~
|
|
~
|
|
0 -1 25714
|
|
S
|
|
#25733
|
|
The Bootery~
|
|
Entering this shop you immediately smell the wonderful scent of freshly
|
|
worked leather and oils. Shelves line the walls to your left and right and
|
|
boots of all size, make, and color await your eager feet.
|
|
~
|
|
257 140 0 0 0 0
|
|
D2
|
|
You see Floris Ave.
|
|
~
|
|
~
|
|
0 -1 25702
|
|
S
|
|
#25734
|
|
Jeweler~
|
|
Here you may purchase jewels of all sizes and shapes. A display case rests
|
|
on the far wall displaying the many fine items for sale in this shop.
|
|
Necklaces, earrings, rings, pendants, rough- and fine-cut stones abound.
|
|
~
|
|
257 0 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 0 25712
|
|
S
|
|
#25735
|
|
Scrolls and More~
|
|
It seems the owner of this shop feels that a more psychedelic look will give
|
|
the shop a bit of a mystical appeal. Pastels, mirrors, flashing lights all
|
|
dazzle your eyes in an attempt to create a magical atmosphere. This must be in
|
|
hopes that the crazy colors will build a desire in you to buy, buy, buy.
|
|
(scroll maker)
|
|
~
|
|
257 8 0 0 0 0
|
|
D1
|
|
You see the exit to River St.
|
|
~
|
|
~
|
|
0 -1 25742
|
|
S
|
|
#25736
|
|
Contracts, Ltd.~
|
|
A small desk sits diagonal in the corner of the room, other than that there
|
|
is nothing but dust. A sign hanging over the eastern doorway reads: No Refunds
|
|
Given. This is Final! You may leave out onto Worship Way to the west or head
|
|
east into the hire room.
|
|
~
|
|
257 8 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 0 25727
|
|
D3
|
|
~
|
|
~
|
|
0 0 25760
|
|
S
|
|
#25737
|
|
Mage Reception~
|
|
A very comfortable room, the reception to the mage's guild offers plush
|
|
seating, beautiful tapestries hung on every wall, and a refreshment stand for
|
|
those waiting for friends to complete levels. Soft harp music comes from an
|
|
unknown source, and although you may not be a big harp fan, the music is not
|
|
unappealing. A doorway to the west leads to what must be the main guild area
|
|
and the exit to River St. Is east.
|
|
~
|
|
257 8 0 0 0 0
|
|
D1
|
|
You see the exit to River St.
|
|
~
|
|
~
|
|
0 -1 25712
|
|
D3
|
|
~
|
|
~
|
|
0 -1 25738
|
|
S
|
|
#25738
|
|
Practice & Reading Room~
|
|
This large room has been sectioned off into categories for the learning of
|
|
each and every spell and skill. Easy to follow directions make finding your way
|
|
to the proper section for the spell or skill you would like to train in will be
|
|
no problem. A partitioned off space has also been set aside for the studying of
|
|
spells and magic.
|
|
~
|
|
257 8 0 0 0 0
|
|
D0
|
|
A curtained doorway leads you to your Guildmaster.
|
|
~
|
|
~
|
|
0 -1 25739
|
|
D1
|
|
The entryway leads to the reception room.
|
|
~
|
|
~
|
|
0 -1 25737
|
|
S
|
|
#25739
|
|
Mage's Guild~
|
|
This small cell has been set aside for the sole purpose of advancing those
|
|
mages ready to continue with their education. An eight sided star has been
|
|
etched into the floor here, with incense burning at each of the eight points.
|
|
At each point there reads a word which identifies one of the eight duties of all
|
|
mages.
|
|
~
|
|
257 540 0 0 0 0
|
|
D2
|
|
A curtained doorway leads to the Practice and Reading Room.
|
|
~
|
|
~
|
|
0 -1 25738
|
|
S
|
|
#25740
|
|
Square~
|
|
You stand at the crossing of Floris Ave and River St. Here the road is more
|
|
worn and travelled due to the fact that the west gate lies straight to the west
|
|
only a few hundred feet. To the northwest, you can see a complex of tall
|
|
buildings which stretch out for some distance. To the north runs River St,
|
|
which crosses over the Alquandon River and continues to the more affluent and
|
|
entertaining side of town. To the south lies more of River St and what looks to
|
|
be a number of shops, while to the east, Floris Ave offers a variety of shops
|
|
which gradually give way to Jareth's city proper.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
River St runs north.
|
|
~
|
|
~
|
|
0 -1 25718
|
|
D1
|
|
Floris Ave runs east.
|
|
~
|
|
~
|
|
0 -1 25702
|
|
D2
|
|
River St runs south.
|
|
~
|
|
~
|
|
0 -1 25742
|
|
D3
|
|
Floris Ave runs west.
|
|
~
|
|
gate~
|
|
0 1112 25752
|
|
S
|
|
#25741
|
|
Worship Way~
|
|
This short street leads directly to the Temple of All and None, the only
|
|
temple in all Dibrova where all races and classes are welcome and all forms of
|
|
worship are accepted and embraced. To the west you see the eastern wall of the
|
|
Twon Provisioner's small shop, while to the east, you see the westren wall of
|
|
the Cartwright's shop. North you can enter back into the hustle and bustle of
|
|
regular city traffic on Floris Ave.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
You may enter onto Floris Ave.
|
|
~
|
|
~
|
|
0 -1 25703
|
|
D1
|
|
You see the Cartwright's shop.
|
|
~
|
|
~
|
|
0 -1 25753
|
|
D2
|
|
Worship Way runs south.
|
|
~
|
|
~
|
|
0 -1 25758
|
|
D3
|
|
You may enter the Town Provisioner's shop.
|
|
~
|
|
~
|
|
0 -1 25716
|
|
S
|
|
#25742
|
|
River St~
|
|
This is the southern section of River St, which offers no access to the
|
|
river, but does offer access to a number of specialty shops. To your west is
|
|
the entrance to Scrolls and More, and scroll shop, obviously. To the east is
|
|
Clariss' Concoctions, the local shop where potions are brewed to aid the
|
|
wandering adventurer. North you see Floris Ave crossing River St and to the
|
|
south, more shops and at a cul-de-sac where the road ends, a constable's
|
|
outpost.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
River St continues north.
|
|
~
|
|
~
|
|
0 -1 25740
|
|
D1
|
|
The entrance to the potion shop.
|
|
~
|
|
~
|
|
0 -1 25717
|
|
D2
|
|
River St continues south.
|
|
~
|
|
~
|
|
0 -1 25712
|
|
D3
|
|
You see the Magic Shop.
|
|
~
|
|
~
|
|
0 -1 25735
|
|
S
|
|
#25743
|
|
Dark Alley~
|
|
As you enter into this section of the alley, the eight street toughs who
|
|
await the arrival of anyone fool enough to enter their domicile. They seem
|
|
almost exuberant in the way they check each other's loose armor fittings,
|
|
exchange weapons for better killing power, and stretch out in anticipation of a
|
|
good fight. You can't help but feel just a bit apprehensive as the group begins
|
|
their approach.
|
|
~
|
|
257 1 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 25744
|
|
D1
|
|
More hoodlums - you just can't escape them.
|
|
~
|
|
~
|
|
0 -1 25747
|
|
S
|
|
#25744
|
|
Dark Alley~
|
|
Your situation just can't seem to improve today. Five street toughs stand up
|
|
from a game of dice as you enter their territory, and they seem just a bit
|
|
perturbed. You can leave to the north or south, though neither choice seems all
|
|
that inviting since both directions lead to more of what you're standing in now.
|
|
|
|
~
|
|
257 1 0 0 0 0
|
|
D0
|
|
The alley seems to get a bit brighter in that direction.
|
|
~
|
|
~
|
|
0 -1 25755
|
|
D2
|
|
The alley continues south.
|
|
~
|
|
~
|
|
0 -1 25743
|
|
S
|
|
#25745
|
|
Ranger's Guild Hall~
|
|
Here in the base of the tree, a ring of stones is set into the ground and a
|
|
firepit in the center glows with hot coals. It seems the tree itself serves as
|
|
a chimney for the smoke from the hot coals, but you cannot be certain of that,
|
|
because looking up into the tree, you see only darkness.
|
|
~
|
|
257 540 0 0 0 0
|
|
D3
|
|
The alley leads west.
|
|
~
|
|
~
|
|
0 -1 25726
|
|
S
|
|
#25746
|
|
Floris Ave~
|
|
Floris Ave continues east to towards the East Gate and west into the center
|
|
of the city. To the south is the Ranger Guild and to the north begins a
|
|
cobblestone street which leads to Lord's Keep, home of the Lord of Jareth.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
You see the beginning of a Cobbled St.
|
|
~
|
|
~
|
|
0 -1 25771
|
|
D1
|
|
Floris Ave runs east toward the east gate.
|
|
~
|
|
~
|
|
0 -1 25728
|
|
D2
|
|
You see the Ranger's Guild.
|
|
~
|
|
~
|
|
0 -1 25766
|
|
D3
|
|
Floris Ave runs west.
|
|
~
|
|
~
|
|
0 -1 25750
|
|
S
|
|
#25747
|
|
Dark Alley~
|
|
Things probably couldn't get much worse. You are in the deepest, darkest,
|
|
smelliest, and probably most dangerous part of Jareth. Even the constables
|
|
don't dare come here. Blood stains coat every wall, some blackened and peeling,
|
|
some still wet and running. The only exit out of here is to the west. Well,
|
|
more aptly put, the only WOULD BE exit out of here is to the west, but
|
|
unfortunately a dozen of the meanest looking street toughs you've ever seen are
|
|
blocking the way. They mill about, unconcerned, knowing that their sheer
|
|
numbers will prevent you from any advantages. Your only chance to run like hell
|
|
is now, and although a cowardly way to deal with the situation, it is
|
|
recommended.
|
|
~
|
|
257 1 0 0 0 0
|
|
D1
|
|
You see a nondescript brick wall.
|
|
~
|
|
door~
|
|
1 -1 25748
|
|
D3
|
|
Could be worse - it could be raining.
|
|
~
|
|
~
|
|
0 -1 25743
|
|
S
|
|
#25748
|
|
Thieve's Guild~
|
|
This appears to be what used to be an old warehouse before your guild took it
|
|
over for their own. The awesome size of the place, the sheer immensity only
|
|
adds to your lust for material wealth as you survey your surroundings. All
|
|
around you, the finest of all furniture and goods lay sattered haphazardly
|
|
around, as if the owner of these items were not aware of their value. In one
|
|
corner, a chest heaped with coins lays on it's side, while in another, a rack of
|
|
glowing, golden armour and weapons sits propped against the wall. Your only
|
|
exit is to the west.
|
|
~
|
|
257 524 0 0 0 0
|
|
D3
|
|
~
|
|
door~
|
|
1 -1 25747
|
|
E
|
|
rack armor~
|
|
The value of that armor must be twenty times the value of any other armor in
|
|
all the land..
|
|
~
|
|
E
|
|
chest coins~
|
|
There could be as much as one million gold in that chest...
|
|
~
|
|
S
|
|
#25749
|
|
The Assassin's Guild~
|
|
The austerity and peace you feel in this room can only be described as serene
|
|
bliss. The clarity of mind you feel, the strength of purpose emanating from the
|
|
very walls seem to ooze into every part of your being. A soft, slightly padded
|
|
mat lies on the floor, offering you the chance to rest or meditate, as you will.
|
|
|
|
~
|
|
257 668 0 0 0 0
|
|
D2
|
|
You see the river flowing west.
|
|
~
|
|
~
|
|
0 -1 25761
|
|
D3
|
|
~
|
|
~
|
|
0 -1 25727
|
|
S
|
|
#25750
|
|
Floris Ave~
|
|
Floris Ave runs east and west, east leading to the East Gate, west leading
|
|
deeper into town. South is the entrance to the Cartwright, where one can buy
|
|
mobile transportation enabling easier transport of larger and/or heavier loads
|
|
over long distances. North is the windowless wall of the city jail, which can
|
|
be entered through the Constabulary to the northwest.
|
|
~
|
|
257 0 0 0 0 0
|
|
D1
|
|
Floris Ave runs east.
|
|
~
|
|
~
|
|
0 -1 25746
|
|
D2
|
|
You see the Cartwright's
|
|
~
|
|
~
|
|
0 -1 25753
|
|
D3
|
|
Floris Ave runs west.
|
|
~
|
|
~
|
|
0 -1 25703
|
|
S
|
|
#25751
|
|
Boardwalk~
|
|
The wooden Boardwalk continues east and west along the river. Fishermen line
|
|
the river bank trying their luck while others relax on benches here enjoying the
|
|
sights and sounds of the river. You can enter the Bait & Tackle to the north or
|
|
continue along the Boardwalk.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
You see the Bait and Tackle.
|
|
~
|
|
~
|
|
0 -1 25773
|
|
D1
|
|
The boardwalk runs east.
|
|
~
|
|
~
|
|
0 -1 25797
|
|
D3
|
|
The boardwalk runs west.
|
|
~
|
|
~
|
|
0 -1 25799
|
|
S
|
|
#25752
|
|
Floris Ave~
|
|
You stand in Floris Ave, close to the west gate. The streets are a bit
|
|
dirtier and worn the closer you get to the west gate. The paving is chipped,
|
|
cracked, and in some places entirely gone, making the way somewhat bumpy.
|
|
~
|
|
257 0 0 0 0 0
|
|
D1
|
|
Floris Ave opens into a square.
|
|
~
|
|
gate~
|
|
0 1112 25740
|
|
D3
|
|
You see the West Gate of Jareth.
|
|
~
|
|
~
|
|
0 -1 25756
|
|
S
|
|
#25753
|
|
The Cartwright~
|
|
Here one may purchase overland transportation for goods and extra people in
|
|
your party who may slow you down for one reason or another. No actual models
|
|
are inside for inspections, but many well drawn sketches of blueprints, load
|
|
maximums, and actual pictures of what the product should look like are on the
|
|
walls.
|
|
~
|
|
257 8 0 0 0 0
|
|
D0
|
|
You see Floris Ave.
|
|
~
|
|
~
|
|
0 -1 25750
|
|
D3
|
|
You see Worship Way.
|
|
~
|
|
~
|
|
0 -1 25741
|
|
S
|
|
#25754
|
|
North Bourbon St.~
|
|
You are on a wide promenade which stretches north and south for quite some
|
|
distance. To the north, you can hear the faint sound of water on the move,
|
|
possibly a river or lake. To the south the road cotinues offering shops on
|
|
either side. To your immediate west is the Wellmaster and to the east you see
|
|
Dalston Outfitters, one of many in the ever growing chain of stores which
|
|
Dalston the Wanderer began way back when he was still a strapping young man.
|
|
It is said that now his children run the franchise, and the rumor is, they do a
|
|
handsome business by being fair priced and always giving a quality product.
|
|
~
|
|
257 0 0 0 0 0
|
|
D1
|
|
You see the entrance to Dalston Outfitters.
|
|
~
|
|
~
|
|
0 -1 25762
|
|
D2
|
|
Bourbon St continues south.
|
|
~
|
|
~
|
|
0 -1 25701
|
|
D3
|
|
You see the entrance to the Wellmaster.
|
|
~
|
|
~
|
|
0 -1 25709
|
|
S
|
|
#25755
|
|
Dark Alley~
|
|
This does NOT seem like a good place to be, not at ANY time of the day, not
|
|
under ANY circumstances. All of your instincts scream at you to head east and
|
|
get the hell out of here! Three street toughs lounge against the alley wall,
|
|
not moving, not talking, they just stare intently at you, as if waiting for some
|
|
unseen signal.
|
|
~
|
|
257 1 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 25730
|
|
D2
|
|
It doesn't look too good for you in that direction.
|
|
~
|
|
~
|
|
0 -1 25744
|
|
S
|
|
#25756
|
|
West Gate~
|
|
You stand at the entrance (or exit) to Jareth, the pride of all Dibrova, at
|
|
least the pride of all cities in the Known Lands. Jareth, known by some as 'The
|
|
City of Freedom', was built on the auspice of racial and class equality. All
|
|
races are welcome here, no one is refused service in any establishment, or so it
|
|
is said, and all forms of worship are respected. To leave the city, you need
|
|
only head west. Entering, however, may prove to be a bit more difficult.
|
|
Although Jareth does boast the title Free City, it does have laws and they are
|
|
enforced.
|
|
~
|
|
257 0 0 0 0 0
|
|
D1
|
|
Floris Ave runs east.
|
|
~
|
|
~
|
|
0 -1 25752
|
|
D3
|
|
~
|
|
~
|
|
0 0 26300
|
|
S
|
|
#25757
|
|
Constable's Outpost~
|
|
Here the law of Jareth maintains a small but servicable outpost for their
|
|
main office in the center of town. Posters of known criminals hang from the
|
|
walls, short descriptions of each criminal at the bottom of each. Knowing that
|
|
Jareth is protected so well by these fine men and women of the City
|
|
Constabulary, you feel much more at ease about walking the streets of Jareth.
|
|
Whether that is because you feel you are better protected or you can better get
|
|
away with what you would like to, well, that remains to be seen.
|
|
~
|
|
257 8 0 0 0 0
|
|
D0
|
|
You see the exit to River St.
|
|
~
|
|
~
|
|
0 -1 25712
|
|
S
|
|
#25758
|
|
Worship Way~
|
|
This short street leads directly to the Temmple of All and None, the only
|
|
temple in all Dibrova where all races and classes are welcome and all forms of
|
|
worship are embraced. To the west you see the entrance to the blacksmith's and
|
|
to the east is the pet shop.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
Worship Way runs north.
|
|
~
|
|
~
|
|
0 -1 25741
|
|
D1
|
|
You see the Pet Shop.
|
|
~
|
|
~
|
|
0 -1 25722
|
|
D2
|
|
Worship Way runs south.
|
|
~
|
|
~
|
|
0 -1 25760
|
|
D3
|
|
You see the Blacksmith's.
|
|
~
|
|
~
|
|
0 -1 25721
|
|
S
|
|
#25759
|
|
River St.~
|
|
You stand on River St, so named for the street which offers the main crossing
|
|
for the River Alquandon. This crossing, an extremely well maintained and ornate
|
|
bridge, stands directly north of you. South, River St continues to a square at
|
|
the crossing of Floris Ave. East of you is the entrance to Captain Vulcevic's
|
|
Boat House, where Vulcevic buys, sells, and repairs new and used boats. West is
|
|
the long tall building which houses flats for any who wish to lease, although
|
|
the entrance is southwest. Directly west only leads to a tall, windowless wall.
|
|
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
River St crosses a beautiful bridge to the north.
|
|
~
|
|
~
|
|
0 -1 25779
|
|
D1
|
|
You see the boathouse.
|
|
~
|
|
~
|
|
0 -1 25710
|
|
D2
|
|
River St runs south.
|
|
~
|
|
~
|
|
0 -1 25718
|
|
S
|
|
#25760
|
|
Worship Way~
|
|
You stand at the entrance the to fabled Temple of All and None, who's doors
|
|
stand open to you to the south. To the west is the Blood Bank, where one may
|
|
donate blood to the good people of Jareth in return for a small gratuity. To
|
|
the east is Contracts, Ltd. , where one may offer gold in return for the
|
|
service of a professional assassin. North is Worship Way and the many shops it
|
|
offers.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
Worship Way runs north.
|
|
~
|
|
~
|
|
0 -1 25758
|
|
D1
|
|
You may enter into the Assassin's Guild.
|
|
~
|
|
~
|
|
0 -1 25736
|
|
D2
|
|
You may enter the Temple of All and None.
|
|
~
|
|
~
|
|
0 -1 25776
|
|
D3
|
|
You see the blood bank.
|
|
~
|
|
~
|
|
0 -1 25704
|
|
S
|
|
#25761
|
|
Assassin's Weaponry~
|
|
Here you may purchase the many specialty weapons avaible only to the
|
|
professional killing community. All manner of weapons hang on the walls, rest
|
|
in glass display cases, and lay on shelves.
|
|
~
|
|
257 524 0 0 0 0
|
|
D0
|
|
The path continues northwards bringing you ever closer to the Dragonhelm
|
|
Mountains.
|
|
~
|
|
~
|
|
0 -1 25749
|
|
S
|
|
#25762
|
|
Dalston Outfitters~
|
|
Here at Dalston Outfitters, Ltd. You can find great bargains on quality new
|
|
and pre-owned adventuring equipment. All merchandise has been run through a
|
|
rigorous one point inspection, and is guaranteed to make it out of the store
|
|
intact, or your money back. All manner of bags and sacks, backpacks and
|
|
lanterns, pots and pans, you name it they have it hang on pegs on the wall or on
|
|
shelves on display. Many tree-racks crowd the center of the store, in some
|
|
places making pass-through impossible. You finally make it to the counter,
|
|
behind which stands a clerk in a blue and green striped shirt with the Dalston
|
|
logo emblazoned on the left breast. The only exit is to the west.
|
|
~
|
|
257 8 0 0 0 0
|
|
D3
|
|
You see the exit out to Bourbon St.
|
|
~
|
|
~
|
|
0 -1 25754
|
|
S
|
|
#25763
|
|
Maris' Weaponry~
|
|
You have entered the small inner lobby to Maris' weapon shop. A crude,
|
|
blockish looking counter makes an 'L' shape around the entrance to a back where
|
|
(it is said) Maris keeps his cache of weapons. Many ancient weapons hang from
|
|
the ceiling and walls, giving the shop a look of both nostalgia and rugged
|
|
strength. A sign over the doorway leading to the backroom reads; Better to be a
|
|
Lion for a day than a sheep for a whole lifetime.
|
|
~
|
|
257 156 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 -1 25706
|
|
D3
|
|
You see the exit out to Bourbon St.
|
|
~
|
|
~
|
|
0 -1 25701
|
|
S
|
|
#25764
|
|
The Cryogenic Center~
|
|
You are standing in an impossible white sterile room with cylindrical
|
|
body-length canisters lined up against the walls. The Reception is to the
|
|
south.
|
|
~
|
|
257 8 0 0 0 0
|
|
D2
|
|
The Reception is to the south.
|
|
~
|
|
~
|
|
0 -1 25708
|
|
S
|
|
#25765
|
|
Horse Trader~
|
|
Only a small, 8 x 8 structure, this place of business sees probably more
|
|
money pass through it's coffers than the Jareth City Bank. A small desk sits in
|
|
corner of the room, and a small man sits behind it waiting for you to begin
|
|
dealing on the steed of your choice.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
You may enter onto Floris Ave.
|
|
~
|
|
~
|
|
0 -1 25728
|
|
S
|
|
#25766
|
|
Ranger Reception~
|
|
You stand in a rugged but peaceful room devoted mostly to the Mother, Nature.
|
|
All furniture in the room has not been worked in any way, but allowed to keep
|
|
it's natural shape. Obviously someone(s) went to great lengths to find these
|
|
pieces which would allow comfort and rest without marring them in any way. You
|
|
give a start as you realize that many of the seats in this room are already
|
|
taken by people who blend so well into the seats as almost seem invisible.
|
|
Many seem to be in meditation, while others simply relax, enjoying herbal drinks
|
|
offered by others of the same kind. The entrance to the main Ranger Guild Hall
|
|
lies south through an archway which shimmers with a light not unlike that of a
|
|
warm spring day. North is the exit to Floris Ave.
|
|
~
|
|
257 8 0 0 0 0
|
|
D0
|
|
You see Floris Ave.
|
|
~
|
|
~
|
|
0 -1 25746
|
|
D2
|
|
~
|
|
~
|
|
0 -1 25726
|
|
S
|
|
#25767
|
|
Thief Shop~
|
|
This small nook hidden behind Granny's Prize-Winning Afghan is actually a
|
|
place where those of the more... Shall we say free-lance? Profession may
|
|
purchase the tools and tricks of the trade. The small, weasel-faced man sitting
|
|
here looking bored makes you think that either he is a complete moron to be here
|
|
alone selling wares, or he could simply be the baddest sonofabitch (in disguise)
|
|
that you've ever laid eyes on. Take your pick. The exit is west.
|
|
~
|
|
257 0 0 0 0 0
|
|
D3
|
|
~
|
|
afghan secret door~
|
|
2 -1 25720
|
|
S
|
|
#25768
|
|
Constabulary~
|
|
This is main HQ for all the constables in the city. Seeing such a gathering
|
|
of constables all in one place together makes you feel a bit uneasy even though
|
|
you've probably done nothing to invoke their anger. Besides, if you had done
|
|
something to invoke their anger, you would have been 'escorted' here and
|
|
unceremoniously dumped in the holding cell to your east. You see a few of the
|
|
rag-bags of Jareth sleeping off their hangovers there now. To the north is a
|
|
closed door. Mounted on the door is a plaque which labels the room beyond to be
|
|
the Magistrate's Office. From the way voices are kept to a low murmur in this
|
|
room, you figure the Magistrate must be a tough cookie, at least on his workers.
|
|
The exit to Floris Ave is south.
|
|
~
|
|
257 8 0 0 0 0
|
|
D0
|
|
You see a closed door.
|
|
~
|
|
door office~
|
|
1 -1 25770
|
|
D1
|
|
You see a VERY uncomfortable looking cell.
|
|
~
|
|
cell door~
|
|
2 -1 25769
|
|
D2
|
|
You see Floris Ave.
|
|
~
|
|
~
|
|
0 -1 25703
|
|
S
|
|
#25769
|
|
Holding Cell~
|
|
You are in a relatively large holding awaiting the Magistrate's judgement on
|
|
your case. A low bench suspended from chains anchored into the wall runs along
|
|
the south wall. Judging from the smell, the small hole in the northeast corner
|
|
of the cell is intended for you to relieve yourself. West of you, beyond the
|
|
bars, is the Constabulary, where a flurry of efficient activity goes on without
|
|
intermission.
|
|
~
|
|
257 8 0 0 0 0
|
|
D3
|
|
~
|
|
cell door~
|
|
2 -1 25768
|
|
S
|
|
#25770
|
|
The Magistrate's Office~
|
|
The spotlessly clean, polished desk, the neat stacks of files on the desk and
|
|
shelves, the leather-bound books neatly lined in the bookshelves gives you the
|
|
impression that man who spends his time in this office is a man of efficiency,
|
|
detail, and neatness. A map of Jareth covers most of the west wall while on the
|
|
east wall hangs the many awards and plaques given to the Magistrate by the
|
|
grateful people of Jareth. The north wall is mostly glass, a window offering a
|
|
beautiful view of the Alquandon River and the boardwalk on the far side.
|
|
~
|
|
257 8 0 0 0 0
|
|
D2
|
|
~
|
|
door office~
|
|
1 -1 25768
|
|
E
|
|
map wall~
|
|
Constable
|
|
Outpost
|
|
|
|
|
Ulath Way - Ulath Way - Ulath Way - Ulath Way
|
|
| | | |
|
|
| Post Office Hospital Library
|
|
|
|
|
| Salazar's Casino Bait & Tackle
|
|
| | | |
|
|
River St - Boardwalk - Boardwalk - Boardwalk...
|
|
Bridge
|
|
| The Labyrinth
|
|
| |
|
|
River St - Captain Wellmaster - Bourbon St. - Dalston
|
|
| Vulcevic's | Outfitters
|
|
| |
|
|
Jareth City River St The Bootery Maris' - Bourbon St. - Maris'
|
|
Flats | | Armoury | Weaponry
|
|
| | | | |
|
|
< - - Floris Ave - Square - Floris Ave - Floris Ave - City Proper - Floris Ave...
|
|
| | | | |
|
|
Scrolls - River St - Claris' Grainy's Bar - Bourbon St. - Kitty-Kat
|
|
& More | Concoctions | Club
|
|
| | |
|
|
Mage Guild - River St - Jeweler The Bloated - Bourbon St. Kitty-Kat
|
|
| / Goat | Club
|
|
| / |
|
|
Constable / Dark Alley - Bourbon St. - Jahred's
|
|
Outpost / | | Tavern
|
|
Warrior | |
|
|
Guild Dark Alley Granny's
|
|
| Quilt Shop
|
|
|
|
|
Dark Alley - Dark Alley - Thieve's Guild
|
|
~
|
|
S
|
|
#25771
|
|
Cobbled St~
|
|
You stand on a cobbled street running north out of the town proper. To the
|
|
east you may enter the stables, west is the windowless wall of the City Jail,
|
|
and south is the hustle and bustle of Floris Ave.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 25601
|
|
D2
|
|
You may enter onto Worship Way.
|
|
~
|
|
~
|
|
0 -1 25746
|
|
S
|
|
#25772
|
|
Stables~
|
|
Row upon row of stalls line this barn. Here you may leave your steed until
|
|
your needs dictate otherwise. Great care is given to each and every animal,
|
|
whether thoroughbread or jackass they receive the best of oats, a nightly sponge
|
|
bath and rub down, and twice daily they are run in the yard for excercise.
|
|
~
|
|
257 8 0 0 0 0
|
|
D2
|
|
You may eneter onto Floris Ave.
|
|
~
|
|
~
|
|
0 -1 25728
|
|
S
|
|
#25773
|
|
Grigor's Bait and Tackle~
|
|
All manner of fishing paraphenalia line the walls and stack the racks here
|
|
Grigor's. Grigor, being a fisherman by trade for most of his younger years,
|
|
knows all the best spots on the river and all the best tackle to use. You may
|
|
exit south to the Boardwalk.
|
|
~
|
|
257 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 -1 25751
|
|
S
|
|
#25774
|
|
Warrior's Lounge~
|
|
This room was specifically made by warriors for warriors. After a long, hard
|
|
day, a warrior needs a chance to take a load off. Round bar tables sit
|
|
haphardly around the room with plush chairs circling each. Scantily-clad ladies
|
|
serve drinks ranging from high protein to high octane moonshine, depending on
|
|
what your personal needs might be. A practice area, wide open to those seated
|
|
at the tables, allows not a place for warriors to hone their abilities to a
|
|
fine, cutting edge, but it also gives those seated some entertainment watching
|
|
their peers make asses of themselves while practicing new moves not quite
|
|
perfected.
|
|
~
|
|
257 520 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 -1 25775
|
|
D4
|
|
~
|
|
~
|
|
0 -1 25724
|
|
S
|
|
#25775
|
|
Warrior's Guild~
|
|
A huge granite throne sits in the center of the room, with what you assume
|
|
would be your guildmaster seated on it. Flanked by guards on either side, both
|
|
carrying spears the size of a large tree, you can't help but feel just a bit
|
|
intimidated.
|
|
~
|
|
257 520 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 25774
|
|
S
|
|
#25776
|
|
Temple of All and None~
|
|
Robed and hooded priests walk solemnly by with heads bowed. After being so
|
|
used to the normal din of the city, the near-library silence that surrounds you
|
|
hear seems almost like a dream. The temple, formed in the shape of a cross,
|
|
allows worship at three of the four points of the cross, each devoted to an
|
|
alignment, a following of belief. The fourth point is the entrance to the
|
|
temple itself, which is north. A door in the wall near the temple exit allows
|
|
access to the Cleric's Guild.
|
|
~
|
|
257 8 0 0 0 0
|
|
D0
|
|
You may enter onto Worship Way.
|
|
~
|
|
~
|
|
0 -1 25760
|
|
D5
|
|
~
|
|
~
|
|
0 -1 25777
|
|
S
|
|
#25777
|
|
Meditation and Prayer~
|
|
Solemn and intense, this room offers the chance for clerics to find a bit of
|
|
inner peace before embarking upon adventures into the outside world. A row of
|
|
kneeling pads line the floor along the north and south walls, allowing comfort
|
|
while in prayer. A flight of stairs lead up to the Temple of All and None, and
|
|
to the west, the High Priest of Jareth.
|
|
~
|
|
257 536 0 0 0 0
|
|
D3
|
|
~
|
|
~
|
|
0 -1 25778
|
|
D4
|
|
~
|
|
~
|
|
0 -1 25776
|
|
S
|
|
#25778
|
|
Cleric's Guild~
|
|
Candlebra hold scores of candles burning in devotion to the gods of Dibrova.
|
|
Draped in red and purple silk tapestries, the room makes you feel both majestic
|
|
and at peace.
|
|
~
|
|
257 536 0 0 0 0
|
|
D1
|
|
~
|
|
~
|
|
0 -1 25777
|
|
S
|
|
#25779
|
|
River St Bridge~
|
|
This bridge, one of the wonders of the Known Lands, spans the Alquandon River
|
|
in such a graceful arc it seems the craftsmanship required for such a feat would
|
|
be impossible. Near the crest of the arc, engraved into the steel an
|
|
inscription reads 'This bridge dedicated to the great and wonderful people who
|
|
made the notion of a free city a reality. ' It is not signed, but such metal
|
|
work could only be the work of the fabled dwarven metalsmiths at Krat. North of
|
|
you the boardwalk begins, south is a square and most of Jareth, and you may
|
|
enter the Alquandon River from a path leading down.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
River St runs north into the more 'upper class' section of Jareth.
|
|
~
|
|
~
|
|
0 -1 25780
|
|
D2
|
|
River St runs south.
|
|
~
|
|
~
|
|
0 -1 25759
|
|
S
|
|
#25780
|
|
River St~
|
|
You stand on River St, north of town, entering the arts and entertainment
|
|
district of Jareth. South of you is the Bridge, north the road makes a turn to
|
|
the west before a Constable's Ouptost, and east begins the Boardwalk along the
|
|
river.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
River St runs north.
|
|
~
|
|
~
|
|
0 -1 25781
|
|
D1
|
|
You see the Boardwalk.
|
|
~
|
|
~
|
|
0 -1 25798
|
|
D2
|
|
You see the River St bridge.
|
|
~
|
|
~
|
|
0 -1 25779
|
|
S
|
|
#25781
|
|
Ulath Way~
|
|
Here begins Ulath Way, the northernmost road in all Jareth. A Constable's
|
|
Outpost is north of you, offering protection to any in need. To the east Ulath
|
|
Way continues with the city wall to the north and River St to the south.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
You see a Constable's Outpost.
|
|
~
|
|
~
|
|
0 -1 25782
|
|
D1
|
|
Ulath Way runs east.
|
|
~
|
|
~
|
|
0 -1 25790
|
|
D2
|
|
You may enter onto River St.
|
|
~
|
|
~
|
|
0 -1 25780
|
|
S
|
|
#25782
|
|
Constable's Outpost~
|
|
Here the law of Jareth maintains a small but servicable outpost for their
|
|
main office in the center of the city. Posters of known criminals hang on the
|
|
walls with a short description of each criminal at the bottom of each. Knowing
|
|
Jareth is so well protected by the fine men and women of the City Constabulary,
|
|
you feel much more at ease about walking the streets of Jareth. Whether that is
|
|
because you feel that you are better protected, or simply more able to get away
|
|
with whatever it is you would like, well, that remains to be seen.
|
|
~
|
|
257 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 -1 25781
|
|
S
|
|
#25783
|
|
Post Office~
|
|
This building houses a number of P.O. boxes, all lined against the east
|
|
wall. Here you may post a message to any other player on the MUD or get any
|
|
messages you may have waiting for you. A clerk, wearing a visor and a thumb
|
|
rubber stands behind a desk.
|
|
~
|
|
257 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 25790
|
|
S
|
|
#25784
|
|
Hospital~
|
|
The city keeps an efficient staff hustling about in this one room clinic.
|
|
Cots line one wall, where a number of sick people lay, some resting peacefully,
|
|
some moaning in pain. Here you may receive attention for any wounds you may
|
|
have incurred or simply get a 'recharge'.
|
|
~
|
|
257 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 25791
|
|
S
|
|
#25785
|
|
Library~
|
|
This long, low building houses some of the greatest works in the Known Lands,
|
|
both fictional and nonfictional. An attendant is always on hand to help locate
|
|
any works you may be looking for, and also to help those who have difficulty in
|
|
reading.
|
|
~
|
|
257 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 25792
|
|
S
|
|
#25786
|
|
Clothing Shop~
|
|
This shop is considered to be the best in all Jareth where fashion is
|
|
concerned. Franz, designer and operator of this establishment, takes a great
|
|
deal of time in locating the finest materials for his garments. You see no sale
|
|
signs, which means that Franz must deserve his reputation.
|
|
~
|
|
257 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 -1 25797
|
|
S
|
|
#25787
|
|
Training Hall~
|
|
Many floor mats, weights, training dummies, and manuals lay about waiting to
|
|
be used for training. All sorts of people train or work out in various places
|
|
around you.
|
|
~
|
|
257 8 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 -1 25793
|
|
S
|
|
#25788
|
|
Casino~
|
|
Not quite what you would expect from a casino. More like a mafia cooling
|
|
room. Lights dimmed to near-darkness, smoke in a cloud hanging low over the
|
|
entire room, small tables with four chairs and a dealer at each are scattered
|
|
about the room. Men in dark armor stand with their arms crossed at 3 foot
|
|
intervals along the walls watching and making sure no one cheats. The exit is
|
|
south, or you may sit down and try and win some fast cash.
|
|
~
|
|
257 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 -1 25799
|
|
S
|
|
#25789
|
|
Salazar's on the River~
|
|
This bar seems to have such a festive atmosphere, it nearly reaches out and
|
|
snatches you onto the dance floor. Women of every race strut their stuff, men
|
|
cut a rug with reckless abandon, and the music, so loud as to alomost deafen
|
|
you, moves through your body and makes you want to join in. Low boothes line
|
|
walls east and west, a long bar next to the bandstand offers drinks to your
|
|
north, and the dance floor, smack dab in the center of the room, simply calls to
|
|
you.
|
|
~
|
|
257 8 0 0 0 0
|
|
D2
|
|
~
|
|
~
|
|
0 -1 25798
|
|
S
|
|
#25790
|
|
Ulath Way~
|
|
Ulath Way continues east and west along the north wall. To the south, you
|
|
may enter the Post Office.
|
|
~
|
|
257 0 0 0 0 0
|
|
D1
|
|
Ulath Way runs east.
|
|
~
|
|
~
|
|
0 -1 25791
|
|
D2
|
|
You see the Post Office.
|
|
~
|
|
~
|
|
0 -1 25783
|
|
D3
|
|
Ulath Way runs west.
|
|
~
|
|
~
|
|
0 -1 25781
|
|
S
|
|
#25791
|
|
Ulath Way~
|
|
The road continues east and west along the north wall. You may enter the
|
|
Hospital to the south.
|
|
~
|
|
257 0 0 0 0 0
|
|
D1
|
|
Ulath Way runs east.
|
|
~
|
|
~
|
|
0 -1 25792
|
|
D2
|
|
You see the hopsital.
|
|
~
|
|
~
|
|
0 -1 25784
|
|
D3
|
|
Ulath Way runs west.
|
|
~
|
|
~
|
|
0 -1 25790
|
|
S
|
|
#25792
|
|
Ulath Way~
|
|
The road continues east and west here along the north wall. You may enter
|
|
the Library to the south.
|
|
~
|
|
257 0 0 0 0 0
|
|
D1
|
|
Did I say you could look east, punk?
|
|
~
|
|
~
|
|
0 -1 25793
|
|
D2
|
|
You see the Library.
|
|
~
|
|
~
|
|
0 -1 25785
|
|
D3
|
|
Eyes to the front, you maggot, it's none of your business what is west.
|
|
~
|
|
~
|
|
0 -1 25791
|
|
S
|
|
#25793
|
|
Ulath Way~
|
|
The road continues east and west here along the north wall. To the east you
|
|
see that Ulath Way makes a turn south, onto the boardwalk. Directly south of
|
|
you is the Training Hall.
|
|
~
|
|
257 0 0 0 0 0
|
|
D1
|
|
Ulath Way runs east.
|
|
~
|
|
~
|
|
0 -1 25794
|
|
D2
|
|
You may enter the training hall.
|
|
~
|
|
~
|
|
0 -1 25787
|
|
D3
|
|
Ulath Way runs west.
|
|
~
|
|
~
|
|
0 -1 25792
|
|
S
|
|
#25794
|
|
Boardwalk~
|
|
You stand on a wooden road which runs south along the river bank. To your
|
|
west is Ulath Way, the northernmost road in Jareth.
|
|
~
|
|
257 0 0 0 0 0
|
|
D2
|
|
The boardwalk runs south.
|
|
~
|
|
~
|
|
0 -1 25795
|
|
D3
|
|
Ulath Way runs west.
|
|
~
|
|
~
|
|
0 -1 25793
|
|
S
|
|
#25795
|
|
Boardwalk ~
|
|
This short section of the boardwalk runs along the river where the Alquandon
|
|
the Karafa meet. Fishermen line the bank, trying their luck, while others
|
|
lounge on benches just enjoying the sights and sounds along the river.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
The boardwalk runs north
|
|
~
|
|
~
|
|
0 -1 25794
|
|
D2
|
|
The boardwalk runs south.
|
|
~
|
|
~
|
|
0 -1 25796
|
|
S
|
|
#25796
|
|
Boardwalk~
|
|
The boardwalk makes a turn here, allowing traffic north and west, still
|
|
following the course of the river. Fishermen line the river bank, trying their
|
|
luck, while others just lounge on benches here, enjoying the sights and sounds
|
|
of the river.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
The boardwalk runs north.
|
|
~
|
|
~
|
|
0 -1 25795
|
|
D3
|
|
The boardwalk runs west.
|
|
~
|
|
~
|
|
0 -1 25797
|
|
S
|
|
#25797
|
|
Boardwalk~
|
|
The boardwalk runs east and west here along the Alqaundon, allowing fishing
|
|
or relaxation, as you will. Les Franz, a well reknowned clothing shop in
|
|
Jareth, is to your north.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
You see a clothing shop.
|
|
~
|
|
~
|
|
0 -1 25786
|
|
D1
|
|
The boardwalk runs east.
|
|
~
|
|
~
|
|
0 -1 25796
|
|
D3
|
|
The boardwalk runs west.
|
|
~
|
|
~
|
|
0 -1 25751
|
|
S
|
|
#25798
|
|
Boardwalk~
|
|
Here the boardwalk begins it's run east and west along the banks of the
|
|
Alquandon. Fishermen line the river bank, trying their luck, while others
|
|
simply sit on benches here enjoying the sights and sounds of the river. Loud
|
|
music can be heard to the north, coming from a bar and to your west you may
|
|
enter onto River St.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
You see a bar.
|
|
~
|
|
~
|
|
0 -1 25789
|
|
D1
|
|
The Boardwalk runs east.
|
|
~
|
|
~
|
|
0 -1 25799
|
|
D3
|
|
You see River St.
|
|
~
|
|
~
|
|
0 -1 25780
|
|
S
|
|
#25799
|
|
The Boardwalk~
|
|
The boardwalk runs east and west along the riverbank. There is a casino to
|
|
the north and if one has the desire, on may try fishing here in the river.
|
|
~
|
|
257 0 0 0 0 0
|
|
D0
|
|
~
|
|
~
|
|
0 0 25788
|
|
D1
|
|
~
|
|
~
|
|
0 0 25751
|
|
D3
|
|
~
|
|
~
|
|
0 0 25798
|
|
S
|
|
$~
|