6D/
6D/area/
6D/boards/
6D/city/
6D/color/
6D/corpses/
6D/councils/
6D/htowns/
6D/news/
6D/specials/
6D/src/specials/
6D/src/trades/
#AREA        Village of Jarynth~



#VERSION     11
#AUTHOR      Eldaera~
#DERIVATIVES ~
#COLOR       11
#HTOWN       ~
#DESC        ~

#RANGES
25 45 1 100
$

#SPELLLIMIT 0
#WEATHERCELL 0 0

#RESETMSG A wintery wind blasts through Jarynth, covering it with a fresh blanket of snow.~

#FLAGS
0

#CURRENCY 0

#HIGHECONOMY 0 0 0 0 0 -1

#LOWECONOMY 0 31250000 0 999999563 999999583 -1

#CLANNAME none~

#INFLUENCE 0

#MOBILES
#10801
Watchman guard~
a town watchman~
A town watchman shivers in the cold as he hovers over the campfire.
~
The guard's guant figure wears a long surcoat of faded green, bronze plate armor and a beige woolen cloak. Brown hair is barely visible under the tall guard's hat, made of felt the same green as his surcoat. His face is weary and weathered by the intense cold of Jarynth. 
~
0
Clanname none~
0
0
131075 4194304 1000 C
30 0 0 20d20+2000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 4
10 10 41 0 0 0 -2147483600 0
> act_prog p gives you~
if otypeinv(food) == 1
  mpechoat $n &CGuard watchman says, 'For this wonderful present...'&D
  mpechoat $n &cGuard watchman takes a bite of the food...&D
  mpechoat $n &CGuard watchman says, '...I will allow you entrance into the city.'&D
  mpechoat $n &cGuard watchman finishes the food.&D
  unlock w
  open w
  mpjunk all
  mpoload 10803
  mpoload 10804
endif
~
> greet_prog 50~
mea $n &cA town watchman sighs sadly as he searches his bag for food in vain.&D
mppause 5
mea $n &CA town watchman says, "I wish I had but a piece of bread, I'm starving!"&D
~
|
#10802
black crow~
a black crow~
A little black crow pecks at the ground looking for something to eat.
~
The crow is massive in size coming close the size of a large dog.
~
13
Clanname none~
0
0
3 0 0 C
30 0 0 20d20+2000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
74 4 0 0 1 1 4
10 10 0 0 0 0 3 2
#10803
citizen jarynth~
a citizen Jarynth~
A citizen of Jarynth wanders through the streets hoping to get some food.
~
Almost skin and bones, this thin man is dressed in what used to be the traditional garb of Jarynth but now just resembles rags. His lackluster brown hair is damp with snow and he constantly shivers while clutching his green peasant coat tighter about him. Hopeless brown eyes lack any spark of life, making him a sad sight to behold.
~
0
Clanname none~
0
0
3 0 0 C
30 0 0 20d20+2500 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 3
10 10 0 0 0 0 48 0
> greet_prog 40~
mppause 5

mea $n &cA citizen of Jarynth sees you and approaches you, asking for food.&D
~
|
#10804
stray cat~
a stray cat~
A boney, stray cat rubs up against your leg, hoping to get some food.
~
~
0
Clanname none~
0
0
3 0 500 C
30 0 0 20d20+2000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
27 4 0 0 1 1 4
10 10 0 0 0 0 3 0
> greet_prog 50~
mea $n &cA boney stray cat meows at you for some food. How cute.&D
~
> act_prog p gives you~
if otypeinv(food) == 1
mpechoat $n &cA stray cat purrs and curls happily around you before devouring the food.&D
mppause 10
mpechoat $n &cA stray cat meows at you for more food. Insatiable little guy. &D
mpjunk all
else
mea $n &cA stray cat stares derisively at you. Obviously, it wanted food and not this.&D
drop all
endif
~
|
#10805
Polonius butcher~
Polonius the village butcher~
Polonius, a portly butcher, is absently sharpening a knife behind the counter.
~
The butcher has a blood covered apron hanging off the front of him.
~
0
Clanname none~
0
0
131075 128 700 C
45 0 0 30d30+6500 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
20 10 41 0 0 0 -2147483584&256 2
> greet_prog 70~
mea $n &cPolonius looks up from his knife as you enter.&D
mppause 5
mea $n &CPolonius give you an apologetic look and says, 'Sorry, we're all out of stock. Unless this strange weather lets up, there'll be nothing to feed the animals. Starved animals mean an out of business butcher.'&D
~
|
#10806
dog~
a small dog~
A small dog wags his tail here, hoping to get Polonius' attention.
~
~
0
Clanname none~
0
0
131075 0 500 C
30 0 0 20d20+2000 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
28 4 0 0 1 1 4
10 10 0 0 0 0 3 0
> rand_prog 2~
mpe &cA small dog sits down and whines pitifully, tail sweeping the floor.&D
mppause 10
if mobinroom(10805) < 1
mpe &cA small dog runs around yapping, looking for Polonius and the possibility of food.&D
else
mpe &cA small dog chases after Polonius, yapping excitedly and tugging at the butcher's trousers.&D
mppause 10
mpe &cPolonius frowns at the dog, shaking it off his leg.&D
mppause 5
mpe &cPolonius the butcher says, 'Sorry, no food for any of us today, buddy.'&D

endif
~
|
#10807
Brontus baker~
Brontus, the head baker~
A skeletal man greets you with a weak smile as he welcomes you to his store.
~
A constant worried frown on his gaunt face, Brontus has a small goatee and drooping green eyes. His brown hair is streaked with grey, more from stress than from age. Slouched in a morose fashion, his unhappy frame looks like it's wasting away and more bone than muscle. A tattered brown apron is tied messily around his thin waist.
~
0
Clanname none~
0
0
131075 128 700 C
45 0 0 30d30+6000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 3
20 10 41 0 0 0 -2147483584&256 2
> greet_prog 50~
mea $n &cUpon noticing you, Brontus approaches weakly with his boney hand extended to greet you.&D
mppause 10
mea $n &CBrontus, the head baker says, 'There's not much here, but- well, there's not much.'&D
mppause 10
mea $n &cBrontus heaves a heavy sigh.&D
~
> rand_prog 1~
mpe ^CBrontus sighs and mutters, 'How am I to bake with no ingredients? No wheat, no sugar, no yeast...'&D
~
> speech_prog p winter~
mppause 3
mpe &CBrontus, the head baker scoffs and says, 'Pah! Winter? This is no winter. Winter melts into spring. This is no winter, I tell you.'&D
~
|
#10808
Annaliea witch~
Annaliea~
The town witch smiles at you warmly, then continues to stir her cauldron.
~
~
0
Clanname none~
0
0
132099 71303296 700 C
35 0 0 20d20+5000 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
0 2 0 0 1 1 3
15 15 0 0 0 0 49 0
> greet_prog 100~
if level($n) >= 75
  if quest(enthunt) > 1
    mppause 1
    mpechoat $n &CAnnaliea says, 'Oh, hey there!  Did Marlana send you for my job?'&D
    mppause 2
    smile
  endif
endif
if quest(sandlizards) == 2
  mpechoat $n &CAnnaliea says, 'Oh good, thank you again, so very very very much!'&D
  mppause 4
  mpechoat $n &CAnnaliea says, 'Here as a reward, I know it isn't much but...'&D
  mpwithdraw 1000 gold
  give 1000 gold $n
  mpquest $n sandlizards 3
  mppause 4
  mpechoat $n &CAnnaliea says, 'Oh yea, just in case you are interested, go look for Gyakas in Dakar.  I think he has a job to do up there where there were the sand lizards...'&D
endif
if quest(Karnae) == 1
  mpechoat $n &CAnnaliea says, 'Are you here for the potion for Karnae's sister?'&D
else
  if quest(Karnae) == 2
    if mobinarea(10818) == 0
      mpechoat $n &CAnnaliea says, 'Well, did you get the potion?  If so, hand it to me so I can finish and you can be on your way.
      mpechoat $n &CIf you didn't get it, &WSAY NO&C.'&D
    endif
  else
    if quest(Karnae) == 3
      mpechoat $n &CAnnaliea says, 'Give me the potion so that I can finish it, and you can be on your way.'&D
    endif
  endif
endif
~
> speech_prog p yes~
if level($n) >= 75
  if quest(enthunt) == 11
    if quest(sandlizards) < 1
      mppause 5
      mpechoat $n &CAnnaliea says, 'Oh thanks goodness, I tell ya I was worried that no one would come. Well anyways...'&D
      mppause 4
      mpechoat $n &cAnnaliea takes a deep breath before she speaks.&D
      mpechoat $n &CAnnaliea says, '...ok, here is the deal.  On the golden peninsula, there are these sand lizards, and they are over populating the area you see...'&D
      mppause 4
      mpechoat $n &CAnnaliea says, '...so, if you could thin them out a little, at least so the ent's have room, that would be nice, just ten of them should do, thanks.'&D
      mpquest $n sandlizards 1
    endif
  endif
endif
if quest(Karnae) == 1
  mpechoat $n &CAnnaliea says, 'I'm terribly sorry, but a shady ogre grabbed the potion, mumbling something about pretty color.'&D
  mppause 5
  mpechoat $n &CAnnaliea says, 'If you can get it back to me, I'll be able to finish it and you'll be on your way.'&D
  mppause 10
  mpechoat $n &CAnnaliea says, 'Oh, by the way, the thief hasn't left this fair village.  So seek him out here.'&D
  mpat 10835 mpmload 10818
  mpquest $n karnae 2
endif
~
> act_prog p gives you a foamy potion.~
if quest(Karnae) == 3
  mppause 3
  mpechoat $n &cAnnaliea takes the potion and adds the few final ingredients, then hands it back.&D
  give foamy $n
  mpquest $n Karnae 4
  mppause 4
  mpechoat $n &CAnnaliea says, 'Now hurry back to Karnae, so that his sister might be saved.'&D
endif
~
> rand_prog 1~
mpe &cAnnaliea hums as she grabs another ingredient from the shelf to add into the cauldron.&D
mppause 20
mpe &GA puff of bright green smoke bursts into the air, filling the room with the smell of mint briefly.&D
~
> speech_prog p no~
if quest(Karnae) == 2
  mpechoat $n &CAnnaliea says, 'Well, you're in luck, to my misfortune.  Another bottle was stolen while you
  mpechoat $n &Cwere out attempting to get that last one.  Bring me the latest potion that was stolen so that
  mpechoat $n &CI might finish this business and you'll be on your way.'&D
  mppause 2
  mpat 10835 mpmload 10818
else
  mpechoat $n &CAnnaliea says, 'No what?'&D
endif
~
|
#10809
Osholo shopkeeper~
Osholo~
Osholo gives you a fake smile as you walk into his store.
~
Greying hair slicked back, Osholo has a hawk-like face with a protruding nose. Green eyes glitter with sly cunning and his mouth is twisted up into an insincere smile. He wears a umber jacket with fox fur cuffs, though the luxurious coat cannot hide his starved build. He keeps his arms folded and his long, spidery fingers tap absently in repressed irritation.
~
0
Clanname none~
0
0
131075 128 -400 C
45 0 0 20d20+4000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 3
20 10 41 0 0 0 -2147483584&256 2
#10810
Mats storekeeper~
Mats~
Mats, the storekeeper, sighs as he dusts off rows of unsold inventory.
~
Wearing a grease-stained apron and a thick, winter tunic, Mats' build is 
hard to discern. His calloused hands are scarred and strong, used to a 
life of hard work. A gruff face is heavily wrinkled beyond its age, his 
brown eyes hooded wearily and his mouth twisted into a grimace. 
~
0
Clanname none~
0
0
131075 128 700 C
45 0 0 20d20+4000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 3
20 10 41 0 0 0 -2147483584&256 2
> greet_prog 100~
mea $n &cMats gives you a hesitant smile, obviously hopeful that you'll buy some goods.&D
~
> rand_prog 1~
mpe &cMats absently polishes a saddle.&D
mppause 5
mppause 5
mpe &CMats, the storekeeper says, 'The weather has been unusually harsh here in Jarynth. It's been near impossible for any local farmer to work their field in this snow. I can only pray that the sun will come soon so farmers will have a need for these goods once more.'&D
~
|
#10811
graveyard gatekeeper~
The graveyard gatekeeper~
A crooked little man greets you with a sorrowful smile.
~
~
0
Clanname none~
0
0
131075 128 700 C
40 0 0 20d20+5000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 4
20 20 0 0 0 0 560 0
> all_greet_prog 100~
if ispc ($n)
  mpechoat $n &cThe graveyard gatekeeper bows his head solemnly at you to acknowledge your presence.&D
mppause 10
  mea $n &CThe gatekeeper says quietly, 'The dead have their own tales to tell. If you want to know the stories of the past, do not be afraid of finding ghosts.'&D

  unlock gate
  open gate
endif
~
|
#10812
mourner~
a lonely mourner~
A lonely mourner sobs as he carries his flowers to a gravesite.
~
~
0
Clanname none~
0
0
16777217 128 700 C
40 0 0 50d50+7500 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 3
20 20 0 0 0 0 4656 3
#10813
preacher~
a preacher~
A preacher stands here, offering hollow words of comfort.
~
~
0
Clanname none~
0
0
131075 128 1000 C
50 0 0 50d50+7500 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 0 0 0 1 1 3
15 15 0 0 0 0 48 0
#10814
farmer~
The farmer~
A farmer gazes worriedly at his barren crop as paces his front porch.
~
~
0
Clanname none~
0
0
1073741827 0 1000 C
30 0 0 10d20+2000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 3
10 10 0 0 0 0 304 524288
> fight_prog 35~
Yell watch out Laerci!!
Yell $n is trying to get in!!
~
|
#10815
dog tan soapy~
Soapy~
A little black and tan dog barks at you, nipping at your heels.
~
Barking excessively at you, Soapy stands ready to attack anything that
may enter her territory.  Black in color with a tan underbelly, she stands
sternly at attention.  Tiny muscles ripple with aggression, while she flashes
a set of little white teeth as sharp as daggers.  Lowering her head, she
pulls her ears back against her skull.  Though her behavior and appearance
is that of a fierce doberman, her chihuahua-like size tells you that she's
nothing but a wannabe watch dog.
~
0
Clanname none~
0
0
3&4 373293184&2097152&4 400 C
35 0 0 30d35+5000 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
26 4 0 0 1 1 0
20 20 0 0 96 0 33 12291
> fight_prog 75~
mpechoat $n Soapy's kick wounds you!
mpdamage $n 150
mpechoat $n Soapy's bite bruises you.
mpechoat $n Soapy's bite misses you.
mpechoat $n Soapy's kick hits you.
mpechoat $n Soapy's bite bruises you.
mpechoat $n Soapy's bite misses you.
mpechoat $n Soapy snarls wildly, baring her teeth.
mpechoat $n As Soapy bares her teeth, she leaps toward you!
mpdamage $n 100
mppause 15
mpechoat $n Soapy's kick hits you.
mpechoat $n Soapy's bite grazes you.
mpechoat $n Soapy's bite misses you.
mpechoat $n Soapy kicks you, sending you tumbling out of the room!
mptransfer $n 10801
~
> death_prog 50~
2
 death_prog 50
mpecho As the bloody form of the dog falls at your feet, you kick the corpse of the dog for good measure, breaking off a piece of her collar.
mpoload 10815
drop stud
mpecho As the bloody form of the dog falls at your feet, you kick the corpse of the dog for good measure, the chipped tooth of a small dog falls out. 
mpoload 10816
drop tooth
~
|
#10816
Laerci farmer wife~
Laerci, the farmer's wife~
Laerci, the farmer's wife, sits here at a small table.
~
~
0
Clanname none~
0
0
1 0 1000 C
25 0 0 20d20+3000 0d0+0
0 0 0 0 0 
0
115 115 2
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
10 10 0 0 0 0 48 524288
#10817
blind old man peddler beggar~
a blind man~
An old blind man is sitting cross legged here begging for coins.
~
~
1
Clanname none~
0
0
131139 4194304 0 C
50 0 0 0d0+2500 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 0
0 0 41 0 0 0 49 2
> bribe_prog 100~
if quest(peddler) < 1
  mppause 2
  mpechoat $n &CA blind man grovels at your feet, kissing them repeatedly, 'What a wonderful person you are, I can't believe a soul such as yourself still exists in this day and age.'&D
  mppause 6
  mpechoat $n &CA blind man says, 'They say the talisman is held by the Stone Sorcerer, deep within Mount Cierra.  Once you have it, give it to the Cardinal at the top of the mountain and you'll receive an outstanding breastplate.'&D
  mppause 6
  mpechoat $n &cA blind man listens carefully for anyone that may be nearby...
  mpechoat $n &CA blind man says, 'For one such as you, I shall give thee a valuable warning.  Do not take any containers with you to face the Stone Sorcerer.  He has a bad tendency to destroy such things.'&D
  mpquest $n peddler 1
  mpat 4 drop all
endif
~
> all_greet_prog 100~
if quest(forbidden) == 4
  mpechoat $n &CA blind man says, 'Greetings, I assume Battle Master Ulave sent you.
  mpechoat $n &CI was once a monk of reknown fighting skills.  I saw a powerful beast
  mpechoat $n &Cthat was wounded my village had been terrified of the creature, and
  mpechoat $n &CI knew it must die.  Did I do right in attacking when it was injured
  mpechoat $n &Cor should I have held back to learn more?'
  mpechoat $n &cType &WSAY RIGHT&c or &WSAY LEARN&c.
  mpquest $n forbidden 5
  abort
endif
if quest(peddler) < 1
  mppause 2
  mpechoat $n &CA blind man sightlessly gazes up as he hears your approach, 'Dear friend, can you spare a coin for the blind?'&D
  mppause 4
  mpechoat $n &CA blind man says, 'I know of an item of legends, I can tell you about...if you're willing to help a poor old beggar out.'&D
  mpechoat $n &CHint: &cGive &W1, 10, 20, 30, 50, 70 &cor &W100 GOLD COINS&c to hear more information about this quest.&D
endif
~
> speech_prog right~
mppause 4
if quest(forbidden) == 5
  mpechoat $n &CA blind man says, 'You have much to learn yet, young one.'
  mpquest $n forbidden remove
endif
~
> speech_prog learn~
mppause 4
if quest(forbidden) == 5
  mpechoat $n &CA blind man says, 'Yes I should have waited to learn more.  It turns
  mpechoat $n &Cout the creature was Battle Master Ulave.  Battle Master Ulave had just
  mpechoat $n &Ckilled the Black Dragon that was terrorizing my village, that is why he
  mpechoat $n &Cwas wounded.  In my battle with Battle Master Ulave he let me live, but
  mpechoat $n &CI lost my sight.  I have forever vowed to assist him when called.'
  mpquest $n forbidden 6
endif
~
> bribe_prog 70~
if quest(peddler) < 1
  mppause 2
  mpechoat $n &CA blind man gropes around, clasps your hand, kissing it, 'Thank you, my Master, it is very much appreciated.'&D
  mppause 6
  mpechoat $n &CA blind man says, 'They say the talisman is held by the Stone Sorcerer, deep within Mount Cierra.  Once you have it, give it to the Cardinal at the top of the mountain and you'll receive an outstanding breastplate.'&D
  mpquest $n peddler 1
  mpat 4 drop all
endif
~
> bribe_prog 50~
if quest(peddler) < 1
  mppause 2
  mpechoat $n &CA blind man grins toothlessly up at you, 'Why, thank you kind sir.'&D
  mppause 6
  mpechoat $n &CA blind man says, 'They say the talisman is held by the Stone Sorcerer, deep within Mount Cierra.  Once you have it, give it to the Cardinal at the top of the mountain and you'll receive a mid-level item.'
  mpquest $n peddler 1
  mpat 4 drop all
endif
~
> bribe_prog 30~
if quest(peddler) < 1
  mppause 2
  mpechoat $n &cA blind man says 'Thank you' with a little more enthusiasm.&D
  mpquest $n peddler 1
  mppause 6
  mpechoat $n &CA blind man says, 'They say the talisman is held by the Stone Sorcerer, deep within Mount Cierra.  Once you have it, give it to the Cardinal at the top of the mountain.'
  mpat 4 drop all
endif
~
> bribe_prog 20~
if quest(peddler) < 1
  mppause 2
  mpechoat $n &CA blind man says, 'Thank you...'&D
  mppause 6
  mpechoat $n &CA blind man says, 'They say the talisman is held by the Stone Sorcerer, deep within Mount Cierra.'&D
  mpquest $n peddler 1
  mpat 4 drop all
endif
~
> bribe_prog 10~
if quest(peddler) < 1
  mppause 2
  mpechoat $n &cA blind man mutters a 'Thank you,' before continuing.&D
  mppause 6
  mpechoat $n &CA blind man says, 'They say the key to attaining it lies within an ancient tunnel within Mount Cierra, and is held by a powerful adversary.'
  mpquest $n peddler 1
  mpat 4 drop all
endif
~
> bribe_prog 1~
if quest(peddler) < 1
  mppause 2 
  mpechoat $n &CA blind man nearly spits out a 'Thank you,' before going on with the information.&D
  mppause 6
  mpechoat $n &CA blind man says, 'They say the key to attaining it lies within an ancient tunnel within Mount Cierra.'
  mpquest $n peddler 1
  mpat 4 drop all
endif
~
|
#10818
shady ogre thief~
shady ogre~
A shady ogre attempts to hide here.
~
~
9
Clanname none~
0
0
1 0 -1000 C
40 0 0 0d0+1000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
5 4 0 0 1 1 0
0 0 0 19 0 32 176 1061639
> death_prog 100~
mpoload 28033
~
|
#10819
watchman guard manech~
Watchman Manech~
A thin town watchman huddles around a campfire here, whittling a small wolf figurine.
~
Looking to be no older than twenty, this young guard wears the usual outfit of Jarynth's guards composing of  a long surcoat, bronze plate armor, and a woolen cloak. Slightly curling brown hair sticks out from under his tall guard's hat. A pair of sad green eyes stare down despondently at the snow.
~
0
Clanname none~
0
0
131075 4194304 1000 C
35 0 0 20d20+2000 0d0+0
0 0 0 0 0 
0
115 115 1
13 13 13 13 13 13 13
0 0 0 0 0
0 4 0 0 1 1 4
0 0 0 0 0 0 176 0
> act_prog p gives you~
if otypeinv(food) == 1
  mea $n &CManech, the watchman says quietly, 'Thank you for the food. Let me open the gates for you.'&D
  unlock w
  open w
  mpjunk all
  mpoload 10803
  mpoload 10804
  mppause 10
  mea $n &CManech, the watchman opens the gates and waits for you to walk through.&D
endif
~
> greet_prog 100~
mea $n &cThe young watchman looks up from his whittling and nods his head at you.&D
mppause 10
mea $n &CManech, the watchman says, 'If you could spare some food, I could let you into the village.'&D
~
> speech_prog ghost~
mea $n &cManech looks away with a frown.&D
mppause 10
mea $n &CManech, the watchman says, 'Colbey... he died because of me.'&D
mppause 10
mea $n &CManech, the watchman sighs and says, 'I was ill because of the blizzard. He gave me the last of his rations.'&D
mppause 15
mea $n &CManech, the watchman says sadly, 'He died a few days later. As he died, he told me to be a hero. I couldn't save him, though.'&D
mppause 20
mea $n &cManech selects a finished wolf figurine from his bag, which contains many more unfinished wolves.&D
mppause 10
mea $n &CManech says, 'I'm not allowed to leave my post. Please, put this on his grave for me.'&D 
mpoload 10819
give figurine to $n
~
> speech_prog trail~
mpe &cThe young watchman looks up from his whittling and shrugs.&D
mppause 5
mpe &CManech, the watchman says, 'A group of gypsies once passed through here. That path is blocked off now, though. Maybe I should clear it sometime... It might not lead anywhere though.'&D
~
|
#0


#OBJECTS
#10800
first obj~
a newly created first obj~
Some god dropped a newly created first obj here.~
~
13 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#10801
corpse~
bandits corpse~
The corpse of a bandit hangs from makeshift gallows in the square.~
~
13 0 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
E
corpse bandit gallows~
Dressed in torn rags, the decaying corpse of a bandit hangs here from a 
long rope noose. The skin has turned blue with frostbite due to years of 
swinging in the snow and sleet, giving the body a ghostlike pallor. 
Constructed of old bleached wood, the gallows beneath his feet show signs 
of wear and rot. 
~
#10802
statue~
statue~
Several statues glare their hateful eyes upon you.~
~
12 1073741824 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#10803
rusty key Jarynth~
rusty key of jarynth~
A rusty key of Jarynth lies here.~
~
18 0 16385
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#10804
woolen coat~
a woolen coat~
A woolen coat lies here~
%s pull$q $p and shiver$q.~
9 262400 1025 64
20 20 0 0 0 25 0
1 152 450
3
11
0
0
0
0
S 77 0
A
2 2
A
18 3
A
19 3
#10805
thick cozy gloves~
a pair of thick cozy gloves~
A pair of thick cozy gloves lies here~
~
9 262400 129
35 35 0 0 0 40 0
1 100 10
3
0
0
0
0
0
S 77 0
A
1 1
A
18 2
A
19 3
#10806
fine cotton dress~
a fine cotton dress~
A fine cotton dress lies here~
~
9 262400 9
30 30 0 0 0 0 0
1 100 10
3
0
0
0
0
0
S 77 0
A
12 15
A
18 2
A
19 3
#10807
horse feedbag~
a horse feedbag~
A horse feedbag lies here~
~
15 262144 16385
50 0 0 0 0 0 0
1 100 10
3
0
0
0
0
0
S 0 0
#10808
a hoe~
A garden hoe~
A garden hoe lies here~
~
9 524544 16385
20 20 0 0 0 0 0
1 100 10
3
0
0
0
0
0
S 0 0
A
12 10
A
18 1
A
19 2
A
4 1
#10809
Key graveyard~
Graveyard gate key~
A key lies here~
~
18 524288 16385
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#10810
spittoon~
a newly created spittoon~
A tarnished spittoon sits on the edge of the porch.~
~
12 1073741824 0
0 0 0 0 0 0 0
1 0 0
1
0
0
0
0
0
S 0 0
#10811
work worn pants~
a pair of worn cotton work pants~
A pair of worn cotton work pants lies here~
~
9 262400 33 2
20 20 0 0 0 25 0
1 200 20
1
0
0
0
0
0
S 77 0
A
18 3
A
19 3
#10812
long underwear~
a pair of long underwear~
A pair of semi-clean long johns lies her.~
~
9 262400 33 1
30 30 0 0 0 28 0
1 200 20
1
0
0
0
0
0
S 77 0
A
18 2
A
19 2
A
5 1
#10813
Farmer key~
a farmer's wooden key~
A brown key lies here~
~
18 524288 16385
0 0 0 0 0 0 0
1 1 0
1
0
0
0
0
0
S 0 0
#10814
rolling pin~
a rolling pin~
A rolling pin rests here~
~
5 786688 8193
20 10 30 4 5 25 0
1 200 20
1
0
0
0
0
0
S 0 0
A
18 2
A
19 3
#10815
name Diamond stud~
a pair of small, diamond studs~
A pair of small, diamond studs sparkle in the sunlight.~
~
9 524544 65537
30 30 0 0 0 34 0
1 200 20
3
0
0
0
0
0
S 77 0
A
18 3
A
19 3
A
2 1
#10816
tooth dog~
The chipped tooth of a small dog~
The chipped tooth of a small dog~
~
8 262400 1
0 0 0 0 0 0 0
1 10000 1000
1
0
0
0
0
0
S 0 0
#10817
shepherds Crozier staff~
a shepherd's crozier~
A staff with a crooked top lies here.~
~
5 525641 8193
10 15 30 4 5 30 0
1 10000 1000
1
0
0
0
0
0
S 0 0
A
13 50
A
12 25
A
18 10
A
19 5
#10818
golden bassoon~
an old golden bassoon~
An old bassoon lays on the ground here~
~
68 524547 16385
1 0 0 10 5 30 0
1 1 0
4
0
0
0
0
0
S 0 0
A
13 30
A
12 30
A
18 2
A
19 2
#10819
wolf figurine~
a carved wolf figurine~
A small carved wolf figurine has been placed here.~
~
13 0 1
0 0 0 0 0 0 0
1 0 0
1
1
0
0
0
0
S 0 0
E
carved wolf figurine~
Whittled carefully, this small figuring is made of linden wood and crafted to resemble a large wolf loping along. From the perked ears to the shaggy fur, the details are painstakingly carved to realism. The wood has been dyed varying shades of blue-grey and black, adding to the texture of the fur.
~
#0


#ROOMS
#10800
Outskirts of Jarynth~
~
In the distance, the sleepy little village of Jarynth is tucked away in 
the vast hills and farmlands of the region. A few decrepit farmhouses can 
be spotted amidst the blanket of snow covering their fields, neglected and 
vacant of crops. Cold wind gusts about, howling through the forsaken 
plots. 
~
1 0 11
D0
~
~
0 -1 10801
D11
~
~
0 -1 42120
R M 0 10802 7 10800
S
#10801
Frozen Road to Market~
~
The path here is obscured by the uneven snow underfoot, passing by empty 
farms and large tracts of land. The dead crops behind the broken fences 
are mostly buried by heavy snowfall. In the distance, the tall gates of 
Jarynth are visible to the northeast, as is the smoke from the village. 
~
1 0 1
D0
~
~
0 -1 10805
D1
~
~
0 -1 10803
D2
~
~
0 -1 10800
D3
~
~
0 -1 10802
S
#10802
A Barren Field Outside of Jarynth~
~
The unfertile earth underfoot is hard and frozen in this abandoned field. 
Unused plows lie scattered about the farmland, many rusted and worn down 
by the constant blizzard. A derelict farmhouse with chipped paint stands 
nearby, its doors boarded up and windows cracked. 
~
1 0 1
D1
~
~
0 -1 10801
R M 0 10802 7 10802
S
#10803
An Empty Field of Hope~
~
Red, frozen earth lay at your feet, crackling under the weight of your
body as you trample across a farmer's field.  The air is cold here, 
sending a wintery chill through your body as you gaze across this field.
A distinct feeling of despair wraps its empty arms around your soul
freezing your heart like the seeds that were planted in the soil here
by a farmer who expected the icy weather to be gone just a few days
after he planted his crop.  A farmer can be seen standing on his front
porch to the north.
~
1 0 1
D0
~
~
0 -1 10804
D1
~
~
0 -1 26023
D3
~
~
0 -1 10801
R M 0 10815 1 10803
S
#10804
Front Porch of a Farmhouse~
~
Dry, cracking wood planks creak under the weight of a farmer as he paces
back and forth across the front porch of this small farmhouse that sits
at the edge of his barren crops.  An old, weathered rocking chair sits on
the porch, waiting for the warm days of summer to appear so that the farmer
and his wife can each sit in the rocker and sip ice cold lemonade.
~
1 0 1
D0
~
~
7 10813 10851
D2
~
~
0 -1 10803
R M 0 10814 1 10804
  R E 1 10811 1 7
  R E 1 10812 1 7
  R G 1 10813 1
R O 0 10810 1 10804
R D 0 10804 0 2
S
#10805
The Frozen Road to Market~
~
A frozen trail of red earth marks the road between market and the fields 
south of Jarynth. Though marked with cart tracks and hoofprints, this road 
is deserted and no longer maintained. Ditches on the side of the road have 
accumulated ice and snow, while slush form puddles on the road. 
~
1 0 1
D0
~
~
0 -1 10806
D2
~
~
0 -1 10801
S
#10806
Road to Market~
~
The desolate dirt path connecting market and the barren fields takes a 
slight turn here. Dead plants stretch on for miles, lying frozen in the 
earth as they wait for the unnatural chill to release its icy grip on the 
lands. The village on the northeast is deathly silent. 
~
1 0 1
D2
~
~
0 -1 10805
D7
~
~
0 -1 10807
S
#10807
Outside Gates of Jarynth~
~
The tall gates look frozen over and it's a wonder they are still able to 
open, considering the snow piled about it. Next to the gates, a small 
campfire struggles to keep from blowing out as bitter winds howl loudly 
through the frozen area. Dead trees with dark branches form a stark border 
along the dirt road. 
~
1 0 1
D3
~
gate~
7 10803 10808
D8
~
~
0 -1 10806
R M 0 10801 3 10807
  R E 1 10804 1 12
  R G 1 10803 1
R M 0 10801 3 10807
  R E 1 10804 1 12
  R G 1 10803 1
R D 0 10807 3 2
S
#10808
East Galatin Road~
~
The street leads west towards the heart of the village which seems to be 
strangely silent. The constant snow here cover the buildings and roadsides 
with a blanket of white, and frost has clouded over the windows. Wandering 
the streets listlessly, the starved villagers here have expressions of 
utter hopelessness. The food shops lining the streets are suspiciously 
empty. 
~
1 0 1
D1
~
gate~
3 10803 10807
D3
~
~
0 -1 10809
R M 0 10803 6 10808
R D 0 10808 1 1
S
#10809
East Galatin Road~
~
Despite the bakery to the north and the butcher's to the south, no scent 
of food fills the air here. Unsurprisingly, there are signs on the doors 
saying the shops have been closed. The cobblestoned road is slick with ice 
and snow, making for dangerous footing. Shivering in the cold, stray 
animals wander the area scavenging for scraps. 
~
1 0 1
D0
~
~
0 -1 10810
D1
~
~
0 -1 10808
D2
~
~
0 -1 10811
D3
~
~
0 -1 10812
R M 0 10804 2 10809
S
#10810
Brontus' Bread Store~
~
The lack of crops has devastated this sleepy little village, causing the 
shelves of this bakery to sit void of most wares. Powder snow has gathered 
near the door of the cold room, lending to the desolate feel of the space. 
Once a portly fellow from sampling his own wares, Brontus the baker now 
paces along the wall where several empty shelves now gather dust. 
~
1 0 1
D2
~
~
0 -1 10809
R M 0 10807 1 10810
  R G 0 10818 1
E
shelves~
These old, wooden shelves are dusty and sadly empty. Grease stains some parts of the wood, and the edges of the wood are nicked and worn down.
~
S
#10811
The Meat of Man's Existence~
~
This small butcher's shop is no warmer than outside, with snow and sludge 
accumulated in the entryway. Unopened for months, the windows look almost 
as grimy as the filthy floor. The racks are empty of meat save for a few 
bones. Unlike the rest of the shop, the stone counters have been wiped 
clean and butcher knives, sharpened countless times, hang unused behind 
them. 
~
1 8 0
D0
~
~
0 -1 10809
R M 0 10806 1 10811
R M 0 10805 1 10811
S
#10812
Jarynth Square~
~
Normally crowded with people moving about through Jarynth, the commons now 
lies eerily still as the cold hands of the unnatural winter hold the 
residents hostage within their homes and in their shops. A sense of silent 
dread looms over the town, the freezing wind howling through the streets. 
With each gust of wind, the corpse of a bandit swings from the gallows, 
hanged here in the square to remind the citizens of the price of theft. 
~
1 0 1
D0
~
~
0 -1 10830
D1
~
~
0 -1 10809
D3
~
~
0 -1 10816
D6
~
~
0 -1 10821
D7
~
~
0 -1 10826
D9
~
~
0 -1 10813
R O 0 10801 1 10812
S
#10813
The Witch's Walk~
~
Along the Witch's Walk, several wooden statues, symbols to ward off evil 
spirits, gaze down with hateful glares of mistrust. Rows of windchimes 
have been tied to the dark branches of the area's dying trees. With each 
subtle breeze, they ring sounds of warning through the frosty air. 
~
1 0 1
D6
~
~
0 -1 10812
D9
~
~
0 -1 10814
R O 0 10802 1 10813
S
#10814
The Witch's Walk~
~
A blinding blanket of snow covers the road between the witch's hovel and 
Jarynth Square. The spicy odor of brewing potions fills the cold air and 
charges it with the energy of boiling magic. Crows cawing nearby break the 
heavy silence as wooden statues loom over the path. The branches of the 
ever crowded trees form claw-like formations overhead. 
~
1 0 1
D6
~
~
0 -1 10813
D9
~
~
0 -1 10815
R M 0 10803 6 10814
S
#10815
The Witch's Hovel~
~
Dozens of tiny bottles filled with mystical ingredients line the walls of 
this hovel, the multitude of colors contrasting with the dismal darkness 
of the room. Spicy and sharp, the scent of brewing potions fill the air 
with their strong odor. A heavy cauldron takes up the center of the room, 
flames crackling beneath it. Wafting from the cauldrom, a dizzying smoke 
wreathes the room in hazy grey. 
~
1 0 1
D6
~
~
0 -1 10814
R M 0 10808 1 10815
S
#10816
West Galatin Road~
~
Snow blankets the ground beneath your feet. A few bone-thin villagers 
shuffle through now and then, begging for scraps of food. The supply shop 
to the south and the armory to the north seem to be open, unlike the other 
shops in the area. The spacious street, despite the two shops, is devoid 
of energy and sound. 
~
1 0 1
D0
~
~
0 -1 10820
D1
~
~
0 -1 10812
D2
~
~
0 -1 10819
D3
~
~
0 -1 10817
R M 0 10817 1 10816
S
#10817
West Galatin Road~
~
The western gates of Jarynth tower at the end of the street, while to the 
east, the commons are visible. A heavy layer of snow has piled up around 
the street and against the uninhabited buildings nearby. Eerie silence 
prevades the area, though warm lamplight can be seen to the east. 
~
1 0 1
D1
~
~
0 -1 10816
D3
~
gate~
3 -1 10818
R D 0 10817 3 1
S
#10818
Outside Western Gates of Jarynth~
~
The forest of ice and snow closely surrounds the western gates leading to 
Jarynth. The small clearing here has a weak campfire burning in the 
shelter of the tall gates. A layer of frost forms a glittering sheen upon 
the surface of the heavy gates. There seems to be a small gap in the 
frozen trees to the north, perhaps an animal trail of some sort. 
~
1 0 1
D1
~
gate~
3 -1 10817
R M 0 10819 1 10818
R D 0 10818 1 1
E
trail animal gap north~
The icy branches around this area have been broken, and a small trail 
stamped out in the snow. However, a large pile of snow currently blocks 
off this passage. 
~
S
#10819
Farmer's Necessities~
~
An amazing amount of unsold goods hang upon the walls of this humble shop. 
Several shiny horses' bridles hang in abundance from hooks upon the 
southern wall, while dozens of garden hoes stand upright within a large, 
metal urn resting in the corner. A wooden counter in the back of the room 
holds an almost empty coinbox. Muddy and damp from snow, the ground has 
old straw strewn about it. 
~
1 0 1
D0
~
~
0 -1 10816
R M 0 10810 1 10819
  R G 1 10808 1
  R G 1 10807 1
S
#10820
The Envy of Knights~
~
Several winter coats stand on display in the store's front window, 
greeting each patron with a reminder that winter seems to be here to stay. 
Scores of freshly sewn dresses and heavy woolen clothes hang neatly in 
racks all throughout the store. Several shelves of neatly stitched 
trousers line the walls of this garment shop, waiting to be sold to anyone 
willing to pay the hefty price that has been placed on them. 
~
1 0 1
D2
~
~
0 -1 10816
R M 0 10809 1 10820
  R G 1 10806 1
  R G 1 10805 1
S
#10821
Mira Circle~
~
This cobblestone road connects the village square with the cottages in the 
northern area. Streetlamps along the road are now cracked and empty of 
flame, leaving the path cold and gloomy. The plants and grass have been 
suffocated by the thick layer of snow heaped upon the roadside by the 
neverending blizzard. 
~
1 0 1
D0
~
~
0 -1 10822
D9
~
~
0 -1 10812
R M 0 10802 7 10821
R M 0 10802 7 10821
S
#10822
Mira Circle~
~
Several inches of ice has frozen over the ground, making the path in front 
of the cottages extremely perilous. The small houses form neat rows along 
the path, with tufts of smoke rising from their stone chimneys. Icicles 
hang from the roofs, their dangerous points gleaming. 
~
1 0 1
D2
~
~
0 -1 10821
D7
~
~
0 -1 10823
R M 0 10803 6 10822
S
#10823
Mira Circle~
~
Candles flicker wildly in the windows of the cottages that line Mira 
Circle as blasts of chilling winds claw through the broken rooftops of the 
homes here. Inside the cottages, villagers huddle closely around weak 
fires that barely heat their rooms. Sleet comes down mercilessly, pouring 
ice and slush over the cobblestone path. 
~
1 0 1
D3
~
~
0 -1 10824
D8
~
~
0 -1 10822
S
#10824
Mira Circle~
~
The ice-covered cobblestone path offers slippery footing and curves in 
front of a row of small cottages within the village. Snow-packed rooftops 
bow dangerously inward under the weight of months of heavy winter 
precipitation, causing the drawfty cottages to leak with the melted snow. 
Villagers can be seen huddling inside the homes miserably. 
~
1 0 1
D1
~
~
0 -1 10823
D9
~
~
0 -1 10825
R M 0 10803 6 10824
S
#10825
Mira Circle~
~
A chilling blast of wind blows snow across the cobblestone road that runs 
alongside the small cottages within Jarynth, making it nearly impossible 
to travel down the road. Small, withering tufts of smoke can be seen 
coming from the chimneys of the little cottages. A small, frozen road 
branches from Mira Circle, leading to a small graveyard where the victims 
of this harsh winter now lay in their frozen tombs of eternal sleep. 
~
1 0 1
D2
~
~
0 -1 10826
D6
~
~
0 -1 10824
D7
~
~
0 -1 10827
S
#10826
Mira Circle~
~
The long cobblestone road connects the circle of cottages within the 
village to Jarynth Square. The curses of the unnatural weather have laid 
their icy claws upon the small village, burying the fields and crops in 
freezing ice and snow. With no money to provide upkeep, the villagers have 
let their houses and lands go to ruin. All throughout the circle, roofs 
sag dangerously and doors show cracks through which harsh air whistles. 
~
1 0 1
D0
~
~
0 -1 10825
D8
~
~
0 -1 10812
S
#10827
Trail of Frozen Tears~
~
The snowy path widens a little as it branches off Mira Circle and leads to 
the edge of town towards a small cemetary. The trees here are dense and 
bare of leaves, dead for years. Some are charred black. The frigid wind 
blows specks of ash up from the burned trees on the ground. 
~
1 0 1
D7
~
~
0 -1 10828
D8
~
~
0 -1 10825
S
#10828
Trail of Frozen Tears~
~
Frozen winds blow harshly about this path leading from the village to the 
cemetary. All around, dead trees create haunting spikes clawing their way 
into the sky. Piles of rubble and charcoal clutter up the road, held in 
place by snow and ice. Silence hangs heavily over the area with oppressive 
pressure. 
~
1 0 1
D0
~
~
0 -1 10829
D8
~
~
0 -1 10827
R M 0 10804 4 10828
S
#10829
Wrought Iron Gate of Mortality~
~
A rusted iron fence surrounds this small cemetary on the outskirts of 
Jarynth. Frozen vines had once crept up the fence, entwining themselves 
with the decorative iron. Weeds have formed a matted wall along the fence. 
Blasting winds howl angrily against the looming gates leading in to the 
graveyard. Constructed of blackened wrought iron, the high gates have been 
forged with intricate designs and are supported by twin foundation blocks 
of cracked stone. 
~
1 0 1
D0
~
gate~
7 10809 10831
D2
~
~
0 -1 10828
R M 0 10811 1 10829
  R G 1 10809 1
R D 0 10829 0 2
> act_prog opens~
mppause 20
mppause 20
close north
~
|
S
#10830
Shanty of the Downtrodden~
~
This once shiny bank lies in ruins now, no longer housing its former gold 
and treasures. Spotless, granite floors are now riddled with cracks and 
water stains where melted snow seeped through. The sagging roof barely 
provides shelter and warmth from the elements. 
~
1 0 1
D2
~
~
0 -1 10812
R M 0 10803 6 10830
S
#10831
Within the Graveyard Entrance~
~
Dozens of small tombstones rest within this small graveyard on the edge of 
town, bearing witness of the strange blizzard's frozen wrath. Old ladies 
wailing at the foot of a fresh gravesite are seen everywhere. Young 
mothers cling to their children while they stand at the grave of their 
fathers who have died in the clutches of the frozen hand that clutches 
this tiny village. 
~
1 0 1
D0
~
~
0 -1 10834
D1
~
~
0 -1 10833
D2
~
gate~
3 10809 10829
D3
~
~
0 -1 10832
R M 0 10812 6 10831
R D 0 10831 2 1
S
#10832
Even the Smallest of Victims~
~
Thick, white snowflakes fall like tears upon a carved tombstone which 
depicts a young mother cradling her small daughter. Delicate white flowers 
frozen by the cold lay scattered at the foot of this newly placed 
headstone. Upon the stone, the name of the girl is carved as well as her 
birth and dying date, which shows she was only six upon death. 
~
1 0 1
D1
~
~
0 -1 10831
R M 0 10812 6 10832
> speech_prog ghost~
mpe &cA breeze stirs up the powder snow on the ground, and suddenly the translucent form of a little blonde girl appears before you.
mppause 10
mpe &CA little girl's ghost says, 'Grandmama said once upon a time, an evil magician cast a spell on our home. He made it snow forever.'
mppause 10
mpe &CA little girl's ghost says, 'Did he make papa go away too? It's so cold! I'm cold! I want to see the sun!'
mppause 10
mpe &cBreaking down into hiccupping sobs, the small ghost flickers briefly before dissolving from sight.&D
~
|
S
#10833
Death of a Friendship~
~
This corner of the snowy cemetary holds one lone grave, a sobering sight 
to see. Small mementos adorn the carved headstone of this grave, leaving 
only these trinkets to serve as a reminder of the comrade who now lies 
buried here. A tall watchman's hat hangs from an old practice sword 
leaning against the headstone. 
~
1 0 1
D3
~
~
0 -1 10831
> speech_prog ghost~
mpe &cA translucent form rises from the small mementos near the grave's headstone. 
mppause 10
mpe &CA ghostly form says, 'I have not abandoned you, my friend. My courage, my honor... My dreams belong with you. Live on for my sake, Manech.'
mppause 10
mpe &CA ghostly form fades slightly, and says, 'I told you we would be heroes, you said we were just farm boys, but please- become a hero.'

mppause 10
mpe &cThe translucent image of a young man, smiling crookedly and dressed in a guard uniform, flickers like a dying candle's flame and fades completely, though not before giving you a casual salute.
&D
~
> act_prog p drops a carved wolf figurine.~
mpe &cThe ghost of Colbey suddenly appears, looking down at the wolf figurine in surprise.&D
mppause 10
mpe &cColbey's ghost picks up the figurine with a wry smile.&C
mppurge figurine
mppause 5
mpe &CColbey's ghost says with a laugh, 'He's a hero, whether he thinks so or not. Thanks for all the help.'&D
mppause 15
mprestore $n 100 
mpe &cYou feel a rush of energy fill you briefly as a warm wind picks up around you. When the wind settles down, the ghost and the figurine are both nowhere to be seen.&D
~
|
S
#10834
Pathway Through the Ages~
~
The winds blow cruelly through the small graveyard. Large crystalline 
snowflakes fall from the skies to rest on the branches of the dead trees 
overhead. Shivering people wander past you to place flowers and grieve at 
the graves of loved ones. The path is cleared of snow by the feet of 
countless mourners. 
~
1 0 1
D0
~
~
0 -1 10835
D2
~
~
0 -1 10831
R M 0 10812 6 10834
S
#10835
A Solemn Altar~
~
The center of the cemetary is surrounded by benches encircling a small 
altar made of white marble. Celestials and images of heaven have been 
carved into the base. Glowing brightly and spreading a gentle warmth, an 
eternal flame burns magically within a golden urn upon the altar. 
~
1 4 1
D0
~
~
0 -1 10839
D1
~
~
0 -1 10837
D2
~
~
0 -1 10834
D3
~
~
0 -1 10836
R M 0 10813 1 10835
  R G 1 10817 1
R O 0 30 1 10835
S
#10836
A Pathway Through the Ages~
~
Time marches on through the ages, though here in Jarynth, it seems to have
stood still as the wintery season continues to tighten its grip on the
tiny village in the hillside.  The graves of the former villagers stretch
throughout the area, as even the wealthiest of villagers now lay in the
cold, savage earth alongside the commoners.  A gravedigger's shack stands
on the edge of the cemetary in the distance.
~
1 0 1
D1
~
~
0 -1 10835
S
#10837
Pathway Through Ages~
~
This pathway leads from the center of the cemetary to a royal grave. To 
the west, the dim glow of the eternal fire can be seen, but not felt any 
longer. The frozen trees here reach overhead to form a cover overhead, 
leaving the path mostly clear of snow. The sounds of sobbing come from all 
around, soft and never ceasing. 
~
1 0 1
D1
~
~
0 -1 10838
D3
~
~
0 -1 10835
R M 0 10812 6 10837
R M 0 10812 6 10837
S
#10838
The Death of a Prince~
~
A brass replica of a golden crown rests atop the headstone that marks
the final resting place of the village's beloved prince.  Several
mourners visit here every day, leaving gifts of rememberance at the
base of the headstone, while even the groundskeeper delivers a special
bouquet of buttercups to lay upon the grave every day.  Adorned with
the royal coat of arms, this grave now lays among the graves of the
common people, a testament that even a prince could not escape the
cold hands of death.
~
1 0 1
D3
~
~
0 -1 10837
> speech_prog p ghost~
mpe &cThe translucent image of a prince emerges from the crown atop the headstone.&D
mppause 10
mpe &CThe ghost of a prince grits his teeth and says, 'They came and took it all from us. Our people, our prosperity... They took the sun away.'
mppause 20
mpe &CThe ghost of a prince angrily says, 'The Throng destroyed us all, for what reason? Why did innocent lives have to pay the price for one man's greed?'
mppause 20
mpe &cThe man puts his face in his hands in despair.&D
mppause 5
mpe &CThe ghost of a prince says, 'I couldn't do a thing. I watched as everyone starved, as children perished...'
mppause 10
mpe &cStill muttering to himself, the prince's image fades into the cold air.&D
~
|
S
#10839
Pathway Through the Ages~
~
A thick blanket of snow covers this path. Callous winds howl through the 
branches of the frozen trees covering the area, sending sparkling shards 
of ice flying through the air. To the south, the eternal flame is barely 
visible through the haze of wind and snow. A row of three silent graves 
lie to the north. 
~
1 0 1
D0
~
~
0 -1 10840
D2
~
~
0 -1 10835
R M 0 10812 6 10839
S
#10840
The Tears of Jezerelle~
~
The lonely winter winds blow quietly about this grave. A pair of bronzed 
baby shoes lay above the marble footstone placed carefully in the ground. 
Frozen by the cold, bundles of flowers have been placed upon the two 
wooden rattles which rest crossed at the handle near the head of the 
grave. 
~
1 0 1
D1
~
~
0 -1 10842
D2
~
~
0 -1 10839
D3
~
~
0 -1 10841
> speech_prog ghost~
mpe &cA tiny translucent baby forms from the smoke that rises from the crossed rattles.&D
mppause 10
mpe &cThe ghost of a baby gives a weak cry, face scrunching up in discomfort. Her hands reach out, grabbing for a mother not present, before falling away into smoke once more.
&D
~
|
S
#10841
A Father's Last Prayer~
~
At the furthest edge of the graveyard rests the grave of a young father, 
buried near the graves of his wife and child. No mementos have been left 
here, though flowers are scattered about in the snow. The soil is fresh, 
covered only by a thin layer of powder snow, evident that this plot is 
quite recent. 
~
1 0 1
D1
~
~
0 -1 10840
> speech_prog ghost~
mpe &cThe translucent image of a young man emerges from behind a tree nearby.&D
mppause 7
mpe &CThe ghost of a father says, 'First Lara, then Jezerelle... Will the curse spare not the most gentle of people?'
mppause 10
mpe &CThe ghost of a father says, 'What do I have to live for? What hope is there, when all is lost?'&D
mppause 10
mpe &cThe young father's image wavers as he looks to the east at the graves of his family, and eventually disappears completely.&D
~
|
S
#10842
Jezerelle's Final Goodbye~
~
A small picket fence surrounds the grave of a young mother who hung 
herself after the death of her daughter. Small paintings of the pretty 
young mother have been lovingly placed against the granite headstone. The 
stone reads simply 'Jezerelle', carved simply but carefully. The snow here 
almost completely covers the frozen bouquets of flowers left at this 
grave. 
~
1 0 1
D3
~
~
0 -1 10840
> speech_prog ghost~
mpe &cQuiet sobs come from behind you. You turn to see the translucent form of a beautiful young woman huddled on the ground, her cries wracking her body with grief.
mppause 20
mpe &CThe ghost of a mother cries, 'My baby, my darling girl- wait for me, I'll come find you. Don't be afraid, my dear.'
mppause 15
mpe &cThe woman rocks back and forth, clearly mad with sorrow. As you watch, she fades back into the frosty air.&D
~
|
S
#10851
A Farmer's House~
~
Once inside the farmhouse, you're amazed at the filth of the place.
Several muddy footprints line the floors that haven't seen a mob or
broom in ages.  Piles of dirty dishes line the table where the
farmer sits down to eat his meals.  Months of neglect have left their
mark upon this little farmhouse, causing wooden floors to creak with
every step you take.
~
1 1073741824 0
D2
~
~
7 10813 10804
R M 0 10816 1 10851
  R E 1 10814 1 16
  R G 1 10808 1
  R G 1 10807 1
R D 0 10851 2 2
S
#0


#SHOPS
 10809    0  0  0  0  0   120  90         0 23    ; Osholo
 10810    0  0  0  0  0   120  90         0 23    ; Mats
0


#REPAIRS
0


#SPECIALS
S


#$