#AREA Lufter~ Fletchez~ {16 25}~ 2 #HELPNEW 15 'LUFTER'~ History~ -~ The name Lufter does not really ring a bell. Probably it is just one of the many quiet villages that can be found in the borderlands of the Harkanian Empire. You are quite sure it never played a major role in the history of the Empire. And no wonder, for this certainly isn't a very strategic point. Most of the villages in this region are semi-autonomous from the government. They pay their taxes and that is about it. The Emperor does not bother to send troups here, or install an official government. Instead he regularly sends his tax collector. The people of the village gladly pay the taxes, for in exchange they gain access to all sort of trade facilities. Lufter is very well off, for the village lies next to the major eastern trade route, leading to the Paradise. Though the Paradise itself is no longer a trade partner, following the Edicts issued by Fletchez a decade ago, in that region, outside the Paradise, remain several communities to import and export goods. Lufter of course exports mainly in the other direction, to Harhaken, capital city of the Empire.~ -~ 15 'HAYWAINER TRIPLE'~ History~ -~ You recall the name Haywainer Triple, and no wonder. For this fine beer won the Glutni Krunnson prize two years in a row. This prestigious prize is offered by the Dwarven Brewers Guild in Harhaken for the best beer brewed in that year. In the past, only Dwarven beers won the contest, but the fine Haywainer Triple was the first Human beer to actually win. People all over the Empire drank the beer in large quantities for several years, till the people's taste changed, and the market collapsed. Too bad for the landlord that a smart businessman took all the profits, because of a shrewd contract. Now he still lives in an old inn.~ -~ 15 'HAYWAIN INN'~ History~ -~ You recall the old story of the legendary human hero Zeivatch der Sturmer, whose heroic acts in the Battle of the Barbarians are still remembered throughout the Empire. It is a very long story, and you can only remember fragments of it. What interests you most is the end of the story, in which Zeivatch decides to retire and start an inn in a remote village. The village was Lufter, the inn was Haywainer Inn. Such coincidence. Too bad you cannot find one clue in the inn itself about its previous owner.~ -~ 15 'GUNTHER DUBER'~ Theology~ -~ The statue of Gunther Duber somehow looks familiar to you. Then you realize the bent old figure with his tattered hat looks just like an old religious wall painting you once saw, in the ruins of a temple dedicated to the Dark Alliance. The piercing eyes underneath the hat look just the same. The true name of this being, or the cause it serves, have never been revealed. Dark images of disease and decay where forming the scenery of the being you saw in the ruined temple. You start to wonder who or what Gunther Duber really was. Or is.~ -~ 15 'POWER OF LIGHT'~ Theology~ -~ The sunbeams always have played a major role in the worship of the Covenant. Temples are most of the time constructed on special places with exceptional high quality sunlight. Most of the circular temples have a round altar in the centre, where all the sunlight gathers. Clerics of the Covenant know a certain ritual which allows them to collect sunlight in a crystal shard. These shards are said to contain the Power of Light, powerful healing magic, to be unleashed only by the Clerics of the Covenant. Their motto is 'Life through Light'. There are exactly one hundred shards spread across the lands of Hesperia. Legend has it they came into existence when Fletchez accidently broke his Orb of Knowledge. The force of the explosion scattered the shards all over the known world.~ -~ 0 $~ #MOBILES #2100 watchman village guard human~ the village watchman~ A village watchman is guarding the northern gate. ~ The muscular watchman comes from one of the village's families. There is no organised militia as such, although the villagers may occasionally be required to provide some manpower for the Harkanian militia, in lieu of some financial obligation. As far as defending Lufter itself goes, each family takes it in turn to provide a watchman for the two gates to the village, sited across the only real road. ~ 2 0 0 0 400 S 21 4 1 Human~ #2101 watchman village guard human~ the village watchman~ A village watchman is guarding the southern gate. ~ The muscular watchman comes from one of the village's families. There is no organised militia as such, although the villagers may occasionally be required to provide some manpower for the Harkanian militia, in lieu of some financial obligation. As far as defending Lufter itself goes, each family takes it in turn to provide a watchman for the two gates to the village, sited across the only real road. ~ 2 0 0 0 400 S 21 4 1 Human~ #2102 collector tax man small human~ the tax collector~ A small man is collecting taxes for the Empire of Har. ~ The little creep is crawling through the village, trying to collect as much taxes as possible. It is public knowledge most tax collectors are corrupt, taking their own share of the taxes in addition to their wages. Yet nobody really dares to stand up against them, for it is easily interpreted as a rebellion by the Harkanian Empire. Especially if the tax collector suggests so. ~ 4|32 0 8|32 0 500 S 20 12 1 Human~ #2103 lumberjack human~ the lumberjack~ A lumberjack is working really hard. ~ The muscular lumberjack takes much pleasure in his job. Normally he would sing, but he is a bit nervous right now, since he isn't used to working so deep in the forest. ~ 2 0 0 0 300 S 21 4 1 Human~ #2104 lumberjack human~ the lumberjack~ A lumberjack is keeping an eye on the forest. ~ The muscular lumberjack takes much pleasure in his job. Normally he would sing and work, but since he and his comrades are so deep in the forest, he is forced to keep an eye on the surroundings. Evil lurks here, and they don't want to be surprised. ~ 2 0 0 0 300 S 20 4 1 Human~ #2105 lumberjack human~ the lumberjack~ A lumberjack is at work, singing loudly. ~ The muscular lumberjack takes much pleasure in his job. He refused to join his comrades in their journey deep into the eastern forest, for he fears the evil beings lurking there. ~ 2 0 0 0 300 S 21 4 1 Human~ #2106 lumberjack human~ the lumberjack~ A lumberjack is sitting on a tree stump, taking a short break. ~ The muscular lumberjack takes much pleasure in his job, and loves to work really hard. But even he sometimes needs a short break to recover and eat a decent meal. ~ 2 0 0 0 300 S 21 4 1 Human~ #2107 servant dubers human~ the servant~ A servant of the Dubers is safeguarding the rectangles. ~ The servant is mainly occupied with safeguarding the rectangles. The crops hardly need his attention, they seem to grow out of nothing. It's almost... witchcraft. ~ 32 0 0 0 250 S 20 2 1 Human~ #2108 servant hildebrands human~ the servant~ A servant of the Hildebrands is looking after the crops. ~ The servant does his utmost best to raise the crops well. For if something goes wrong, the Hildebrands will have him whipped. ~ 0 0 0 0 300 S 20 1 1 Human~ #2109 servant bruckners human~ the servant~ A servant of the Bruckners is harvesting grain. ~ Sweat is dripping from the servant's pale face. Past two weeks have been really tough on him. He has worked 14 hours each day, to harvest the grain in time. ~ 2 0 0 0 300 S 19 2 1 Human~ #2110 erik farmer human~ Erik the Farmer~ Erik the Farmer is selling his crops. ~ Erik is one of the very few independent farmers in Lufter, not belonging to one of the three large families. The little amount of crops he raises, is sold on the village green. Which is one of the best spots, since a lot of people come here to visit the artisans, meanwhile buying some food from him. ~ 2 0 33554432 0 500 S 20 5 1 Human~ #2111 gustav furrier human~ Gustav the Furrier~ Gustav the Furrier is looking for the right tool. ~ Gustav's wrinkled face tells you of the many years he has lived. He is really addicted to his work, and doesn't even remotely think of quitting it. The sad thing is, that he is getting more and more forgetful, and it will only be a matter of time till he is forced to stop his great passion. ~ 2 0 33554432 0 300 S 20 8 1 Human~ #2112 jens carpenter cartwright human~ Jens the Carpenter~ Jens the Carpenter is repairing a cart. ~ Jens is working hard, repairing the cart of a poor independent farmer. Jens is a righteous man, who cares deeply about his fellow-villagers. That's why he is repairing this cart in exchange for a few crops, nothing more. Lately Jens has stood up against the Hildebrands, accusing them of exploiting the rest of the village. The enraged Hildebrands have threatened to replace him. Nobody dared to support Jens. ~ 2 0 33554432 0 450 S 20 8 1 Human~ #2113 andrea blacksmith metalworker human~ Andrea the Blacksmith~ Andrea the Blacksmith is hammering on an anvil. ~ Andrea is one of the strongest women you have ever seen. She is totally covered in soot, except for the wipes in her face. As she smiles, you see her pearly white teeth. Easily she operates the heavy tools. This sure is a tough woman. ~ 2 0 33554432 0 200 S 23 9 2 Human~ #2114 robert leatherworker human~ Robert the Leatherworker~ Robert the Leatherworker is tanning a piece of leather. ~ Robert is a young man who came to this village only recently. He bought off the old leatherworker, and moved into his workshop. For that payment, he was forced to borrow the money from Laura, the local moneychanger. He works really hard to make sure he pays it back in time. ~ 2 0 33554432 0 300 S 20 8 1 Human~ #2115 laura moneychanger human~ Laura the Moneychanger~ Laura the Moneychanger is sitting behind her desk. ~ Laura not only has large amounts of cash at her disposal, but also wields enough power over the Bruckners to ensure everybody will repay the debts. Since if they don't, the Bruckners will be glad to warn these people through mutilation. In exchange Laura pays a low monthly protection fee to them. The Bruckners don't really care about the fee, they just like to beat people up. ~ 2 0 33554432 0 250 S 20 10 2 Human~ #2116 thatcher human~ the thatcher~ The thatcher is looking at the inn's roof. ~ The grumpy thatcher can be a real pain when he's bored. Luckily for his family he is out working most of the time. ~ 2 0 0 0 300 S 20 3 1 Human~ #2117 thatcher's wife human~ the thatcher's wife~ The thatcher's wife is cleaning the cottage. ~ The poor woman really suffers under the rude way her husband treats her. It's a good thing he is working most of the time, else she would never have a quiet moment. ~ 2 0 0 0 300 S 18 3 2 Human~ #2118 klara human~ Klara~ Klara is busy cleaning fish. ~ Klara is a self-confident young woman. She married a lazy fisherman, and though he basically is a good guy, she has to chase him regularly to get him to do something. She runs everything in the family and trade, since obviously her man isn't capable of doing anything but sitting near the Frisch. ~ 2 0 33554432 0 400 S 21 5 2 Human~ #2119 fisherman lazy human~ the fisherman~ A lazy fisherman nonchalantly hangs over the railing. ~ The fisherman succesfully escaped his wife with a classic excuse, he said he went to catch some more fish. Not that Klara believed him, but well, for all he knows he just succesfully fooled her. ~ 2 0 0 0 300 S 20 1 1 Human~ #2120 merchant fat human~ the fat merchant~ A fat merchant sits here on a chair. ~ The merchant came here to do business, he plans on leaving tomorrow with the next trade caravan to Harhaken, capital city of the Harkanian Empire. ~ 2 0 0 0 100 S 18 8 1 Human~ #2121 traveller lonely human~ the lonely traveller~ A lonely traveller sits here in a corner. ~ The stranger's face remains hidden under his hooded cloak. As you try to take a closer look, the stranger turns his head away. ~ 2 0 8|32|512|8192 0 150 S 25 3 1 Human~ #2122 farmer drunken human~ the drunken farmer~ A drunken farmer sings a dirty song. ~ The farmer is celebrating his own birthday, those of his wife, children, other family...all in advance. He just needs a reason to drink a lot, and sing his dirty songs. ~ 2 0 0 0 300 S 17 1 1 Human~ #2123 alfred landlord human~ Alfred the Landlord~ Alfred the Landlord stands behind the bar. ~ Big guy, that's his nickname. Because of the rich life he has lead so far, Alfred posesses a large pot belly. His sympathetic face shows an eternal smile. Wild gestures welcome you into the bar room. ~ 2 0 33554432 0 450 S 21 7 1 Human~ #2124 martha landlord's wife human~ Martha~ Martha is preparing the food for her guests. ~ Martha is a middle-aged woman with a remarkably cheerful personality. She loves to sing aloud while preparing food, and her songs can always be heard in the bar room. As the landlord's wife, she is responsible for the kitchen and brewery. Also she is dividing the work among the personnel. ~ 2 0 0 0 400 S 20 4 2 Human~ #2125 daughter helping human~ the landlord's daughter~ A helpful daughter is washing the vegetables. ~ The landlord and his wife sure have a lovely daughter. She's about 16 years old, and loves to help her mother in the kitchen. ~ 2 0 0 0 350 S 19 2 2 Human~ #2126 daughter beautiful human~ the landlord's daughter~ A beautiful daughter is looking over her shoulder. ~ The landlord and his wife sure have a beautiful daughter. She's about 17 years old, and loves to be outside. Her favourite pastime is sneaking out of the kitchen and secretly meeting with the Bruckner boys. She hates the stupid kitchen work. ~ 0 0 0 0 250 S 19 2 2 Human~ #2127 retainer old human~ the old retainer~ An old retainer is cleaning the brewery. ~ The retainer has worked in the Haywain Inn for most of his life, even before the current landlord was born. ~ 2 0 0 0 300 S 19 3 1 Human~ #2128 groom human~ the groom~ A groom is taking care of the horses. ~ The groom is a young boy, used to working hard if necessary. He has the responsibility over the stables, and manages the job quite well. Often nothing happens for hours on end, then a coach arrives and he has to work like a madman for a few hours. Right now he's not particularly busy. ~ 2 0 0 0 300 S 18 1 1 Human~ #2129 herr braun miller human~ Herr Braun~ Herr Braun oversees the grinding of the grain. ~ Herr Braun is an old man, who loves his job very much. Still this is the last season he is going through, after that he is selling his mill to his apprentice. With his retirement he hopes to spend more time with his wife and dogs. In that order. ~ 2 0 33554432 0 300 S 20 8 1 Human~ #2130 frau braun human~ Frau Braun~ Frau Braun is doing the laundry here. ~ Frau Braun is in a good mood. Her husband just told her this was his last season as a miller, he finally is retiring. She has looked forward to this moment for a long time and is really happy now. ~ 2 0 0 0 250 S 19 3 2 Human~ #2131 apprentice miller's human~ the miller's apprentice~ The miller's apprentice is carrying a bag of flour. ~ The apprentice is working really hard, for pretty soon this mill is going to be his. Actually he signed the contract of sale today. He has to borrow some money from Laura, but if the mill continues to make as much profit as past few years, that will be no problem. ~ 2 0 0 0 300 S 19 2 1 Human~ #2132 magdalena herbalist halfelf~ Magdalena the Herbalist~ Magdalena the Herbalist is making herbal tea. ~ Magdalena is a beautiful tall woman. You are fascinated by her face. Then you notice the vaguely pointed ears, and understand she is a Halfelf. The race is uncommon in this region, though not very rare. Some of the proud Elves of the Great Forest get romantically involved with Humans. Magdalena must be the result of such a relation as well. She smiles at you friendly, wondering if you would like a cup of herbal tea. ~ 2 0 16|128|33554432 0 500 S 20 6 2 Halfelf~ #2133 priestess covenant frau weisskopf human~ Frau Weisskopf~ A priestess of the Covenant is praying here. ~ As a priestess of the Covenant, Frau Weisskopf cares a great deal about the people in the village, and tries to offer as much spiritual guidance and physical assistance as possible. Her witty sermons are brilliant in their simplicity, and the whole village comes to listen to them in the temple every day. The whole village, except for the Duber family that is. Already she has sent word to the witch-hunters to investigate this family. Yet, so far, she had no response. ~ 2 0 16|128|8192 0 900 S 21 10 2 Human~ #2134 lad village human~ the village lad~ A village lad is helping the priestess with her duties. ~ This lad one day hopes to become a priest of the Covenant himself. ~ 2 0 0 0 550 S 18 1 1 Human~ #2135 lady old human~ the old lady~ An old lady is shuffling over the road. ~ Since her husband died, the poor woman is no longer in touch with the real world. She just roams through the streets of Lufter, looking for her lost husband. ~ 4|32 0 0 0 600 S 18 2 2 Human~ #2136 man sleeping old human~ an old man~ An old man is sitting on a bench here. ~ The man is taking a little nap. He has worked all his life and now finally has the time to do what he likes. ~ 2 0 131072 0 400 S 18 2 1 Human~ #2137 man old blind human~ the blind man~ An old, blind man stumbles towards you. ~ With his albino eyes and wide-open mouth, the blind man almost looks like a religious freak. As he passes, you realize it's just an old man, blinded by fate. Frau Weisskopf, the priestess of the Covenant, takes care of him most of the time. ~ 32 0 1 0 600 S 17 1 1 Human~ #2138 villager human~ the villager~ A villager is in a hurry. ~ The villager doesn't even seem to notice you. ~ 0 0 0 0 300 S 20 3 1 Human~ #2139 trapper human~ the trapper~ A trapper is on his way to the furrier. ~ The trapper just got hold of some really good furs, and wants to make a good price fast, before the other trappers get back. ~ 0 0 0 0 300 S 20 3 1 Human~ #2140 hunter human~ the hunter~ A hunter is on his way to the forest. ~ The hunter is in a hurry, for he still has to catch his daily deer. ~ 0 0 0 0 300 S 20 3 1 Human~ #2141 idiot village human~ the village idiot~ The village idiot is here mooning at you! ~ Oh god, this is an idiot. Get away moron! ~ 4|32 0 0 0 300 S 20 1 1 Human~ #2142 cow animal~ the cow~ A cow is standing here. ~ The dumb gaze in her eyes, reveals utter boredom. ~ 2 0 0 0 100 S 18 0 2 Animal~ #2143 sheep animal~ the sheep~ A sheep is sniffing at the rubbish on the ground. ~ The dumb gaze in her eyes, reveals utter boredom. ~ 32 0 0 0 100 S 17 0 2 Animal~ #2144 goat animal~ the goat~ A goat is looking at you, cautiously. ~ The goat watches your movement really closely, she clearly does not trust you. Her small pointed horns can be quite dangerous if necessary. ~ 32 0 0 0 50 S 18 0 2 Animal~ #2145 chickens couple roaming~ the chickens~ A couple of chickens are roaming here. ~ The chickens don't pay any attention to your presence and continue their conversation. ~ 32 0 0 0 0 S 16 0 2 Bird~ #2146 dog black animal~ the black dog~ A black dog is searching for food. ~ The roaming dog no longer has a boss, so he's really hungry. His body is covered in soars and his wild eyes are constantly moving. The dog looks frightened and dangerous at the same time. ~ 8 0 0 0 0 S 17 0 1 Animal~ #2147 child human~ the child~ A child is playing here. ~ The child is playing hide-and-seek. While his parents are working hard, he and all the other children in Lufter have to entertain themselves. ~ 32 0 65536 0 500 S 16 0 1 Human~ #2148 child human~ the child~ A child is playing here. ~ The child is playing hide-and-seek. While her parents are working hard, she and all the other children in Lufter have to entertain themselves. ~ 32 0 65536 0 500 S 16 0 2 Human~ #2149 child hildebrand human~ the Hildebrand child~ A Hildebrand child is sitting here, alone. ~ The spoiled brat looks at you in contempt. You find it easy to understand why the other children don't want to play with him. The Hildebrand child is just like the adult members of his family. The other children always have to be careful around him, for else he starts to cry, and then they are punished. Their parents are really afraid of the possible consequences of upsetting the Hildebrands. ~ 32 0 0 0 350 S 16 1 1 Human~ #2150 child duber human~ the Duber child~ A Duber child is drawing rectangles. ~ The little child seems to live in her own fantasy world. She's busy drawing rectangles, meanwhile constantly muttering words. You can understand a few parts of the conversation. Apparently she is talking to her grandfather. How cute. ~ 32 0 0 0 -100 S 17 0 2 Human~ #2151 child bruckner human~ the Bruckner child~ A Bruckner child is pestering the other children. ~ Just like the adult members of his family, the Bruckner children are major bullies. They live for pester and sick jokes, often beating up other kids for no reason. ~ 65536 0 0 0 400 S 16 0 1 Human~ #2152 stefanie hildebrand human~ Stefanie Hildebrand~ Stefanie Hildebrand sits here in a couch. ~ Stefanie has been happily married to her Fransz for over 40 years now. They share the same greed and simple way of living. Stefanie has always played a major role in family affairs, and will continue to do so till the day she dies. Everybody in the family loves her very much. By the other people in the village she is considered a dictator and cold-hearted woman. ~ 2 0 0 0 250 S 19 12 2 Human~ #2153 fransz hildebrand human~ Fransz Hildebrand~ Fransz Hildebrand sits here, whispering. ~ For many years, Fransz has been the family head. Together with his sons and beloved wife Stefanie he leads the family. Problems have arisen lately, and he is eager to solve them. The Bruckners have made deals with the miller, stolen chicken and publicly insulted his family. He plans on punishing them severely. That's why he called for this secret meeting with his sons. ~ 2 0 0 0 200 S 21 12 1 Human~ #2154 otto hildebrand human~ Otto Hildebrand~ Otto Hildebrand sits here, listening. ~ Otto is the eldest son of the Hildebrands, and the wisest as well. His only flaw in the eyes of his father are his excessive expenditures. Fact is that though he may be the wisest, he is not the most shrewd Hildebrand. As far as he is concerned, the Bruckners should be warned. He is against a harsh punishment for their late behaviour, because he fears reprisals. ~ 2 0 0 0 250 S 21 8 1 Human~ #2155 karl hildebrand human~ Karl Hildebrand~ Karl Hildebrand sits here, talking loudly. ~ Karl is the second son of the Hildebrands, and always tries to be heard by everybody. He thinks of his brother Otto as a weakling, and supports a harder answer to the Bruckners late behaviour. As a matter of fact, he already made arrangements with an assasin. Right now he is trying to talk his father into murdering both the family head of the Bruckners, Ernst Bruckner, as well as the annoying carpenter Jens. The assasin is hidden somewhere in the village, so if Fransz gives his blessing, the operation can be done by tomorrow. ~ 2 0 0 0 250 S 22 8 1 Human~ #2156 emanuelle hildebrand human~ Emanuelle Hildebrand~ Emanuelle Hildebrand is drinking a glass of wine. ~ This beautiful, yet fragile, woman is the only daughter of the Hildebrands. She has many suitors from all over the region, but no one suits here ideal. Since she is daddy's little girl, Fransz Hildebrand sure doesn't mind her not being married yet. He doesn't trust anyone who even comes close to her. ~ 2 0 0 0 350 S 17 8 2 Human~ #2157 helga bruckner human~ Helga Bruckner~ Helga Bruckner just opened the family meeting. ~ Since her husband died, Helga is leading the family with an iron hand. All Bruckners are rude bullies, but no one dares ridicule his or her mother. Helga, 75 years old, weights about 300 pounds. She is sitting in a big chair, and has just opened a family meeting. Such meetings are rare, and only occur in times of emergency. Which is right now, for the Hildebrands start to get really annoying lately. ~ 2|65536 0 0 0 200 S 20 4 2 Human~ #2158 ernst bruckner human~ Ernst Bruckner~ Ernst Bruckner is suggesting solutions. ~ Ernst Bruckner is the eldest son of the Bruckners and the official family head. Yet his mother Helga in practice leads the family. He agrees without a problem, for he respects his mother deeply. It's about the only thing he respects. Ruthless as he is, he suggests to set the Hildebrand's farmhouse on fire this night, to teach them a lesson for the late accusations. ~ 2|65536 0 0 0 200 S 23 4 1 Human~ #2159 joachim bruckner human~ Joachim Bruckner~ Joachim Bruckner is remarkably quiet. ~ Joachim Bruckner normally has the biggest mouth of all, but the idea of his brother Ernst to set the Hildebrand's farmhouse on fire silenced him. He is thinking hard how to convince the others that the idea is far too dangerous. After all the Bruckners are no risk-lovers. ~ 2|65536 0 0 0 200 S 23 4 1 Human~ #2160 ludmilla bruckner human~ Ludmilla Bruckner~ Ludmilla Bruckner is really excited. ~ Ludmilla just heard her brother Ernst's plan to punish the Hildebrands and is really excited about it all. That will teach them a good lesson! In her enthusiasm she didn't wait till her brother finished, and ran to the barn to see if there's some fuel oil. ~ 2|65536 0 0 0 200 S 21 3 2 Human~ #2161 gerhardt duber human~ Gerhardt Duber~ Gerhardt Duber is praying to his dark Ancestor. ~ The Dubers believe that with the coming of a new family head, part of the spirit of Gunther Duber becomes one with the family head. To keep in touch with the whole spirit, Gerhardt has to pray in the family shrine at regular times. Sometimes even small sacrifices must be made to satisfy the spirit of the Ancestor. ~ 2 0 8192 0 -700 S 22 15 1 Human~ #2162 roman duber human~ Roman Duber~ Roman Duber is sacrificing a small animal. ~ Covered in blood, Roman is forfilling his duty as the family's eldest son, and expected successor of his father. Since his mother's death two months ago, he becomes more and more aware of his assigment on Hesperia. His eyes shine satanically, as if he just met Randall himself. ~ 2 0 8192 0 -500 S 21 5 1 Human~ #2163 johann duber human~ Johann Duber~ Johann Duber is inspecting the rectangles. ~ The Dubers are real fanatics when it comes to their rectangular fields. At regular times they check the workings, it must be really important to them. Johann is the second son of the Dubers, and most of the time he personally checks the work of the servants. He's a pale young man, with strange green eyes. The other people call him 'the Dark Elf', but only when he's not near them, for they fear him. ~ 2 0 8192 0 -550 S 20 2 1 Human~ #2164 dagmar duber human~ Dagmar Duber~ Dagmar Duber is busy doing some handwork. ~ She is one of the daughters of the Dubers, and the people of the village have given her the nickname 'Black Bride'. She has been married twice so far, both men died in the months after the wedding. All kind of rumours circulate about the cause of death, but one word is constantly whispered. Witchcraft. ~ 2 0 8192 0 -450 S 20 1 2 Human~ #2165 matilda duber human~ Matilda Duber~ Matilda Duber is reading a book. ~ This silent woman is one of the daughters of the Dubers. Rarely she is seen outside the Dubers' farmhouse. Not used to talking a lot, Matilda reads one book all the time. ~ 2 0 8192 0 -450 S 20 1 2 Human~ #2166 maid poor human~ the poor maid~ A poor maid is cleaning the kitchen. ~ The maid looks unhealthy from all the hard work the Hildebrands order her to do. She dares not resign, for her parents rent their cottage from the Hildebrands, and she fears reprisals. ~ 2|4 0 0 0 300 S 18 0 2 Human~ #2167 maid pale human~ the pale maid~ A pale maid is changing the sheets. ~ The maid looks unhealthy from all the hard work the Hildebrands order her to do. However she has no other place to stay, and at least she gets some food here. ~ 2 0 0 0 300 S 18 0 2 Human~ #2168 servant young human~ the young servant~ A young servant is feeding the cattle. ~ This young boy is working hard, fearing he may be beaten up again by Karl Hildebrand. He lost a chicken last week, and is still bruised from Karl's beating. His job is to take care of the livestock. ~ 2 0 0 0 300 S 19 0 1 Human~ #2169 servant ugly human~ the ugly servant~ An ugly servant is meticulously sweeping the courtyard. ~ This is the most ugly man in town. He is so hideous it almost hurts your eyes. Somehow you know he was born this way. It's a good thing this man is spending most of his time sweeping the courtyard, else he would ruin your eye-sight all the time. At least now you can get away. ~ 2|4 0 0 0 300 S 19 0 1 Human~ #2170 maid singing human~ the singing maid~ A singing maid is churning milk. ~ This healthy woman has worked for the Bruckners for years. She knows how to handle the roughness in the family, and has a good time living with them. One reason why the family likes her so much, is the delicious goat butter she makes all the time. ~ 2 0 0 0 300 S 18 1 2 Human~ #2171 maid human~ the maid~ A maid with a faraway look is sitting here. ~ The young woman who works for the Dubers obviously has other things on her mind than asking herself why the family behaves so strange. She is in love with the servant that lives in the same cottage, and can think of nothing else. ~ 2 0 0 0 0 S 20 1 2 Human~ #2172 maid dreamy human~ the dreamy maid~ A dreamy maid is cleaning the living room. ~ This young woman is not at all concentrated on her work. And that's not strange, since she just fell in love with the servant that lives in the same cottage as she does. She is so occupied with the light in her own life that she does not notice the darkness in the Dubers' farmhouse. ~ 2 0 0 0 0 S 20 1 2 Human~ #2173 servant handsome human~ the handsome servant~ A handsome servant is reorganizing the barn. ~ Though at first sight this handsome young man seems to be really busy, the barn is empty, so there isn't much to reorganize. The man is too occupied with thinking of his two girlfriends. ~ 2 0 0 0 0 S 20 1 1 Human~ #2174 servant hildebrands human~ the servant~ A servant of the Hildebrands is looking after the crops. ~ The servant does his utmost best to raise the crops well. For if something goes wrong, the Hildebrands will have him whipped. ~ 0 0 0 0 300 S 20 1 1 Human~ #2175 cow animal~ the cow~ A cow is standing here. ~ The dumb gaze in her eyes, reveals utter boredom. ~ 2 0 0 0 100 S 18 0 2 Animal~ #2176 sheep animal~ the sheep~ A sheep is sniffing at the rubbish on the ground. ~ The dumb gaze in her eyes, reveals utter boredom. ~ 32 0 0 0 100 S 17 0 2 Animal~ #2177 sheep animal~ the sheep~ A sheep is sniffing at the rubbish on the ground. ~ The dumb gaze in her eyes, reveals utter boredom. ~ 32 0 0 0 100 S 17 0 2 Animal~ #2178 chickens couple roaming~ the chickens~ A couple of chickens are roaming here. ~ The chickens don't pay any attention to your presence and continue their conversation. ~ 32 0 0 0 0 S 16 0 2 Bird~ #2179 chickens couple roaming~ the chickens~ A couple of chickens are roaming here. ~ The chickens don't pay any attention to your presence and continue their conversation. ~ 32 0 0 0 0 S 16 0 2 Bird~ #2180 goat animal~ the goat~ A goat is looking at you, cautiously. ~ The goat watches your movement really closely, she clearly does not trust you. Her small pointed horns can be quite dangerous if necessary. ~ 32 0 0 0 50 S 18 0 2 Animal~ #2181 goat animal~ the goat~ A goat is looking at you, cautiously. ~ The goat watches your movement really closely, she clearly does not trust you. Her small pointed horns can be quite dangerous if necessary. ~ 32 0 0 0 50 S 18 0 2 Animal~ #2182 goat animal~ the goat~ A goat is looking at you, cautiously. ~ The goat watches your movement really closely, she clearly does not trust you. Her small pointed horns can be quite dangerous if necessary. ~ 32 0 0 0 50 S 18 0 2 Animal~ #2183 servant bruckners human~ the servant~ A servant of the Bruckners is harvesting grain. ~ Sweat is dripping from the servant's pale face. Past two weeks have been really tough on him. He has worked 14 hours each day, to harvest the grain in time. ~ 2 0 0 0 300 S 19 2 1 Human~ #0 #OBJECTS #2100 key gate~ a gate key~ A gate key is here, lying on the ground.~ 18 0 1|16384 2128~ 2191~ 0~ 0~ 10 0 E key gate~ This heavy key is used by the village watchmen of Lufter, to close the gate during the night. ~ #2101 key old~ an old key~ An old key is here, lying on the ground.~ 18 0 1|16384 2140~ 0~ 0~ 0~ 1 0 #2102 key room~ a room key~ A room key is here, lying on the ground.~ 18 0 1|16384 2145~ 0~ 0~ 0~ 1 0 E key room~ The emblem of the Haywain Inn is inscribed on the simple metal key. ~ #2103 key room~ a room key~ A room key is here, lying on the ground.~ 18 0 1|16384 2147~ 0~ 0~ 0~ 1 0 E key room~ The emblem of the Haywain Inn is inscribed on the simple metal key. ~ #2104 key room~ a room key~ A room key is here, lying on the ground.~ 18 0 1|16384 2146~ 0~ 0~ 0~ 1 0 E key room~ The emblem of the Haywain Inn is inscribed on the simple metal key. ~ #2105 key decorated~ a decorated key~ A decorated key is here, lying on the ground.~ 18 0 1|16384 2168~ 0~ 0~ 0~ 2 0 E key decorated~ A large 'H' is inscribed on the large key. ~ #2106 key white~ a white key~ A white key is here, lying on the ground.~ 18 1|64|256 1|16384 2186~ 0~ 0~ 0~ 1 2 E key white~ The white key shines with an almost blinding light. It is made of some sort of thick substance, which must have dried up in an instant. As you touch it lightly, you feel a warm rush going through your veins. ~ #2107 carpond water~ a carpond~ ~ 17 65536 0 25000~ 25000~ 0~ 0~ 10000 0 E carpond~ A little carpond is situated here, in the middle of the village green. The crystal-clear water of the carpond looks very attractive to you. ~ #2108 hearth blackened~ a blackened hearth~ A blackened hearth is situated in the middle of the cottage.~ 13 1 1 0~ 0~ 0~ 0~ 10000 0 E hearth blackened~ The hearth is covered in soot, just like the rest of the cottage. In it are several glowing metal rods. You decide to be rational, and don't touch them. ~ #2109 workbench~ a workbench~ A workbench is situated against the back wall of the cottage.~ 12 0 1 1730~ 2~ 0~ 0~ 10000 0 E workbench~ All kind of tools lie scattered over the large wooden workbench. Jens may be a good guy, he doesn't know how to keep order. ~ #2110 altar family~ the family altar of the Dubers~ The family altar of the Dubers stands here.~ 12 2|4|16 1 1730~ 2~ 0~ 0~ 10000 0 E altar family~ This is a large altar, made out of mysterious dark stone. Scattered on the altar lie the remains of Gunther Duber, the founder of the family sect. In the alter's stone are carved thousands of little signs. The altar is stained by all kind of stinking fluids. ~ E signs little~ They are the same as the ones under the painting in the living room. Many layers of different texts seem to have been created over each other, making it impossible to read the signs well enough to translate them. ~ E remains~ Carved into the fragile bones are hundreds of small rectangles. The meaning of all this, remains unexplained. ~ E fluids~ You have no idea what exactly is on the altar, but is sure smells bad. ~ #2111 statue gunther duber~ the statue of Gunther Duber~ The statue of Gunther Duber stands here.~ 13 4|16 1 0~ 0~ 0~ 0~ 10000 0 E statue gunther duber~ Stained by the blood of various animals, Gunther Duber is watching over his family. Though it is only a wooden statue, it sure looks very much alive. The statue depicts an old man, wearing tattered clothes and a wide brimmed hat. The figure slightly bends over, allowing his eyes to glare at you from underneath the hat. ~ #2112 shard crystal light~ a crystal shard of light~ A crystal shard of light is shining here.~ 4 1|64|256|1024|2048|65536 1|16384 20~ 7~ 7~ cure critical~ 8 22 E crystal shard light~ Bright sunlight is captured in this beautiful crystal shard, constantly bouncing in all directions. The healing powers of the shard are renowned throughout the region, and many come to see Frau Weisskopf for it. ~ A 4 1 #2113 fountain sparkling~ a sparkling fountain~ A sparkling fountain bubbles in the middle of the courtyard.~ 25 0 1 0~ 0~ 0~ 0~ 10000 0 E fountain sparkling~ The crystal-clear water in the marble fountain looks very attractive. ~ #2114 sword old~ an old sword~ An old sword is here, lying on the ground.~ 5 0 1|8192 1~ 0~ 0~ 3~ 19 10 E sword old~ The sword looks old and battered. It must have been in the family of the watchman for quite some years already. ~ A 18 3 A 19 2 #2115 shield rimmed~ a rimmed shield~ A rimmed shield is here, lying on the ground.~ 9 0 1|512 1~ 0~ 0~ 0~ 18 7 E shield rimmed~ The shield has been constructed from plaited reed, iron wires and wood, along with some strips of metal. Surprisingly, it is quite a good shield. Being both light and strong, it will perfectly serve you in battle. The brand of the local blacksmith is present at the backside. ~ A 18 1 A 19 1 #2116 breastplate battered~ a battered breastplate~ A battered breastplate is here, lying on the ground.~ 9 0 1|8 2~ 0~ 0~ 0~ 50 40 E breastplate battered~ You never expected to find a breastplate in this poor village. Though this is a battered one, it sure surprises you. Breastplates are normally only affordable by the nobility. Probably the village people conquered this in a war many years ago. It sure looks battered and old. ~ A 13 15 A 18 1 #2117 axe old~ an old axe~ An old axe is here, lying on the ground.~ 5 0 1|8192 1~ 0~ 0~ 13~ 19 10 E axe old~ The axe looks old and battered. It must have been in the family of the watchman for quite some years already. ~ A 18 2 A 19 3 #2118 helmet battered~ a battered helmet~ A battered helmet is here, lying on the ground.~ 9 0 1|16 2~ 0~ 0~ 0~ 15 7 E helmet battered~ Though the helmet is battered and old, it will still protect you perfectly. You get the idea this helmet is part of a complete knight's armour. ~ A 17 -9 A 24 -3 #2119 abacus~ an abacus~ An abacus is here, lying on the ground.~ 9 0 1|16384 4~ 0~ 0~ 0~ 4 4 E abacus~ The tax collector used the abacus to make sure he got his own share without being noticed by the Harkanian authorities. ~ A 3 2 #2120 money belt~ a money belt~ A money belt is here, lying on the ground.~ 15 0 1|2048 100~ 5~ 0~ 0~ 2 2 E money belt~ This is a normal leather belt with several small purses sewn to it. Tax collectors use these type of belts to store their collected money in. ~ #2121 lunch packed~ a packed lunch~ A packed lunch is here, lying on the ground.~ 19 0 1|16384 9~ 0~ 0~ 0~ 2 1 E lunch packed~ A large lunch package, filled with a few sausages, bread and butter. It looks delicious. ~ #2122 axe lumberman's~ a lumberman's axe~ A lumberman's axe is here, lying on the ground.~ 5 0 1|8192 1~ 0~ 0~ 13~ 30 18 E axe lumberman's~ A large axe, used by the lumberman's to chop trees down. Though it can of course just as well be used to fight a living being. The axe is one of the most precious possesions of a lumberjack, and they are said to spend a lot of time cleaning and polishing it. ~ A 19 5 #2123 whistle small~ a small whistle~ A small whistle is here, lying on the ground.~ 9 0 1|4 2~ 0~ 0~ 0~ 1 1 E whistle small~ The lumberjacks use these kind of whistles to warn each other for upcoming danger. They started to employ these whistles when they decided to move deeper into the forest to lumber the best trees in the region. ~ #2124 tape measure~ a tape measure~ A tape measure is here, lying on the ground.~ 13 0 1|16384 0~ 0~ 0~ 0~ 35 2 E tape measure~ The tape measure is nothing more than a large piece of rope, approximately ten yards long. At fixed intervals, knots are tied. A small knot at every two inches, a medium knot at every feet and a large knot at every yard. ~ #2125 pitchfork~ a pitchfork~ A pitchfork is here, lying on the ground.~ 5 0 1|8192 1~ 0~ 0~ 0~ 15 4 E pitchfork~ A simple pitchfork, used by farmers on the fields. But it can be used as a weapon as well, if the need arises. ~ A 17 -3 A 18 2 A 19 1 #2126 scythe~ a scythe~ A scythe lies here, waiting for the harvest.~ 5 0 1|8192 2~ 0~ 0~ 1~ 40 8 E scythe~ A simple sharp scythe, used on the field to harvest grain. ~ A 2 -1 A 14 -20 A 18 1 A 19 5 #2127 flail~ a flail~ A flail lies here, waiting for the grain.~ 5 0 1|8192 1~ 0~ 0~ 7~ 17 3 E flail~ A simple flail, used to separate the wheat from the chaff. ~ A 18 4 A 19 1 #2128 endive head~ a head of endive~ A head of endive is here, lying on the ground.~ 19 0 1|16384 6~ 0~ 0~ 0~ 2 1 E endive head~ A fresh head of endive, harvested this morning. ~ #2129 lettuce cabbage~ a cabbage lettuce~ A cabbage lettuce is here, lying on the ground.~ 19 0 1|16384 7~ 0~ 0~ 0~ 2 1 E lettuce cabbage~ A fresh cabbage lettuce, harvested this morning. ~ #2130 turnip~ a turnip~ A turnip is here, lying on the ground.~ 19 0 1|16384 8~ 0~ 0~ 0~ 3 1 E turnip~ A fresh turnip, harvested this morning. Turnips are Eric's specialty. He is the only one in the village who exports them to the Harharken. ~ #2131 pants fur pair~ a pair of fur pants~ A pair of fur pants is here, lying on the ground.~ 9 0 1|32 1~ 0~ 0~ 0~ 6 6 E pants fur~ These fur pants were manufactured by Gustav the Furrier, ensuring good quality fur and craftsmanship. ~ A 13 5 A 18 1 #2132 vest fur~ a fur vest~ A fur vest is here, lying on the ground.~ 9 0 1|8 1~ 0~ 0~ 0~ 9 10 E vest fur pair~ This fur vest was manufactured by Gustav the Furrier, ensuring good quality fur and craftsmanship. ~ A 1 1 A 19 1 #2133 boots fur pair~ a pair of fur boots~ A pair of fur boots is here, lying on the ground.~ 9 0 1|64 1~ 0~ 0~ 0~ 6 7 E boots fur pair~ These fur boots were manufactured by Gustav the Furrier, ensuring good quality fur and craftsmanship. ~ A 5 1 A 14 20 #2134 table wooden~ a wooden table~ A wooden table stands here.~ 12 0 1 1730~ 2~ 0~ 0~ 400 15 E table wooden~ This table was manufactured by Jens the Carpenter, ensuring the best quality wood and craftsmanship. ~ #2135 bench wooden~ a wooden bench~ A wooden bench stands here.~ 12 0 1 1730~ 2~ 0~ 0~ 400 12 E bench wooden~ This bench was manufactured by Jens the Carpenter, ensuring the best quality wood and craftsmanship. ~ #2136 chair wooden~ a wooden chair~ A wooden chair stands here.~ 12 0 1 1730~ 1~ 0~ 0~ 200 10 E chair wooden~ This chair was manufactured by Jens the Carpenter, ensuring the best quality wood and craftsmanship. The local thatcher was responsible for the seat. ~ #2137 sword ornamental~ an ornamental sword~ An ornamental sword is here, lying on the ground.~ 5 0 1|8192 1~ 0~ 0~ 1~ 20 30 E sword ornamental~ This ornamental sword was never manufactured to be used in battle. In this region, owning ornamental swords is fashionable, and a display of good taste and wealth. This particular sword was manufactured by Andrea the Blacksmith, and she did a fine job. ~ A 18 1 #2138 shield ornamental~ an ornamental shield~ An ornamental shield is here, lying on the ground.~ 9 0 1|512 1~ 0~ 0~ 0~ 25 24 E shield ornamental~ This ornamental shield was never manufactured to be used in battle. In this region, owning an ornamental shield is fashionable, and adds to the status of your family. This particular shield was manufactured in Lufter, by Andrea the Blacksmith. She did a fine job. ~ #2139 helm ornamental~ an ornamental helm~ An ornamental helm is here, lying on the ground.~ 9 0 1|16 1~ 0~ 0~ 0~ 12 15 E helm ornamental~ This ornamental helm was never manufactured to be used in battle. In this region, owning an ornamental helm is fashionable, and adds to your personal status. Though helms are only worn on special occasions, else they look rather silly. This particular helm was manufactured in Lufter, by Andrea the Blacksmith. She did a fine job. ~ A 17 -2 #2140 ploughshare~ a ploughshare~ A ploughshare is here, lying on the ground.~ 13 0 1 0~ 0~ 0~ 0~ 200 15 E ploughshare~ Andrea the Blacksmith manufactured this ploughshare to sell to the local farmers. ~ #2141 hammer large~ a large hammer~ A large hammer is here, lying on the ground.~ 5 0 1|8192 1~ 0~ 0~ 8~ 25 16 E hammer large~ This large hammer belongs to Andrea the Blacksmith, who uses it for her job. ~ A 14 -15 A 18 1 A 19 4 #2142 tongs pair~ a pair of tongs~ A pair of tongs is here, lying on the ground.~ 9 0 1|16384 1~ 0~ 0~ 0~ 10 5 E tongs pair~ This pair of tongs belongs to Andrea the Blacksmith, who uses it for her job. ~ A 2 1 #2143 jacket leather~ a leather jacket~ A leather jacket is here, lying on the ground.~ 5 0 1|8 1~ 0~ 0~ 0~ 15 20 E jacket leather~ This leather jacket was manufactured by Robert the Leatherworker, ensuring the finest quality and craftsmanship. The strong goat leather offers a lot of protection. ~ A 18 2 #2144 backpack leather~ a leather backpack~ A leather backpack is here, lying on the ground.~ 15 0 1|1024 200~ 1~ 0~ 0~ 5 4 E backpack leather~ This leather backpack was manufactured by Robert the Leatherworker, ensuring the finest quality and craftsmanship. It can contain lots of stuff, and will really aid you on your adventures. ~ #2145 shoes pair leather~ a pair of leather shoes~ A pair of leather shoes is here, lying on the ground.~ 9 0 1|64 1~ 0~ 0~ 0~ 5 6 E shoes pair leather~ These leather shoes were manufactured by Robert the Leatherworker, ensuring the finest quality and craftsmanship. The soft goat leather is comfortable to wear and makes it easy to get used to walking on these shoes. ~ A 13 8 A 14 25 #2146 hook reaping~ a reaping hook~ A reaping hook is here, lying on the ground.~ 5 0 1|8192 1~ 0~ 0~ 1~ 15 6 E hook reaping~ This reaping hook belongs to the local thatcher. His initials are on the wooden handle. The hook's blade is thin, it clearly has been used for many years already. ~ E initials~ L.T. ~ A 18 1 A 19 2 #2147 reed bundle~ a bundle of reed~ A bundle of reed is here, lying on the ground.~ 13 0 1 0~ 0~ 0~ 0~ 80 3 E reed bundle~ This is a bundle of the finest reed in the region. The thatcher harvested this bundle about a mile outside the village, where the banks of the Frisch are covered in reed. ~ #2148 fish smoke-dried~ a smoke-dried fish~ A smoke-dried fish is here, lying on the ground.~ 19 0 1|16384 7~ 0~ 0~ 0~ 1 1 E fish smoke-dried~ The only way of preserving fish in Lufter is by smoke-drying it. If you get used to the smoky smell and burned taste, it actually is good food. ~ #2149 net fishing~ a fishing net~ A fishing net is here, lying on the ground.~ 13 0 1|16384 0~ 0~ 0~ 0~ 8 9 E net fishing~ This belongs to the local fisherman, he uses it to earn money for his family. At least he's trying to convince his wife of that. ~ #2150 hat expensive~ an expensive hat~ An expensive hat is here, lying on the ground.~ 8 0 1|16 0~ 0~ 0~ 0~ 5 20 E hat expensive~ This luxuriously decorated hat offers no protection or whatsoever, it's just meant to display wealth and power. And yes, that tends to work with these kind of hats. The fat merchant who wore this hat must have known that as well. He used it to impress his customers. ~ #2151 shoes expensive pair~ a pair of expensive shoes~ A pair of expensive shoes is here, lying on the ground.~ 8 0 1|16 0~ 0~ 0~ 0~ 5 25 E shoes expensive pair~ These luxuriously decorated shoes offer no protection or whatsoever, they are just meant to display wealth and power. And yes, that tends to work with these kind of shoes. The fat merchant who wore these shoes must have known that as well. He used them to impress his customers. ~ #2152 note brief~ a brief note~ A brief note has been left here.~ 13 0 1|16384 0~ 0~ 0~ 0~ 1 0 E note brief~ The note reads: Jens the Carpenter 75 gc Ernst Bruckner 175 gc ~ #2153 blow pipe~ a blow pipe~ A blow pipe is here, lying on the ground.~ 5 32 1|8192 3~ 0~ 0~ 0~ 6 20 E blow pipe~ Dragon images are carved in the unknown type of wood, fighting each other to death. On the back of each dragon sits a hooded doomrider. The blow pipe itself is highly flexible, and a lethal weapon if used by an expert. ~ A 18 5 A 19 4 #2154 flask small~ a small flask~ A small flask is here, lying on the ground.~ 17 0 1|16384 10~ 10~ 13~ 1~ 4 10 E flask small~ The small flask contains a highly lethal poison, dissolved in animal blood. ~ #2155 meal today's~ today's meal~ Today's meal is here, lying on the ground.~ 19 0 1|16384 12~ 0~ 0~ 0~ 6 2 E meal today's~ Endive stew with sausages and mustard. It sure looks good. Let's see if it tastes good as well! ~ #2156 triple haywainer~ the Haywainer Triple~ The Haywainer Triple is here, standing on the ground.~ 17 0 1|16384 20~ 20~ 8~ 0~ 5 1 E triple haywainer~ A large tankard filled with Haywainer Triple, the local specialty from Lufter. ~ #2157 wine bottle~ a bottle of wine~ A bottle of wine is here, lying on the ground.~ 17 0 1|16384 30~ 30~ 2~ 0~ 10 10 E wine bottle~ A fine bottle of wine from the orchards of Harhaken. Because the wine has to be imported, it is rather expensive. ~ #2158 wine glass~ a glass of wine~ A glass of wine is here, standing on the ground.~ 17 0 1|16384 6~ 6~ 2~ 0~ 1 2 E wine glass~ A fine glass of wine from the orchards of Harhaken. Because the wine has to be imported, it is rather expensive. ~ #2159 ale dark~ a tankard of dark ale~ A tankard of dark ale is here, standing on the ground.~ 17 0 1|16384 15~ 15~ 4~ 0~ 3 1 E ale dark~ A large tankard filled with dark ale. The local populace of Lufter just loves this type of beer, and it is second on their all time favourites list, right after the Haywainer Triple. ~ #2160 firebreather~ a firebreather~ A firebreather is here, standing on the ground.~ 17 0 1|16384 4~ 4~ 7~ 0~ 1 1 E firebreather~ This little glass of firebreather is about the strongest alcoholic you can get in Hesperia. And it's not really expensive, so perfectly fit to get drunk fast. ~ #2161 knife kitchen~ a kitchen knife~ A kitchen knife is here, lying on the ground.~ 5 0 1|8192 1~ 0~ 0~ 2~ 10 5 E knife kitchen~ The emblem of the Haywainer Inn is glued to the handle. It is Martha's favourite kitchen knife, so she'd better not catch you with it. ~ A 18 3 A 19 1 #2162 ring copper~ a copper ring~ A copper ring is here, lying on the ground.~ 9 0 1|2 1~ 0~ 0~ 0~ 1 2 E ring copper~ This is a simple copper ring with an inscription on the inside. ~ E inscription~ The inscription reads: 'The copper mines of Aramon, that's where we first met. May the copper of that day brighten our wedding bed.' ~ A 13 12 #2163 apron~ an apron~ An apron is here, lying on the ground.~ 9 0 1|1024 1~ 0~ 0~ 0~ 7 4 E apron~ A clean apron, used mainly for kitchen work. ~ #2164 broom old~ an old broom~ An old broom is here, lying on the ground.~ 13 0 1|16384 0~ 0~ 0~ 0~ 6 2 E broom old~ The broom looks like it has been used for the past decade. There are large clods of filth sticking to it. ~ #2165 sale contract~ a contract of sale~ A contract of sale is here, lying on the ground.~ 13 0 1|16384 0~ 0~ 0~ 0~ 1 0 E sale contract~ This contract forms the legal evidence Herr Braun sold his mill to the miller's apprentice. ~ #2166 bracer plaited~ a plaited bracer~ A plaited bracer is here, lying on the ground.~ 9 0 1|4096 1~ 0~ 0~ 0~ 3 9 E bracer plaited~ Made from the finest reed, this plaited bracer is a very nice ornament. The thatcher's wife made this one, in order of Herr Braun, for the birthday of his wife. Little pebbles are included in the pattern of large flowers, which must have costed ages to manufacture. ~ A 24 -4 #2167 necklace plaited~ a plaited necklace~ A plaited necklace is here, lying on the ground.~ 9 0 1|4 1~ 0~ 0~ 0~ 4 6 E necklace plaited~ Made from the finest reed, this plaited necklace is a very nice ornament. The thatcher's wife made this one, in order of Herr Braun. He gave it as a present to his wife, for their 25th wedding anniversary. ~ A 13 2 A 24 -3 #2168 laundry dirty pile~ a pile of dirty laundry~ A pile of dirty laundry is here, lying on the ground.~ 13 0 1|16384 0~ 0~ 0~ 0~ 15 0 E laundry dirty pile~ You spot several sets of dirty underwear from the miller. Yuck! ~ #2169 sale contract copy scroll~ a copy of the sale contract~ A copy of the sale contract is here, lying on the ground.~ 2 64 1|16384 25~ faerie fire~ 0~ 0~ 1 10 E sale contract copy scroll~ This old parchment contains a rough copy of the sale contract with Herr Braun. It forms the legal evidence the miller's apprentice bought the Mill from Herr Braun. The backside of the parchment is filled with rubbish. ~ E rubbish~ As you turn the parchment around and examine the backside, you notice all sort of glowing signs between the dirt. This is a magical scroll! ~ #2170 flour bag~ a bag of flour~ A bag of flour is here, lying on the ground.~ 13 0 1|16384 0~ 0~ 0~ 0~ 250 15 E flour bag~ A heavy jute bag filled with flour. Herr Braun exports these bags to the capital city of the Empire, Harhaken. A sizable part is sold to the village people as well. ~ #2171 herbs orange~ orange herbs~ Orange herbs are here, lying on the ground.~ 26 0 1|16384 20~ shield~ 0~ 0~ 2 10 E herbs orange~ Caught in a few large leaves is a small heap of orange herbs you have never seen before. A warm aura seems to protect the herbs, relaxing you. ~ #2172 herbs purple~ purple herbs~ Purple herbs are here, lying on the ground.~ 26 0 1|16384 20~ detect hidden~ 0~ 0~ 2 9 E herbs purple~ Caught in a few large leaves is a small heap of purple herbs you have never seen before. A warm aura seems to protect the herbs, relaxing you. ~ #2173 herbs brown~ brown herbs~ Brown herbs are here, lying on the ground.~ 26 0 1|16384 20~ cure poison~ energy drain~ 0~ 2 11 E herbs brown~ Caught in a few large leaves is a small heap of brown herbs you have never seen before. A warm aura seems to protect the herbs, relaxing you. ~ #2174 tea leaves bundle~ a bundle of tea leaves~ A bundle of tea leaves is here, lying on the ground.~ 26 0 1|16384 20~ giant strength~ 0~ 0~ 2 15 E tea leaves bundle~ A few tea leaves have been windled into a small bundle. A strong mysterious smell comes from them. ~ #2175 robe white linen~ a white linen robe~ A white linen robe is here, lying on the ground.~ 9 64|1024 1|1024 1~ 0~ 0~ 0~ 12 10 E robe white linen~ The white linen robe is made from rough wool. At the back is the religous symbol of the Covenant, a large yellow circle. This symbolizes the sun of Hesperia, the light of hope which drives out the darkness. ~ A 12 15 A 24 -2 #2176 covenant circle~ the Circle of the Covenant~ The Circle of the Covenant is here, lying on the ground.~ 9 64|1024|2048 1|4 1~ 0~ 0~ 0~ 3 4 E covenant circle~ The perfect yellow circle forms a simple amulet to be worn by a cleric of the Covenant. Burned into the circle is the Covenant's motto, 'Life Through Light'. ~ A 12 10 A 13 25 #2177 shard crystal light~ a crystal shard of light~ A crystal shard of light is shining here.~ 4 1|64|256|1024|2048|65536 1|16384 20~ 7~ 1~ cure critical~ 8 22 E crystal shard light~ Bright sunlight is captured in this beautiful crystal shard, constantly bouncing in all directions. The healing powers of the shard are renowned throughout the region, and many come to see Frau Weisskopf for it. ~ A 4 1 #2178 tunic white~ a white tunic~ A white tunic is here, lying on the ground.~ 9 0 1|8 1~ 0~ 0~ 0~ 8 5 E tunic white~ Apprentices of the Covenant may only wear these thin tunics during their teachings, to show the outside world their allegiance and devotion. ~ #2179 stick~ a stick~ A stick is here, lying on the ground.~ 5 0 1|8192 1~ 0~ 0~ 7~ 13 0 A 18 1 #2180 dirty bib~ a dirty bib~ A dirty bib is here, lying on the ground.~ 9 0 1|4 1~ 0~ 0~ 0~ 3 0 E dirty bib~ This dirty bib is made out of an old piece of cloth. The village idiot has drooled over it for many years. ~ #2181 lipstick~ a lipstick~ A lipstick is here, lying on the ground.~ 13 0 1|16384 0~ 0~ 0~ 0~ 2 5 E lipstick~ The village idiot stole this lipstick once, and ever since his face has been covered with it. Villagers already tried to take it away from him, but he tends to get really wild then, so they soon decided to leave him alone. ~ #2182 candy lots~ lots of candy~ Lots of candy lies here on the ground.~ 19 0 1|16384 5~ 0~ 0~ 0~ 1 1 E candy lots~ The Hildebrand child just loves to buy candy from his pocket money. ~ #2183 stick small~ a small stick~ A small stick is here, lying on the ground.~ 13 0 1|16384 0~ 0~ 0~ 0~ 2 0 #2184 mace improvised~ an improvised mace~ An improvised mace is here, lying on the ground.~ 5 0 1|8192 1~ 0~ 0~ 8~ 15 0 E mace improvised~ The youth sure is aggressive these days. The improvised mace you took from the Bruckner boy is a large stick with a few nasty nails. Though it is by no means a real mace, it is an effective weapon to beat up other children. ~ A 19 1 #2185 handwork~ a handwork~ A handwork is here, lying on the ground.~ 13 0 1|16384 0~ 0~ 0~ 0~ 5 0 #2186 paradasian bottle wine~ a bottle of Paradasian wine~ A bottle of Paradasian wine stands here.~ 17 0 1|16384 30~ 12~ 2~ 0~ 7 20 E paradasian bottle wine~ To your amazement, Fransz Hildebrand carried this bottle of wine from the Paradise. This is truly remarkable, because since the Wine Edict issued by Fletchez about a decade ago, wine of the Paradise is no longer available. At least not through legal channels, and illegal bottles are very expensive. The Hildebrands must be richer than you thought. ~ #2187 ring hildebrand signet~ the Hildebrand signet ring~ The Hildebrand signet ring is here, lying on the ground.~ 9 0 1|2 1~ 0~ 0~ 0~ 3 10 E ring hildebrand signet~ This golden signet ring with an incrested black stone is to be worn by the family head of the Hildebrands. It yields great status among the people of Lufter. ~ A 3 1 A 13 5 #2188 belt broad~ a broad belt~ A broad belt is here, lying on the ground.~ 9 0 1|2048 1~ 0~ 0~ 0~ 5 5 E belt broad~ This broad leather belt is mainly meant to hide a beginning pot belly. The belt is made by Robert the Leatherworker, ensuring the finest leather and craftsmanship. ~ A 18 -2 #2189 amulet stone~ a stone amulet~ A stone amulet is here, lying on the ground.~ 9 64 1|2 1~ 0~ 0~ 0~ 5 35 E amulet stone~ The stone amulet consists of a marble stone wrapped partly around a quartz stone. The two parts fit perfectly, and cannot be separated. ~ A 17 -10 #2190 knife long~ a long knife~ A long knife is here, lying on the ground.~ 9 0 1|8192 1~ 0~ 0~ 11~ 13 8 E knife long~ This thin knife has an exceptionally long blade, giving it almost the size of a short sword. However the owner has not taken good care of it, and the serrated blade is rusting at several places. ~ A 18 3 A 19 2 #2191 scarf lovely~ a lovely scarf~ A lovely scarf is here, lying on the ground.~ 13 0 1|4 0~ 0~ 0~ 0~ 2 10 E scarf lovely~ The scarf is made of the finest silk, imported from the far sea city of Namunda. A pattern of black-and-red flowers decorates the scarf. Emanuelle has good taste, and her daddy can't resist her smile. Nor can his wallet. ~ #2192 gloves silk~ a pair of silk gloves~ A pair of silk gloves is here, lying on the ground.~ 9 0 1|128 1~ 0~ 0~ 0~ 3 15 E gloves silk~ The gloves are made from the finest silk, imported from the far sea city of Namunda. A pattern of black-and-red flowers decorates the scarf. Emanuelle has good taste, and her daddy can't resist her smile. Nor can his wallet. ~ #2193 dress tasteful crimson~ a tasteful crimson dress~ A tasteful crimson dress is here, lying on the ground.~ 9 0 1|8 1~ 0~ 0~ 0~ 6 34 E dress tasteful crimson~ This beautiful crimson dress is made of the finest cloth, imported from the far sea city of Namunda. The dress is surprisingly simple, adding to the overall beauty of Emanuelle. She has good taste, and her daddy can't resist her smile. Nor can his wallet. ~ #2194 glass paradasian wine~ a glass of Paradasian wine~ A glass of Paradasian wine is here, standing on the ground.~ 17 0 1|16384 6~ 4~ 2~ 0~ 1 15 E glass paradasian wine~ What Emanuelle's dad doesn't know is that his daughter discovered his wine cellar filled with Paradasian wine. When her daddy's not at home, she dives into the cellar, to drink some of the nectar. ~ #2195 ring bruckner signet~ the Bruckner signet ring~ The Bruckner signet ring is here, lying on the ground.~ 9 0 1|2 1~ 0~ 0~ 0~ 3 4 E ring bruckner signet~ This copper signet ring with an incrested brown stone is to be worn by the family head of the Bruckners. The sight of the ring is feared throughout the village, for the Bruckners are known brutes. ~ A 1 2 A 19 1 #2196 battered sleeves~ a pair of battered sleeves~ A pair of battered sleeves is here, lying on the ground.~ 9 0 1|16 1~ 0~ 0~ 0~ 15 10 E battered sleeves~ Though the sleeves are battered and old, it'll still protect you perfectly. You get the idea these sleeves are part of a complete knight's armour. ~ A 19 1 A 24 -1 #2197 cudgel~ a cudgel~ A cudgel is here, lying on the ground.~ 5 0 1|8192 1~ 0~ 0~ 7~ 14 1 E cudgel~ A short, thick stick which can easily pound somebody to death. ~ A 18 2 A 19 2 #2198 knife~ a knife~ A knife is here, lying on the ground.~ 5 0 1|8192 1~ 0~ 0~ 2~ 10 6 E knife~ A simple knife, as sharp as a razor blade. ~ A 18 5 A 19 1 #2199 oil fuel flask~ a flask of fuel oil~ A flask of fuel oil is here, lying on the ground.~ 13 0 1|16384 0~ 0~ 0~ 0~ 20 2 E oil fuel flask~ This flask of fuel oil is at the very least several years old. The oil is clotting inside the flask. Still it is highly flammable, and excellent to create fuel bombs. ~ #2200 emblem bloody~ a bloody emblem~ A bloody emblem is here, lying on the ground.~ 9 16|64|512|2048 1|256 1~ 0~ 0~ 0~ 2 0 E emblem bloody~ The emblem is formed by a glass rectangle, through which runs living blood. It bubbles and whispers constantly, as if it is semi-conscious. Sharp metal hooks are attached to the glass. They are meant to be buried in a human arm, thus wearing the emblem in honour of Gunther Duber. ~ A 5 -1 A 13 -10 A 19 3 #2201 overcoat purple~ a purple overcoat~ A purple overcoat is here, lying on the ground.~ 9 4|16|128|4096 1|1024 1~ 0~ 0~ 0~ 14 10 E overcoat purple~ There are large black stains on the overcoat, of unknown origin. You find it easy to associate the colour purple with sinister practices. And you are probably right. ~ A 3 -2 A 24 10 #2202 scroll tattered~ a tattered scroll~ A tattered scroll is here, lying on the ground.~ 2 4|16|64 1|16384 50~ plague~ energy drain~ energy drain~ 1 20 E scroll tattered~ For many years now, the Dubers have tried to correctly read the last scroll left by their great grandfather Gunther Duber. For when he died, his last words were: 'Readest the scroll an' revealst my legacy.' Untill now, no male Duber has succesfully unleashed the magicks from the scroll. That's why Lufter still exists. ~ #2203 ring duber signet~ the Duber signet ring~ The Duber signet ring is here, lying on the ground.~ 9 32|4096 1|2 1~ 0~ 0~ 0~ 3 4 E ring duber signet~ This copper signet ring with an incrested dark stone is to be worn by the family head of the Dubers. The dark signet ring is always worn secretly, so the people in the village don't know about it. ~ A 5 -1 A 13 -5 A 24 5 #2204 dress black~ a black dress~ A black dress is here, lying on the ground.~ 9 0 1|8 1~ 0~ 0~ 0~ 6 14 E dress black~ This black dress feeds the many rumours in the village about the Dubers practicing witchcraft. After all aren't all witches in black? Then again, maybe the dress is just worn to mourn over a great loss. ~ A 4 1 #2205 book family dubers~ the Dubers family book~ The Dubers family book is here, lying on the ground.~ 13 0 1|16384 0~ 0~ 0~ 0~ 30 5 E book family dubers~ This is a thick handwritten book, full of strange symbols. Even if you can find the way to decode it, it will take years to figure everything out. So reading it is not really an option. You notice a few lines on the first page of the book. ~ E page first~ The first page reads: :>=:>=>=]=:>==]==()=(*==<-=()=-=(*. []=(:)=]=]>=:==:>=(=: ~ #2206 mop~ a mop~ A mop is here, lying on the ground.~ 5 0 1|8192 1~ 0~ 0~ 0~ 7 1 E mop~ Just an ordinary mop, used by the maids to clean the house. ~ A 19 -2 #2207 basket metal~ a metal basket~ A metal basket is here, standing on the ground.~ 17 0 1|16384 120~ 120~ 0~ 1~ 20 4 E basket metal~ A simple metal basket, filled with dirty water and toilet cleaner. ~ #2208 dirty sheet~ a dirty sheet~ A dirty sheet is here, lying on the ground.~ 13 0 1|1024 0~ 0~ 0~ 0~ 8 2 E dirty sheet~ It stinks really bad. No wonder the maid was changing the sheets. ~ #2209 fodder~ some fodder~ Some fodder is here, lying on the ground.~ 19 0 1 6~ 0~ 0~ 0~ 4 0 E fodder~ This fodder was meant for the livestock. But if you are really that hungry, surely the Hildebrands won't mind. Feel free if you like to. ~ #2210 cloth wrapped piece~ a wrapped piece of cloth~ A wrapped piece of cloth is here, lying on the ground.~ 15 0 1|16384 50~ 5~ 0~ 0~ 2 1 E cloth wrapped piece~ This piece of cloth is used to store the chunks of fresh goat butter in. ~ #2211 goat butter chunk~ a chunk of goat butter~ A chunk of goat butter is here, lying on the ground.~ 19 0 1|16384 2~ 0~ 0~ 0~ 1 1 E goat butter chunk~ This delicious chunk of goat butter makes you understand why the Bruckners are so fond of their maid. ~ #2212 bracer ordinary~ an ordinary bracer~ An ordinary bracer is here, lying on the ground.~ 9 0 1|4096 1~ 0~ 0~ 0~ 3 2 E bracer ordinary~ An ordinary copper bracelet with an inscription on the inside. ~ E inscription~ The inscription reads: So close, but far away. J.D. ~ #2213 grease animal pot~ a pot of animal grease~ A pot of animal grease is here, lying on the ground.~ 13 0 1|16384 0~ 0~ 0~ 0~ 3 1 E grease animal pot~ The small stone pot is filled with animal grease, collected by the servant during the recent slaughter of two goats. The servant uses the animal grease to model his hair. So far this tactic works really good, he is quite busy attracting Lufter's women. ~ > wear_prog 100~ mp_echoat $n You grease your hair...smoothly now. mp_echoaround $n $n is greasing $l hair for a party. mp_suppress mp_force $n remove grease mp_suppress mp_force $n drop grease mp_purge grease ~ | #2214 goat butter chunk~ a chunk of goat butter~ A chunk of goat butter is here, lying on the ground.~ 19 0 1|16384 2~ 0~ 0~ 0~ 1 1 E goat butter chunk~ This delicious chunk of goat butter makes you understand why the Bruckners are so fond of their maid. ~ #2215 goat butter chunk~ a chunk of goat butter~ A chunk of goat butter is here, lying on the ground.~ 19 0 1|16384 2~ 0~ 0~ 0~ 1 1 E goat butter chunk~ This delicious chunk of goat butter makes you understand why the Bruckners are so fond of their maid. ~ #2216 knife sacrificial~ a sacrificial knife~ A sacrificial knife is here, lying on the ground.~ 5 4|16|512|2048|16384 1|8192 4~ 0~ 0~ 0~ 10 10 E knife sacrificial~ Shining purple signs decorate the black blade. Everytime you get closer to the blade the signs shine brighter, as if they react to your presence. Then you realize it probably notices your untouched soul. Once in a while, small blue sparks can be spotted around the blade. As if it is charged with some sort of thunder. ~ A 18 4 A 19 4 A 24 -2 #2217 mudprogitem~ a mudprogitem~ ~ 13 65536 1 0~ 0~ 0~ 0~ 0 0 #0 #WEATHER 9 -1 -1 -1 -1 0 #ROOMS #2100 Via Harkana~ You are on the main eastern trade route of the Harkanian Empire. This route was created about a century ago and has been maintained by special repair crews ever since then, assuring a very good condition. The road runs north and south. ~ 0 0 2 D 2 You see the stone road south. ~ ~ 0 0 2101 S #2101 The Bifurcation~ Here the stone road takes a curve and runs to the west and north. Westwards it leads to Harhaken, the capital city of the Harkanian Empire. Northwards the road will bring you to the Watchtower. Another road branches off the stone road to the south. It is an unpaved road in a reasonable condition. You guess this latter road leads to Lufter, a small village which is to be situated in this region. ~ 0 0 2 D 0 You see the stone road north. ~ ~ 0 0 2100 D 2 You see an unpaved road south. ~ ~ 0 0 2103 D 3 You see the stone road west. ~ ~ 0 0 2102 S #2102 Via Harkana~ You are on the main eastern trade route of the Harkanian Empire. This route was created about a century ago and has been maintained by special repair crews ever since then, assuring a very good condition. The road runs east and west. ~ 0 0 2 D 1 You see the Via Harkana. ~ ~ 0 0 2101 S #2103 An Unpaved Road~ While walking, the forest around you gets less dense, and pretty soon you are standing in the midst of the cultivated land of a human settlement. The small village lies south, and appears to be really peaceful. The cultivated land lies in a circle around the village, east and west from where you are standing. The unpaved road runs south and north. ~ 4 0 2 D 0 You see the stone road north. ~ ~ 0 0 2101 D 1 You see a field east. ~ ~ 0 0 2104 D 2 You see the entrance to the village south. ~ ~ 0 0 2126 D 3 You see a field west. ~ ~ 0 0 2116 > enter_prog 100~ mp_goto 2126 if ovnumroom(2217) mp_purge mudprogitem endif ~ | S #2104 Wading Through The Corn~ You are on the grain fields of the Bruckner family. The family has been rather busy lately with the grain harvest. They don't like risk-taking behaviour, and therefor almost always raise grain. That's because Herr Braun, the local Miller, is the only one who offers a contract with fixed prices. You can cross the grain fields and go east, or return to the road west. ~ 0 0 3 D 1 You see fallow land. ~ ~ 0 0 2105 D 3 You see an unpaved road west. ~ ~ 0 0 2103 S #2105 Fallow Land~ This part of the fields owned by the Bruckner family has been left fallow. That's the price they have to pay for only raising corn. Though they try to restore nutrients as much as possible, they are forced to leave part of their land fallow every year. This year the weather was quite good, so their contract with the local miller wouldn't have been necessary. The Bruckners this year, would have been better off cultivating other crops as well. You can cross the fallow land and go south, or return west to the grain fields. ~ 0 0 3 D 2 You see fallow land. ~ ~ 0 0 2106 D 3 You see a field west. ~ ~ 0 0 2104 S #2106 Fallow Land~ For the largest part, the fields here have been left fallow as well. The Bruckner family sure doesn't take chances. Southwards streams the river Frisch. There's a treacherous current in the river, and you decide not to try and cross the twenty yards. Along the river bank is a small strip of cultivated land. Here grow various vegetables. This must be the kitchen garden of the Bruckners. To the north lies the way back. ~ 0 0 3 D 0 You see fallow land. ~ ~ 0 0 2105 S #2107 The Mixed Kitchen Garden~ You end up at the bank of the Frisch. The river's current is a treacherous one, and you decide not to push your luck. A broad strip of land along the river serves as a kitchen garden for the Dubers. Even this place follows the strict kitchen garden guidelines set by great grandfather Gunther. The crops may only be cultivated on rectangles of two square yards. Only one sort of crop may be present in one rectangle, and no crops of the same kind may border to each other. The Dubers must be a family in which inbreeding is a common practice. South lies the way back. ~ 0 0 3 D 2 You see a field south. ~ ~ 0 0 2108 S #2108 The Memorial Stone~ Amidst the mixed fields, according to the Duber's Standard, is a small field of exactly nine square yards which has been left fallow. In the middle of this small field has been erected a memorial stone. You can cross the mixed fields and go north or west. ~ 0 0 3 D 0 You see a field north. ~ ~ 0 0 2107 D 3 You see a field west. ~ ~ 0 0 2109 E memorial stone~ Engraved into the grey stone is the following: HERE LIES GUNTHER DUBER WHO DIED AT THE BLESSED AGE OF 89 MAY ALL WHO PASS HERE PAY RESPECT AND BE AWARE OF HIS TEACHINGS ~ S #2109 The Dubers Mix~ These fields are owned by the Duber family, who use rather peculiar ways of raising crops. They always divide their fields in small rectangles of nine square yards. In each small rectangle they raise a different kind of crop. Never may two crops of the same kind border to each other. The Dubers belief they must follow these guidelines, set by their great grandfather Gunther Duber, or else a great disaster will strike the family. The fields continue in the east. To the west lies the road. ~ 0 0 3 D 1 You see a field east. ~ ~ 0 0 2108 D 3 You see an unpaved road west. ~ ~ 0 0 2110 S #2110 An Unpaved Road~ While walking, the forest around you gets less dense, and pretty soon you are standing in the midst of the cultivated land of a human settlement. The small village lies north, and appears to be really peaceful. The cultivated land lies in a circle around the village, east and west from where you are standing. The unpaved road runs south and north. ~ 4 0 2 D 0 You see the entrance to the village north. ~ ~ 0 0 2127 D 1 You see a field east. ~ ~ 0 0 2109 D 2 You see an unpaved road south. ~ ~ 0 0 2117 D 3 You see a field west. ~ ~ 0 0 2111 > enter_prog 100~ mp_goto 2127 if ovnumroom(2217) mp_purge mudprogitem endif ~ | S #2111 A Well Maintained Field~ The fertile land here is well maintained and divided into large fields. The crops here look very good. These orderly fields are all owned by the richest family of the village, the Hildebrands. Seldomly does a family member really help raising the crops. They have their personnel to look after the crops. You can cross the fields and go west, or return to the road east. ~ 0 0 3 D 1 You see an unpaved road east. ~ ~ 0 0 2110 D 3 You see a field west. ~ ~ 0 0 2112 S #2112 A Well Maintained Field~ The fields here are also owned by the Hildebrands, and are as orderly and well maintained as the others. A diversity of crops is raised here. You now notice the Hildebrands don't raise any grain at all. That is because the Bruckners have ruined the prices when they entered a contract with the local miller, Herr Braun. Now the grain prices are fixed. This action has caused quite some distress in the already tense relationship between the two families. You can cross the fields and go either north or east. ~ 0 0 3 D 0 You see a field north. ~ ~ 0 0 2113 D 1 You see a field east. ~ ~ 0 0 2111 S #2113 A Well Maintained Field~ Again you find yourself in the midst of the orderly fields of the richest family of the village, the Hildebrands. But you also see a large piece of land that has been left fallow. The Hildebrands own this land, and don't cultivate it to increase the scarcity of certain goods, and higher the rents they ask for use of their own land. Though many people disagree with this matter, they don't have the power to stand up against the Hildebrands. The river Frisch blocks your way, and you can only go back south. ~ 0 0 3 D 2 You see a field south. ~ ~ 0 0 2112 S #2114 A Large Kitchen Garden~ A broad strip of land along the river Frisch has been divided into small kitchen gardens for the local populace. They are forced to rent these small strips, for most of them depend on the Hildebrands as buyers. From here the river Frisch blocks your way. The treacherous current in the river makes you decide not to push your luck. You can only go back north. ~ 0 0 3 D 0 You see a field north. ~ ~ 0 0 2115 S #2115 A Well Maintained Field~ Again you find yourself in the midst of the orderly fields of the richest family of the village, the Hildebrands. But you also see a large piece of land that has been left fallow. The Hildebrands own this land, and don't cultivate it to increase the scarcity of certain goods, and higher the rents they ask for use of their own land. Though many people disagree with this matter, they don't have the power to stand up against the Hildebrands. You can cross the fields and go either east or south. ~ 0 0 3 D 1 You see a field east. ~ ~ 0 0 2116 D 2 You see a field south. ~ ~ 0 0 2114 S #2116 A Well Maintained Field~ The fertile land here is well maintained and divided into large fields. The crops here look very good. These orderly fields are all owned by the richest family of the village, the Hildebrands. Seldomly does a family member really help raising the crops. They have their personnel to look after the crops. You can cross the fields and go west, or return to the road east. ~ 0 0 3 D 1 You see an unpaved road east. ~ ~ 0 0 2103 D 3 You see a field west. ~ ~ 0 0 2115 S #2117 A Pile Of Wood~ Walking into the forest again, leaving Lufter for what it is, you notice a few piles of wood on both sides of the road. The sound of lumberjacks comes out of the forest. You can't see them through the trees though, so they must be deeper in the forest. A small trail crosses the road here, running east and west into the forest. The road continues north and south. ~ 4 0 2 D 0 You see an unpaved road north. ~ ~ 0 0 2110 D 1 You see a lumber trail east. ~ ~ 0 0 2120 D 2 You see an unpaved road south. ~ ~ 0 0 2118 D 3 You see a lumber trail west. ~ ~ 0 0 2119 S #2118 The Road To The Great Forest~ This unpaved road leads towards the mysterious Great Forest. Mysterious, for though good aligned beings live their, little is known about them. The Great Forest lies south, down the road. To the north lies a small village called Lufter. ~ 0 0 2 D 0 You see an unpaved road north, leading to Lufter. ~ ~ 0 0 2117 S #2119 A Clearing~ The small trail leads you deep into the forest. The trail must have been formed by the lumber that has been dragged to the road. Soon the trail ends at a small clearing. Trunks lie here scattered around the place, ready to be chopped into smaller pieces and then transported to the village. The forest around you is very dense and looks dark. The only way out of this clearing is by going back over the same trail you came here. ~ 0 0 4 D 1 You see a lumber trail east. ~ ~ 0 0 2117 S #2120 A Lumber Trail~ The small trail leads you deeper and deeper into the dark forest. You spot footprints everywhere. They must be of the lumberjacks, who use this trail to get to the best trees of the forest. The trail goes further east, you can also go back to the road west. ~ 0 0 4 D 1 You see a lumber trail east. ~ ~ 0 0 2121 D 3 You see an unpaved road west. ~ ~ 0 0 2117 S #2121 A Circle Of Stumps~ There's a circle of tree stumps here, forming a small clearing. You spot footprints all over the place, and an empty bottle of brandy. They, the lumberjacks, must use this place to rest and eat a meal. Lumber trails run east, south and back west to the road. ~ 0 0 4 D 1 You see a lumber trail east. ~ ~ 0 0 2122 D 2 You see a lumber trail south. ~ ~ 0 0 2123 D 3 You see a lumber trail west. ~ ~ 0 0 2120 S #2122 The Best Trees~ After following the trail for some time, you arrive at a spot with oaks that have grown very straight. These are perfect for the lumberjacks. They must have thought exactly the same, for you can hear them at work. The only way back is over the lumber trail west. ~ 0 0 4 D 3 You see a lumber trail west. ~ ~ 0 0 2121 S #2123 A Lumber Trail~ The trail leads deep into the forest, which seems to get darker with every step you take. The lumberjacks of Lufter must be quite confident of their own strength, if they dare venture into this dangerous forest so deep. Or they may just be aiming for high profits, and taking risk in the process. The lumber trail runs north and east. ~ 0 0 4 D 0 You see a lumber trail north. ~ ~ 0 0 2121 D 1 You see a lumber trail east. ~ ~ 0 0 2124 S #2124 A Lumber Trail~ Walking along the small trail, you notice several tree stumps. The trees have been cut down quite some time ago, and there aren't really many of them. The lumberjacks must have found a better spot, deeper in the forest. Then the lumber trail takes a curve, you can follow it south or west. ~ 0 0 4 D 2 You see a lumber trail south. ~ ~ 0 0 2125 D 3 You see a lumber trail west. ~ ~ 0 0 2123 S #2125 The Best Trees~ Here, very deep in the forest, can be found the best trees of the region. Very straight oaks, easy to cut down and chip to pieces. There is a small clearing here, created by the lumberjacks. You spot many tree stumps. The dark forest surrounds the spot completely. The lumberjacks sure are taking a great risk here, who knows what may lurk in this part of the dark forest. The only way out of here is by going back over the trail north. ~ 0 0 5 D 0 You see a lumber trail. ~ ~ 0 0 2124 S #2126 The Northern Gate~ You are standing in front of a gate that gives access to a little village. The village consists of several houses, surrounded by a defensive wall and ditch. These latter defenses are mainly for keeping out wild animals and slowing down any real threats to the village. For an organized raid would be impossible to ward off with these sort of defenses. It does however buy time to warn the scholars of the Watchtower, or a group of road wardens from the Empire of Har. The cultivated land lies outside the village, and forms a wide circle around the defenses. To the north lies the unpaved road, leading through the fields. To the south lies the village. ~ 0 0 1 D 0 You see an unpaved road north. ~ ~ 0 0 2103 D 2 You see the Hauptstrasse south. ~ gate~ 1|16 2100 2128 > enter_prog 100~ if ovnumroom( 2217 ) mp_echoat $n .$_ mp_force watchman tell $n Come back soon! mp_purge mudprogitem else mp_echoat $n .$_ mp_force watchman tell $n Welcome to Lufter! endif ~ > time_prog 0~ if mobinroom(2100) mp_force watchman mp_junk all.key mp_force watchman mp_oload 2100 mp_force watchman close south mp_force watchman lock south else mp_oload 2100 close south lock south mp_junk all endif mp_goto 2127 if mobinroom(2101) mp_force watchman mp_junk all.key mp_force watchman mp_oload 2100 mp_force watchman close north mp_force watchman lock north else mp_oload 2100 close south lock south mp_junk all endif ~ > time_prog 5~ if mobinroom(2100) mp_force watchman mp_junk all.key mp_force watchman mp_oload 2100 mp_force watchman unlock south mp_force watchman open south else mp_oload 2100 unlock south open south mp_junk all endif mp_goto 2127 if mobinroom(2101) mp_force watchman mp_junk all.key mp_force watchman mp_oload 2100 mp_force watchman unlock north mp_force watchman open north else mp_oload 2100 unlock south open south mp_junk all endif ~ | S #2127 The Southern Gate~ You are standing in front of a gate that gives access to a little village. The village consists of several houses, surrounded by a defensive wall and ditch. These latter defenses are mainly for keeping out wild animals and slowing down any real threats to the village. For an organized raid would be impossible to ward off with these sort of defenses. It does however buy time to warn the scholars of the Watchtower, or a group of road warriors from the Empire of Har. The cultivated land lies outside the village, and forms a wide circle around the defenses. To the south lies the unpaved road, leading through the fields. To the north lies the village. ~ 0 0 1 D 0 You see the Tempelstrasse north. ~ gate~ 1|16 2100 2191 D 2 You see an unpaved road south. ~ ~ 0 0 2110 > enter_prog 100~ if ovnumroom( 2217 ) mp_echoat $n .$_ mp_force watchman tell $n Come back soon! mp_purge mudprogitem else mp_echoat $n .$_ mp_force watchman tell $n Welcome to Lufter! endif ~ | S #2128 The Hauptstrasse~ Though this is the main street of the village, it is unpaved. The village simply lacks the money to construct a stone road. A quick overview of the buildings you can see from here learns they are all in the typical style of this region of Hesperia. Half timbered, with thatched roofs, lean-tos and wooden outhouses. The village looks warm and comfortable, a safe haven in the wilderness. To the west and east of you are cottages, but you can only see a door in the eastern one. It is a cute little cottage with a lovely thatched roof. The Hauptrasse runs north and south. To the north is the village gate. ~ 0 0 1 D 0 You see the northern gate. ~ gate~ 1|16 2100 2126 D 1 You see a cute little cottage. ~ ~ 1 0 2137 D 2 You see the Hauptstrasse south. ~ ~ 0 0 2129 H Lufter~ 15 > leave_prog 100~ mp_goto 2126 mp_oload 2217 mp_suppress drop mudprogitem ~ | S #2129 The Hauptstrasse~ Walking down the Hauptstrasse, you are passing by the Haywain Inn lying east. It is a rambling building, old an worn. Since it is the village's only inn, strangers that want to spend the night in Lufter are almost forced to sleep here. Looking at the rotting thatched roof you decide to make your stay here as quick as possible. West of the road lies a lovely green, surrounded by the cottages of Lufter's artisans. The Hauptstrasse runs north and south. ~ 0 0 1 D 0 You see the Hauptstrasse north. ~ ~ 0 0 2128 D 1 You see the Haywain Inn. ~ ~ 1 0 2138 D 2 You see the Hauptstrasse south. ~ ~ 0 0 2149 D 3 You see the village green. ~ ~ 0 0 2130 > enter_prog 100~ mp_goto 2126 if ovnumroom(2217) mp_purge mudprogitem endif ~ | S #2130 The Village Green~ Standing around the village green, with its charming carpond, are the cottages of Lufter's assorted artisans. The doors of the cottages are wide open, inviting you in. To the north lies the cottage of the local furrier. South you see the cottage of the local carpenter. Further west lies the other part of the green with a few more cottages. East lies the Hauptstrasse. You can hear the busy sounds of hard labour coming out of all cottages, forming a pleasant cacophony. ~ 0 0 1 D 0 You see the cottage of the local furrier. ~ ~ 1 0 2132 D 1 You see the Haupstrasse east. ~ ~ 0 0 2129 D 2 You see the cottage of the local carpenter. ~ ~ 1 0 2133 D 3 You see the other part of the green. ~ ~ 0 0 2131 E green~ The green truly is a charming place and forms the warm heart of Lufter. ~ S #2131 The Village Green~ Standing around the village green, with its charming carpond, are the cottages of Lufter's assorted artisans. The doors of the cottages are wide open, inviting you in. To the north lies the cottage of the local blacksmith. South you see the cottage of the local leatherworker. To the west lies the cottage of Lufter's money changer. East lies the other part of the green with a few more cottages. A small market is situated on the green here. ~ 0 0 1 D 0 You see the cottage of the local blacksmith. ~ ~ 1 0 2134 D 1 You see the other part of the green. ~ ~ 0 0 2130 D 2 You see the cottage of the local leatherworker. ~ ~ 1 0 2135 D 3 You see the cottage of the money changer. ~ ~ 1 0 2136 E green~ The green is truly a charming place and forms the warm heart of Lufter. ~ S #2132 The Furrier's Cottage~ The cottage is filled with furs of all different sizes. Some have only been cleaned and preparated, others have been completely formed into warm clothing. It can be quite cold here in the winter, so people who can spare the money try to buy furs to keep them warm. A sizable part of the fur production is also exported to Harhaken. Business lately has been slack, so the fur storage is filled right now. The only exit lies south, back to the green. ~ 8 0 0 D 2 You see the village green south. ~ ~ 1 0 2130 S #2133 The Carpenter's Cottage~ Most of the noise you could hear at the green came out of this cottage. And no wonder, since it is the workshop of a carpenter. Planks of various sizes rest against the wall. A broken cart stands in the middle of the cottage. Since this is only a small village, the carpenter must also act as a cartwright. The only exit lies north, back to the green. ~ 8 0 0 D 0 You see the village green north. ~ ~ 1 0 2130 E cart broken~ The wheel clearly must be repaired. Since the owners are poor, they can't afford to buy a new wheel. ~ S #2134 The Blacksmith's Cottage~ The heat in this cottage is too much for a normal person to stand for a long time. Soon you are sweating all over your body and gasping for fresh air. You decide to move to the rear window in the cottage and open in. Now, fresh air comes into the cottage, and you slowly get at ease again. Looking around you see all kind of instruments. Several hammers of different sizes, a few pair of tongs and various other tools. The floors and walls of the cottage are covered in soot. The only exit lies south, back to the green. ~ 8 0 0 D 2 You see the village green. ~ ~ 1 0 2131 S #2135 The Leatherworker's Cottage~ You have entered the cottage of Lufter's leatherworker. Stretched on wooden carcasses are a few large pieces of leather. You see a few special knives on the ground, which are used to scrape the flesh from the leather. You think the leather stretched on these carcasses comes from some goats, but it is hard to judge. The only exit lies north, back to the green. ~ 8 0 0 D 0 You see the village green. ~ ~ 1 0 2131 S #2136 The Moneychanger's Cottage~ A small bell rings as you enter, and you wonder how you triggered it in the first place. The cottage is devoid of any furniture except for a simple table and chair. On the table are a few small chests, probably filled with various types of money. The only exit lies east, back to the green. ~ 8|16384 0 0 D 1 You see the village green. ~ ~ 1 0 2131 S #2137 The Thatcher's Cottage~ You are inside the cottage of the local thatcher. It is normally furnished, a table, some chairs, a large locker and a bed for the thatcher and his wife. A small bed is present for their two kids. Of course the thatcher has no shop as such, he stores the reed he uses for his profession in his backyard. Currently the thatcher is not at home, he is out working as usual. The only exit lies west, back to the Hauptstrasse. ~ 8 0 0 D 3 You see the Hauptstrasse west. ~ ~ 1 0 2128 > enter_prog 100~ mp_goto 2126 if ovnumroom(2217) mp_purge mudprogitem endif ~ | S #2138 The Haywain's Inn~ You are now in the bar room of the Haywain's Inn. Though the inn may not look very attractive from the outside, it sure is very cosy inside. Small round tables, each with four chairs, are placed throughout the bar room. Around some of the tables are sitting travellers and locals, playing cards or drinking a beer. They don't seem to have even noticed your arrival. The good smell of warm food fills the bar room, making you hungry. A large bar is located in the eastern part of the room. On shelves behind the bar are all kind of liquors. There's a door in the eastern wall, right beside the bar. In the southeast corner of the bar room is a wooden stair leading up to the bedrooms of the guests. The exit of this inn lies west, back to the Hauptstrasse. ~ 8 0 0 D 1 You see the inn's kitchen. ~ ~ 1 0 2139 D 3 You see the Hauptstrasse west. ~ ~ 1 0 2129 D 4 You see a wooden stair leading up to the second floor. ~ ~ 0 0 2144 H Haywain Inn~ 15 S #2139 The Inn's Kitchen~ Here's where the good smell of food originates from, the inn's kitchen. A large cooking pot is hanging above a small fire. In it is oxtail soup, and if it tastes as good as it smells, they may put you on the list. On a large table you can see a few crops of endive, waiting to be cleaned. Large sausages are hanging from a bench above the kitchen table, ready to be grilled and served to the customers. There are four doors present here, leading in all directions. ~ 8 0 0 D 0 You see the private quarters of the landlord and his family. ~ ~ 1 2101 2140 D 1 You see the inn's brewery east. ~ ~ 1 0 2141 D 2 You see a meeting room south. ~ ~ 1 0 2142 D 3 You see the bar room west. ~ ~ 1 0 2138 S #2140 Private Room~ You are in the private room of the landlord and his family. The room is nicely furnished, though it is clearly mainly used as a bedroom. It is very likely that the members of the family, spend even their spare time in the bar room or kitchen. The only exit lies south, back to the kitchen. ~ 8 0 0 D 2 You see the inn's kitchen. ~ ~ 1 2101 2139 S #2141 The Inn's Brewery~ You've entered the inn's own brewery. Here the Haywainer Triple is brewn. It is common practice among inns to brew their own beer on the premises. A custom favoured by the travellers, for each new inn brings a new beer. The locals as well like this custom, for they often have a great influence over the final result. After all they are the ones who consume it in large quantities, so the landlord makes sure they like the recipe. But it's more than just an economical thing, the whole village feels proud of their own Haywainer Triple. It's part of their culture. The only exit lies west, back to the kitchen. ~ 8 0 0 D 3 You see the inn's kitchen. ~ ~ 1 0 2139 H Haywainer Triple~ 15 S #2142 A Meeting Room~ You entered a small meeting room. It is dark in here, this room either has no windows, or the existing ones have been covered. The only light comes from a candle, standing on a table in the corner of the room. Something dark seems to happen here, you can perfectly imagine this hole being used for illegal gambling practices. The only exit lies north, and leads back to the kitchen. ~ 8 0 0 D 0 You see the inn's kitchen. ~ ~ 1 0 2139 S #2143 The Stables~ The smell of fresh hay stimulates your nostrils, and makes you sneeze. You have entered the large stables of the Haywain Inn, which are also used to place arriving coaches in for the night. Several horses are here, tied to a bench. Stealing one would most certainly be noticed, and since you don't want to get lynched, it is no option. The horses all have brands on their rumps, thus avoiding any dispute about ownership. The only exit lies west, back to the Hauptstrasse. ~ 8 0 0 D 3 You see the Hauptstrasse west. ~ ~ 1 0 2149 S #2144 A Vestibule~ You find yourself in a vestibule. In the middle of the room is a wooden stairway leading down to the bar room. The floor here is covered by a cheap carpet. On the walls are hanging a few paintings, made by an amateur. There are four doors leading in all directions. The southern door seems to be the one leading to the common room, the others all lead to private rooms. ~ 8 0 0 D 0 You see a private bedroom. ~ ~ 1 2102 2145 D 1 You see a private bedroom. ~ ~ 1 2103 2147 D 2 You see a common room. ~ ~ 1 0 2148 D 3 You see a private bedroom. ~ ~ 1 2104 2146 D 5 You see the bar room downstairs. ~ ~ 0 0 2138 S #2145 A Private Bedroom~ This is a large, but simple room, furnished with three chairs, a table, a fairly large desk and a big chest to put your clothes in. There's a small window in the northern wall. The only exit lies south, leading back to the vestibule. ~ 8 0 0 D 2 You see the vestibule. ~ ~ 1 2102 2144 S #2146 A Private Bedroom~ This is a simple room furnished with two chairs, a desk and a large chest to store your clothes in. There is a window in the western wall. The only exit lies east, back to the vestibule. ~ 8 0 0 D 1 You see the vestibule. ~ ~ 1 2104 2144 S #2147 A Private Bedroom~ This is a simple room furnished with two chairs, a desk and a large chest to store your clothes in. There is a window in the eastern wall. The only exit lies west, back to the vestibule. ~ 8 0 0 D 3 You see the vestibule. ~ ~ 1 2103 2144 S #2148 The Common Room~ This is a large bedroom capable of sleeping up to twenty guests in beds and more on the floor. Dormitories are usually servicable and clean, but this one looks quite dirty. It is a noisy place, especially when it's filled with snoring, drunken travellers as is the case now. Hopefully you are not that poor that you have to sleep here. The only exit lies north, back to the vestibule. ~ 8 0 0 D 0 You see the vestibule. ~ ~ 1 0 2144 S #2149 The Hauptstrasse~ Walking down the Hauptstrasse you are passing by the Haywain Inn's stables east. West you can see the wall of a cottage, but there's no door in there. The Hauptstrasse runs north and south. ~ 0 0 1 D 0 You see the Hauptstrasse north. ~ ~ 0 0 2129 D 1 You see the Haywain Inn's stables east. ~ ~ 1 0 2143 D 2 You see the Hauptstrasse south. ~ ~ 0 0 2150 S #2150 The Hauptstrasse~ You are now on a crossing. To the south lies a stone bridge, leading over the river Frisch. The Hauptstrasse continues over the bridge, but you can also follow the Hauptstrasse in the other direction, and go north. There's a crossroad here, leading east. The crossroad seems to lead to the grain mill. You can see its sails from here. West of where you are standing is a small fisherman's cottage. The smell of fish cannot be ignored. ~ 0 0 1 D 0 You see the Hauptstrasse north. ~ ~ 0 0 2149 D 1 You see a crossroad east. ~ ~ 0 0 2152 D 2 You see a stone bridge south. ~ ~ 0 0 2159 D 3 You see a fisherman's cottage west. ~ ~ 1 0 2151 S #2151 The Fisherman's Cottage~ This cottage belongs to a local fisherman and his family. It is scarcily furnished, being a fisherman is hard work and doesn't make you rich. The fishing nets are hanging everywhere. On a table in the nearest corner, you spot a pile of entrails and a sharp knife. The smell of fish is abundant, but you also smell smoke. Which is logical, since salt is a too expensive way of preserving the fish. The only exit is a door in the eastern wall, leading back to the Hauptstrasse. ~ 8 0 0 D 1 You see the Hauptstrasse east. ~ ~ 1 0 2150 S #2152 The Mullerstrasse~ You are now on the road towards the village mill. The road is in a bad condition. The large holes in the road have only partly been repaired by the people. The Bruckners ought to do the repairs, for it are their carts that ruined the road in the first place. With the large loads of grain they brought to the mill lately, these holes came into existence. North of you are the stables of the inn. They are not accessible from here. South lies the river Frisch. It's strong current makes you decide not push your luck. The Mullerstrasse runs east and west. ~ 0 0 1 D 1 You see the Mullerstrasse east. ~ ~ 0 0 2153 D 3 You see the Hauptstrasse west. ~ ~ 0 0 2150 S #2153 The Mullerstrasse~ There's a little cottage east of the road. It looks very old, but certainly has been well maintained over the years. The Mullerstrasse takes a curve, and you can follow it either south or west. ~ 0 0 1 D 1 You see the miller's cottage east. ~ ~ 1 0 2154 D 2 You see the Mullerstrasse south. ~ ~ 0 0 2155 D 3 You see the Mullerstrasse west. ~ ~ 0 0 2152 S #2154 The Miller's Cottage~ This is the cottage where the miller and his wife live. Their children are all adults, and left the house. Together they have a good life here. Though the furniture is very simple, it reveals good taste. The only exit lies west, back to the Mullerstrasse. ~ 8 0 0 D 3 You see the Mullerstrasse west. ~ ~ 1 0 2153 S #2155 In Front Of The Mill~ The Mullerstrasse ends as you already expected, in front of the grain mill owned by Herr Braun. The mill lies east, and the open doors seem to invite you in. South of here lies a pool, fed by the water from the river Frisch. A small path leads south, besides the pool. If you want to return to the Hauptstrasse you can follow the Mullerstrasse to the north. ~ 0 0 1 D 0 You see the Mullerstrasse north. ~ ~ 0 0 2153 D 1 You see the mill east. ~ ~ 1 0 2156 D 2 You see a pool south. ~ ~ 0 0 2157 E mill~ It is an old-fashioned, yet still fully operationable grain mill. ~ S #2156 Inside The Grain Mill~ The creaking and grinding of the mill's cogs and wheels make it hard to talk, let alone hear each other. It's here that the grain is grinded and the big bags of flour are produced. The bags lie piled up against the wall, ready to be transported to Harhaken. A fairly large part is kept by Herr Braun himself, and sold to the local populace. The only exit outside this bedlam lies west, back to the Mullerstrasse. ~ 8 0 0 D 3 You see the Mullerstrasse west. ~ ~ 1 0 2155 S #2157 Near The Edge~ You are standing very close to the pool, formed by the river water of the Frisch. The current seems to be less strong here, but it would be really dangerous to anticipate on that. For looks can be deceiving, especially in the case of the treacherous Frisch. In the pool is a ricketry water wheel, which powers the grain mill. You can go into the eastern pool if you dare, but it will be very dangerous considering the water wheel. The chances that either the water wheel or the current grasps you are quite large. The safe exit lies north, back to the Mullerstrasse. ~ 0 0 1 D 0 You see the Mullerstrasse north. ~ ~ 0 0 2155 D 1 You see a pool east. ~ ~ 0 0 2158 S #2158 The Water Wheel~ As soon as you jump into the pool, you realize your mistake. There's a strong underwater current, dragging you towards the water wheel. It will only be a matter of time till you will get crunched in the wheel. If you are fast enough, you may still be able to return to the bank in time. Else you will meet certain death. ~ 4|8192 0 11 D 3 You see the safe bank west. ~ ~ 0 0 2157 > rand_prog 100~ mp_echoat $r You are dragged towards the crushing water wheel! me_echoat $r The water wheel hurts you! mp_echoaround $r $r is dragged towards the water wheel! mp_damage $r 100 ~ | S #2159 The Stone Bridge~ The Frisch is only about seven yards in width here, so when the people of Lufter were constructing a stone bridge, they of course situated it near this spot. They have put quite some time in it as well, because you can spot several decorations on the stone bridge. The bridge has been made out of large round stones, rough clay and straw. After that, it was plastered with a sort of soft clay that becomes rock hard when it's dries. It was then painted in a creamy colour, and decorated with wooden railings. The Hauptstrasse runs across the bridge, and you can follow it either to the north or south. ~ 0 0 1 D 0 You see the Hauptstrasse north. ~ ~ 0 0 2150 D 2 You see the Hauptstrasse south. ~ ~ 0 0 2160 S #2160 The Hauptstrasse~ The unpaved road is a bit muddy here, so close to the river. Almost as if Someone has been messing about with some water. A peculiar smell comes from the cottage east of the road. Various dried plants and herbs cover the two small windows of the little cottage. Thorny bushes and two large trees grow here. The door is closed, but looks inviting, this just has to be a shop of some kind. There's also a crossroad west here, which leads to the farmhouse of the Hildebrands, the richest family in Lufter. Over a stone bridge leads the Hauptstrasse north, you can also follow it south. ~ 0 0 1 D 0 You see a stone bridge. ~ ~ 0 0 2159 D 1 You see the cottage of a herbalist. ~ ~ 1 0 2192 D 2 You see the Hauptstrasse south. ~ ~ 0 0 2171 D 3 You see the Hildebrand Allee west. ~ ~ 0 0 2161 S #2161 The Hildebrand Allee~ Your are on an lane, leading to the farmhouse of the Hildebrands, by far the richest family in this little village. On both sides of the lane are large birches, their branches waving over the lane. The Hildebrand Allee runs east and west. Following it west will bring you to the farmhouse. If you go east, you will return to the Hauptstrasse. ~ 0 0 1 D 1 You see the Hauptstrasse east. ~ ~ 0 0 2160 D 3 You see the farmhouse of the Hildebrands. ~ ~ 0 0 2162 S #2162 The Hildebrands' Farmhouse~ You are on the courtyard of the farmhouse of the Hildebrands. It looks very clean everywhere, so there must be servants who clean this place regularly. And that's right, for the Hildebrands have their personnel for every dirty job. Even to remove the chicken droppings that must be all over the place, for the chickens are walking freely across the courtyard. A wide open barn lies south, from it you can hear various animal sounds. The large private house of the Hildebrands lies west. East runs they Hildebrand Allee, which leads back to the Hauptstrasse. ~ 0 0 1 D 1 You see the Hildebrand Allee. ~ ~ 0 0 2161 D 2 You see a large barn. ~ ~ 1 0 2165 D 3 You see the private house of the Hildebrands. ~ ~ 1 0 2163 S #2163 The Hildebrands' Kitchen~ You've entered a large kitchen. Right now it is quiet here, because the most important family members are eating in the Haywain Inn, so the cook and maids don't have to stress and hurry so much. The kitchen looks very clean, it probably is being scrubbed every day. There's a large door in the southern wall of the kitchen, leading to the living room. Dirty boots are laying in front of them. The Hildebrands may be the richest family around, they are not really civilized, to put it politely. You can also return to the courtyard through the eastern kitchen door. ~ 8 0 0 D 1 You see the courtyard. ~ ~ 1 0 2162 D 2 You see the living room. ~ ~ 1 0 2164 D 5 You see a cellar. ~ door-mat~ 1|16|128 0 2169 S #2164 The Hildebrands' Living Room~ The large living room has been split in two parts. The very stately part, which has been seperated from the normal part with a purple curtain, may only be used on special occasions. All the other days the family resides in the normal part. Though the family likes making a mess, even they do not succeed in getting the place dirty for a long time. Because at least one of their many servants is bound to notice it and eagerly clean it up. After all they don't like being beaten. The room is luxuriously furnished, even for a rich family of a village like Lufter. They probably use it to impress guests. Or to pester their neighbours, the Bruckners. A door in the northern wall leads back to the kitchen, whereas a wooden stairway leads upstairs to the second floor. ~ 8 0 0 D 0 You see the kitchen. ~ ~ 1 0 2163 D 4 You see the second floor. ~ ~ 0 0 2167 S #2165 The Hildebrands' Barn~ The large barn you entered is filled with animals. Most are just walking loose. Nobody in the village would even dare steal a chicken from the Hildebrands. Though the Hildebrands did accuse the Bruckners of stealing one lately. This turned the already tense relationship between these two families into a barrel of black powder near a large fire. The way out of the barn lies north. To the south lies the other part of the barn, which is used as a general storage. ~ 8 0 0 D 0 You see the courtyard. ~ ~ 1 0 2162 D 2 You see the other part of the barn. ~ ~ 1 0 2166 S #2166 The General Storage~ Here the Hildebrands keep all the crops that can be stored for some time. Also large amounts of fodder lie here for the livestock. Furthermore there is an improvised workshop for a carpenter here. Lately the Hildebrands got into an argument with the local carpenter and cartwright, and since that time they plan to hire their own carpenter and forbid other people to go to the local one any longer. Because most people depend on the Hildebrands as main buyers of their goods, or directly work for them, the local one is probably going to lose if the family will really execute their threat. So far nothing more than an improvised workshop has been installed here. The other part of the barn lies north. ~ 1|8 0 0 D 0 You see the other part of the barn north. ~ ~ 1 0 2165 S #2167 The Bedrooms Of The Children~ There are three bedrooms here, in each sleeps a seperate family of the Hildebrand children. The bedrooms are scarcily furnished, it is clear they only sleep here and nothing else. A wooden stairway leads down to the living room. In the southern wall, between the bedrooms, is a heavy door. ~ 8 0 0 D 2 You see a bedroom. ~ ~ 1 2105 2168 D 5 You see the living room. ~ ~ 0 0 2164 S #2168 The Hildebrands Bedroom~ This large bedroom belongs to the old Gertus Hildebrand and his wife. The only piece of furniture in here is a large bed, besides that the room is totally empty. The old Gertus dislikes any luxury, and most certainly hates spending money. Greedy Gerti he is called in the village. He hates the way his children sometimes waste money. The only time he spent money was when he had the living room decorated. But that was to pester the Bruckners, so it was a worthwhile investment. The only exit lies north, through the heavy door you came here. ~ 8 0 0 D 0 You see the bedroom of the children. ~ ~ 1 2105 2167 S #2169 A Wine Cellar~ Hidden under the door-mat is a wine cellar. Not that the Hildebrands like drinking wine much, but one night they caught a couple of smugglers on their territory. They were smuggling wine from the Paradise to Saava, a village where the richest people of the Harkanian Empire live. Of course Gertus Hildebrand had them all hung, and confiscated the ten barrels of wine. Nobody except from the Hildebrands knows of this event, so Gertus has stored the wine in this hidden cellar so far, waiting for the right time to sell it. He hoped to catch more smugglers, but they seem to have changed their route. The only exit is up, back through the trapdoor. ~ 1|8|16 0 0 D 4 You see the kitchen. ~ door-mat~ 1|16 0 2163 S #2170 The Servants' Cottage~ Most of the servants of the Hildebrands must sleep on the floor of the large barn because they can't afford to live in a cottage and the family prefers it that way. Three families of servants form an exception, they rented this small cottage together. The cottage is very, very full of old furniture and rags to sleep on. They of course rent the cottage from the Hildebrands, who ask a ridiculously high price for it. The only exit lies east, back to the Hauptstrasse. ~ 8 0 0 D 1 You see the Hauptstrasse east. ~ ~ 1 0 2171 S #2171 The Hauptstrasse~ You are walking along the Hauptstrasse. East of you lies the barn of the Bruckners. To the west you see a small cottage in a very bad condition. The Hauptstrasse continues north and south. ~ 0 0 1 D 0 You see the Hauptstrasse north. ~ ~ 0 0 2160 D 1 You see the Bruckners' barn. ~ ~ 1 0 2172 D 2 You see the Hauptstrasse south. ~ ~ 0 0 2176 D 3 You see a small cottage. ~ ~ 1 0 2170 S #2172 The Bruckners' Barn~ In this barn the Bruckners keep their livestock, though they are allowed to move around freely, thus never really being in the barn. Since this is common practice in Lufter, this ought not to give problems. Yet there have been some arguments with the always mongering Hildebrands, and things are getting tense now. The western door leads back to the Hauptstrasse. The southern door leads to the private house of the Bruckners. To the east lies the part of the barn which the Bruckners occasionally use to store grain. ~ 8 0 0 D 1 You see a grain storage. ~ ~ 1 0 2174 D 2 You see the Bruckners' private house. ~ ~ 1 0 2173 D 3 You see the Hauptstrasse west. ~ ~ 1 0 2171 S #2173 The Bruckners' Private House~ In one large room stands everything the Bruckners need to live. They are not as rich as the Hildebrands, and have to do with a far smaller house. A little kitchen is situated in a corner of the room. Near that corner is a large kitchen table with eight chairs. In the middle of the room is a low table with old couches around it. Against the back wall are standing several beds, seperated by dirty curtains. This no palace, but certainly not a bad place to live in. The Bruckners themselves don't care at all. They are the bullies of the village, and don't care about a clean or large home, as long as they can live on the streets and pester other people. There are doors in the northern and western wall. ~ 8 0 0 D 0 You see the Bruckners' barn. ~ ~ 1 0 2172 D 3 You see the Hauptstrasse west. ~ ~ 1 0 2176 S #2174 The Grain Storage~ Normally speaking, this storage would be empty. For all the grain that is harvested each year is immediately brought to the mill and grinded into flour. Yet this year the harvest was so large, that the mill could not keep up. For this rare event serves this part of the barn as a sort of emergency storage. The only exit lies west, to the other part of the barn. ~ 1|8 0 0 D 3 You see the other part of the barn. ~ ~ 1 0 2172 S #2175 The Dubers' Shrine~ You descend into a dark hole under the ground. Here the Dubers have made a shrine dedicated to their dark ancestor Gunther Duber, who taught them the Guidelines by which they live. You start to realize the Dubers are far more scarier than you thought at first sight. One shelf has been attached to each wall, all on the same height. They form some sort of rectangle. On each shelf lie nine grinning skulls. Human skulls. The Dubers must be religious freaks of some kind. On the black walls they have painted over a thousand black rectangles, forming some sort of dark symbol. You don't understand anything of this entire scene. The only exit out of this dark hole is by going up again. ~ 1|8|16 0 0 D 4 You see the Dubers' living room. ~ carpet~ 1 0 2189 E symbol~ A large skull grins at you mindlessly. ~ R Gunther Duber~ 15 S #2176 The Hauptstrasse~ East of you lies the private house of the Bruckners. The dilapidated house is one of the oldest buildings in Lufter. To the south you see a lumber storage, which cannot be accessed from here. The Hauptstrasse takes a curve here, you can follow it either north or west. ~ 0 0 1 D 0 You see the Hauptstrasse north. ~ ~ 0 0 2171 D 1 You see the Bruckners' private house. ~ ~ 1 0 2173 D 3 You see the Hauptstrasse west. ~ ~ 0 0 2177 S #2177 The Hauptstrasse~ To the west and north are the walls of other buildings. Westwards is the large barn of the Hildebrands, and northwards you see the wall of a small cottage. Neither are accessible from here. The Hauptstrasse again takes a curve here, and you can follow it either east or south. ~ 0 0 1 D 1 You see the Hauptstrasse east. ~ ~ 0 0 2176 D 2 You see the Hauptstrasse south. ~ ~ 0 0 2178 S #2178 The Hauptstrasse~ Walking down the Hauptstrasse, you see a lumber storage east. Large piles of lumber lie there, waiting for a buyer. The condition of the road here is really bad, probably because of the heavy trunks that were transported over it. South lies a small hill, with a look-out post on it. The Hauptstrasse takes a curve here. North lies the continuation of the Haupstrasse, west begins the Tempelstrasse. ~ 0 0 1 D 0 You see the Hauptstrasse north. ~ ~ 0 0 2177 D 1 You see a lumber storage. ~ ~ 0 0 2179 D 2 You see a small hill. ~ ~ 0 0 2193 D 3 You see the Tempelstrasse west. ~ ~ 0 0 2180 S #2179 A Lumber Storage~ Lufter's lumberjacks have recently found a very profitable, yet dangerous new spot to lumber. It lies deep into the southern forest, where all kind of evil lurks. They decided to try and lumber the spot, working together in armed teams. They want to lumber it all quickly, and then return to their safer places. To avoid supplying too much lumber at once, they have rented this piece of land from the Hildebrands and formed it into a lumber storage. Big piles of high quality lumber lie here now, waiting to be sold. The only exit lies west, back to the Hauptstrasse. ~ 0 0 1 D 3 You see the Hauptstrasse west. ~ ~ 0 0 2178 S #2180 The Tempelstrasse~ A lovely little cottage lies west of the road. The thatched roof of the cottage is overgrown by white flowers. In the ivy-grown walls you spot two round windows. There's an oak door in the wall. On the door you can see a white circle. The road takes a curve here. Southwards you see the continuation of the Tempelstrasse, east begins the Hauptstrasse. ~ 0 0 1 D 1 You see the Hauptstrasse east. ~ ~ 0 0 2178 D 2 You see the Tempelstrasse south. ~ ~ 0 0 2182 D 3 You see a lovely little cottage. ~ ~ 1 0 2181 S #2181 The Priestess' Cottage~ This cottage belongs to Frau Weisskopf, the village's priestess. The inside of the cottage looks as sparkling and cheerful as the outside. Flowers of all sizes and colours blossom in pots everywhere. She sure knows how to arrange flowers. Garlands are hanging from the ceiling, giving the cottage just that extra bit of comfort. Only a few pieces of furniture are present, Frau Weisskopf does not care much for luxury. A small bed, two chairs, a kitchen table and a large desk, nothing more. The furniture is painted in pastel colours. The only exit lies east, back to the Tempelstrasse. ~ 8 0 0 D 1 You see the Tempelstrasse east. ~ ~ 1 0 2180 D 5 You see a small cellar. ~ trapdoor~ 1|16|64|128 2106 2186 S #2182 The Tempelstrasse~ West of you lies the Temple of the Covenant. It is a remarkable piece of architecture in this otherwise poor village. You may want to take a closer look and see for yourself. To the east lies a small hill, with a look-out post on it. The Tempelstrasse runs north and south. ~ 0 0 1 D 0 You see the Tempelstrasse north. ~ ~ 0 0 2180 D 1 You see a small hill east. ~ ~ 0 0 2193 D 2 You see the Tempelstrasse south. ~ ~ 0 0 2184 D 3 You see the Tempel of the Covenant west. ~ ~ 1 0 2183 E temple covenant~ The large stone building forms a perfect circle. Its roof is formed by a small dome. The walls are decorated with large motives of a shining sun. The architecture of the temple is simple, yet beautiful, which makes it a really artistic structure. The entire village helped to build this temple in honour of the Covenant's Deities about a decade ago. Except of course for the Dubers, who were not allowed by one of their great grandfather's Guidelines. The temple has been well maintained over the decade. Each year, all members of the village gives a small donation. The largest contributors are the Hildebrands, which is rather strange, since they spend the rest of the year squeezing money out of other people. Again the Dubers refuse to contribute. ~ S #2183 The Temple Of The Covenant~ The inside of the circular temple consists of one large room. Looking up you can see a large dome, forming the roof of the temple. In the tiled floor you can distinguish the pattern of a gigantic sun, the main symbol of the Covenant. In the centre of the temple is a round altar, just above a hole in the dome. When the sun is at the highest point of the day, warm sunbeams enter through the hole, lighting the altar and the entire temple. This beautiful sighting is celebrated every day, as the entire village prays together around the altar. Except for the Dubers, who refuse to enter the temple, because their great grandfather forbade it in one of his many Guidelines. The only exit lies east, back to the Tempelstrasse. ~ 8 0 0 D 1 You see the Tempelstrasse east. ~ ~ 1 0 2182 E temple covenant~ The large stone building forms a perfect circle. Its roof is formed by a small dome. The walls are decorated with large motives of a shining sun. The architecture of the temple is simple, yet beautiful, which makes it a really artistic structure. The entire village helped to build this temple in honour of the Covenant's Deities about a decade ago. Except of course for the Dubers, who were not allowed by one of their great grandfather's Guidelines. The temple has been well maintained over the decade. Each year, each member of the village gives a small donation. The largest contributors are the Hildebrands, which is rather strange, since they spend the rest of the year squeezing money out of other people. Again the Dubers refuse to contribute. ~ R Power of Light~ 15 > time_prog 12~ mp_echo .$_As the sun reaches its highest point, a large beam of light streams through mp_echo the hole in the dome. As it hits the altar in the centre, the altar starts to mp_echo shine. From here, the light is diverted in all directions, bringing warmth and mp_echo comfort to all spectators. You feel an invigorating power surge through your mp_echo body. ~ | S #2184 The Tempelstrasse~ East of the road lies the large farmhouse of the Duber family. It appears to be in a very good condition. The Dubers are a strange family, and many rumours are told about them. Maybe it's time to find out yourself what is true and what isn't. West lies a simple cottage of average size, inhabited by personnel of the Dubers. The Tempelstrasse runs north and south. ~ 0 0 1 D 0 You see the Tempelstrasse north. ~ ~ 0 0 2182 D 1 You see the Dubers' courtyard. ~ ~ 0 0 2187 D 2 You see the Tempelstrasse south. ~ ~ 0 0 2191 D 3 You see a simple cottage. ~ ~ 1 0 2185 > enter_prog 100~ mp_goto 2127 if ovnumroom(2217) mp_purge mudprogitem endif ~ | S #2185 A Simple Cottage~ In this simple cottage live a servant and two maids of the Dubers. Even though they all must be used to cleaning, this place sure is a mess. They all don't care much about it. Even the fact that the family acts really weird, does not bother them at all. The family pays well, and that's all that matters. Use of this cottage comes along with the job, so they are pretty well off. The only exit lies east, back to the Tempelstrasse. ~ 8 0 0 D 1 You see the Tempelstrasse east. ~ ~ 1 0 2184 S #2186 A Small Cellar~ You walk down a small stair, and end up in a small cellar. Except for a simple table the cellar is totally empty. The timbered walls are decorated with a pattern of the sun. Rather strange to have a dark cellar when you are a priestess of the Covenant. The only way out of here is by climbing up again. ~ 1|8|16 0 0 D 4 You see the priestess' cottage. ~ trapdoor~ 1|16|64 2106 2181 S #2187 The Dubers' Farmhouse~ You are on the courtyard of the Dubers' farmhouse. It is a reasonably clean place, surrounded by several buildings that are all in good condition. Not many people except for the Dubers themselves dare come here, for they all fear the Dubers and their strange behaviour a bit. Whether this fear is justified or not remains the big question. At first sight you don't see anything unusual . To the east lies the large private house of the Dubers. South lies a small barn. To the west lies the Hauptstrasse. ~ 0 0 1 D 1 You see the Dubers' private house. ~ ~ 1 0 2188 D 2 You see the Dubers' barn. ~ ~ 1 0 2190 D 3 You see the Hauptstrasse west. ~ ~ 0 0 2184 S #2188 The Dubers' Kitchen~ After examining the room a couple of times you decide this must be the kitchen. There are some kitchen utensils and a fire place here, together with the necessary ingredients for a good meal. However besides that, the room is empty. There are no chairs, tables, lockers or whatsoever here. It must be common practice for the Dubers to sit on the floor and eat their meals. Probably this is one of the many Guidelines set by their Gunther Duber, their great grandfather. There's a small door in the southern wall. Another door in the western wall leads to the courtyard. ~ 8 0 0 D 2 You see the Dubers' living room. ~ ~ 1 0 2189 D 3 You see the Dubers' courtyard. ~ ~ 1 0 2187 S #2189 The Dubers' Living Room~ You guess this must be the living room, though it is hardly recognizable as such. Like the kitchen, this room is almost empty. On the floor lies a thick carpet, probably regarded as a luxury by the Dubers. Hanging on the wall is a large painting of great grandfather Gunther Duber. Under the painting have been made strange signs. The only exit of the room is a door in the northern wall. ~ 8 0 0 D 0 You see the Dubers' kitchen. ~ ~ 1 0 2188 D 5 You see the Dubers shrine. ~ carpet~ 1|128 0 2175 E painting Gunther Duber~ The sharp gaze of Gunther Duber seems to keep a close eye on your movements. ~ E carpet~ This is a really old carpet. It still looks surprisably well, and must have costed a fortune in those days. ~ E signs~ You examine the strange signs and read: ]=]>==[*]=]>=-=-==(=-=:>==[*]=]>=:=(:)==(:)=:>=:==]=]>==>=:=-*=], ==]==)-=-*==()=(*==-=[]=>=(*==-=--. ~ S #2190 An Empty Barn~ There are some wandering chickens here, but that's it, this barn is just empty. The Dubers, living on a totally different calendar, have their own harvest time. So while all the other farmers are filling their barns, the Dubers actually have a quiet time. The most puzzling thing is that they actually succeed in getting a rich harvest every year. There are already rumours about witchcraft. The only exit lies north, back to the courtyard. ~ 8 0 0 D 0 You see the Dubers' courtyard. ~ ~ 1 0 2187 S #2191 The Tempelstrasse~ Though this is the main street of the village, it is unpaved. The village simply lacks the money to construct a stone road. A quick overview of the buildings you can see from here learns they are all in the typical style of this region of Hesperia. Half timbered, with thatched roofs, lean-tos and wooden outhouses. The village looks warm and comfortable, a safe haven in the wilderness. To the east lies the barn of the Duber family, which cannot be accessed from here. The Tempelstrasse runs north and south. ~ 0 0 1 D 0 You see the Tempelstrasse north. ~ ~ 0 0 2184 D 2 You see the southern gate. ~ gate~ 1|16 2100 2127 H Lufter~ 15 > leave_prog 100~ mp_goto 2127 mp_oload 2217 mp_suppress drop mudprogitem ~ | S #2192 The Herbalist~ You can barely stand straight in this small shop, for all sort of plants are hanging from the ceiling, left to dry. You smell hundreds of different sensations, and soon start to get confused. As you get used a bit to the smell you begin looking around some more. At the back of the small shop is a counter. On a shelve behind the counter stand a dozen of glass jars, all filled with herbs. There are labels on the jars, but you cannot figure out the handwri