#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 d 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 1 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 1 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 1 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 d 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 1 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 1 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 1 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 d 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 d 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 d 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 dh 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 1 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 1 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 1 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 d 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 1 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 cdh 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 1 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 d 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 de 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 d 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 d 0 D3 You see Worship Way. ~ ~ 0 -1 25758 S #25723 PETSHOP STOREROOM~ Mortals should never come here! ~ 257 jk 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 de 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 1 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 cdej 1 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 d 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 1 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 1 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 1 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 d 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 d 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 cdh 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 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 d 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 d 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 d 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 d 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 cdej 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 1 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 1 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 1 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 a 1 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 a 1 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 cdej 1 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 1 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 a 1 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 cdj 0 D3 ~ door~ 1 -1 25747 E chest coins~ There could be as much as one million gold in that chest... ~ E rack armor~ The value of that armor must be twenty times the value of any other armor in all the land.. ~ 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 cdehj 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 1 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 1 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 1 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 d 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 1 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 a 1 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 1 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 d 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 1 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 1 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 1 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 cdj 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 d 1 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 cdeh 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 d 1 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 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 d 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 1 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 d 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 d 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 d 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 1 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 d 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 d 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 dj 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 dj 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 d 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 dej 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 dej 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 1 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 1 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 1 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 d 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 d 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 d 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 d 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 d 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 d 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 d 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 d 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 1 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 1 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 1 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 1 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 1 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 1 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 1 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 1 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 1 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 1 D0 ~ ~ 0 0 25788 D1 ~ ~ 0 0 25751 D3 ~ ~ 0 0 25798 S $~