Ice Town (Polareia Borealis)

Seasonal winter Location Event active Dec 15 - Jan 4 (default: 21 days). Travel to Polareia Borealis via Ice Caravan (free ticket system, available 4 days before opening) or dangerous travel option. Special winter-themed village with limited services: NO weapons shop, armor shop, bank, forest, lodge, or clan features. Features Ice Castle exploration maze with 10 random outcomes (gems, gold, HP boosts, charm, turns, OR HP loss/charm loss). PvP battles on ski slopes. Caravan auto-returns sleeping players when season ends. Three integrated modules by Shannon Brown: icetown (village), icecaravan (travel), icecastle (exploration). Where the game creates a beautiful winter wonderland and then strips away most features to force you into an ice maze with a 50% chance of injury.

Overview

What Is Ice Town?:

  • Seasonal special village: "Polareia Borealis" (default name)
  • Active period: December 15 - January 4 (21 days default, configurable)
  • Winter wonderland theme: crystal icicles, frosty fog, snow
  • Limited services: Blocks weapons, armor, bank, forest, lodge, clan, many modules
  • Main attraction: Ice Castle exploration maze
  • PvP on ski slopes (replaces standard PvP)
  • Access: Ice Caravan (ticketed) or dangerous travel (if allowed)

Three Integrated Modules:

  • icetown: The village itself (special location, custom text, blocked features)
  • icecaravan: Seasonal travel system (ticket-based round-trip wagon)
  • icecastle: Exploration location (maze with random rewards/penalties)

Seasonal Schedule

Caravan Activation:

  • Ticket Period: 4 days before opening (Dec 11-15 default)
  • Open Period: Dec 15 - Jan 4 (21 days default)
  • After Closing: Caravan navigation disappears, Ice Town disabled
  • Auto-Return: Players sleeping in Ice Town moved to capital on closing

How Tickets Work:

  • Random ticket distribution during ticket period (4 days before opening)
  • Tickets marked "Admit One" appear in inventory
  • One ticket per player per day
  • Valid for entire open period (round-trip use)
  • Free tickets (no cost)
  • Caravan navigation appears only with valid ticket

Configuration:

  • activate setting: "12-15" (mm-dd format)
  • days setting: 21 (how long it's open)
  • ticketcost: 5 gold (if ticket sellers charge, currently disabled)
  • Admins can adjust dates/duration per server

Ice Caravan Travel

Outbound Journey (To Ice Town):

  • Appear in any village (not Ice Town) with ticket
  • See: "Clutching the ticket marked `@Admit One`7, you see others with similar day tickets"
  • Queue for wagon touring "`%Polareia Borealis`7"
  • Navigation: "R?Ride the Caravan to Polareia Borealis"
  • Board wagon: "Small man smiles at your ticket, waves you aboard"
  • Keep ticket for return journey (not consumed)
  • Multi-stop journey: "Wagon stops at several villages, collecting passengers"
  • Arrival: "Glittering sign. `%Welcome to Polareia Borealis`7"

Return Journey (From Ice Town):

  • Must have ticket (hasticket or hadticket pref)
  • Navigation: "R?Ride the Caravan back to [your origin village]"
  • Board wagon: "Demure ticket lady smiles, waves you aboard"
  • Ticket valid for multiple trips same day
  • Returns you to village where you first boarded (fromvillage pref)
  • Multi-stop journey: "Caravan stops in several towns, dropping passengers off"

Safety Features:

  • If season ends while you're in Ice Town: Auto-moved to capital village
  • Ticket collector warns: "Returned to [capital] if you fall asleep when tourist season ends"
  • Prevents players getting stuck in disabled location
  • If ticket cancelled mid-season: Can still return (hadticket escape hatch)

Ice Town Village

Village Description:

  • Title: "%s, the Ice Town" (Polareia Borealis, the Ice Town)
  • Text: "`&`c`b%s`b`c`n`7You are standing in a wonderland of white"
  • "Crystal icicles wink at you from the eaves of buildings and huts nearby"
  • "Villagers are chatting, their words emerging in frosty fog"
  • Clock on church (instead of standard clock)
  • Calendar on nativity display (instead of standard calendar)

Custom Navigation Sections:

  • Village Gates: Standard gate area
  • Sparring Street: PvP area (ski slopes access)
  • Avenue of Ice: Market/shops area
  • Blizzard Lane: Inn/tavern area
  • Snowflakes: Info area

Blocked Features (Cannot access in Ice Town):

  • lodge.php (NO Prefect's Lounge/donation features)
  • weapons.php (NO weapon shop)
  • armor.php (NO armor shop)
  • clan.php (NO clan hall)
  • pvp.php (standard PvP replaced with ski slopes)
  • forest.php (NO forest fights)
  • gardens.php (NO gardens)
  • gypsy.php (NO fortune teller)
  • bank.php (NO bank)
  • Modules: cities (if not allowed), magicdojo, spookygold, scavenge, caravan, clantrees

Available Features:

  • Inn/tavern (standard drinks)
  • Ice Castle exploration (main attraction)
  • Ski Slopes PvP
  • Chat/commentary
  • Caravan return travel
  • Newday (can sleep/advance day)

Ski Slopes PvP

PvP Replacement:

  • Standard PvP location replaced with ski slopes
  • Navigation: "S?See the Slopes" (pvp.php?campsite=1)
  • Location description: "Trek through city gates, large group queueing for ski lifts"
  • "Clutches of small huts to one side where foolish students shelter for the night"
  • Attack message: "`7You trek through the city gates, to where a large group of students are queueing for the ski lifts."

PvP News Messages:

  • Victory: "`4%s`3 defeated `4%s`3 in fair combat on the ski slopes of %s"
  • Loss: "`%%s`5 has been slain while attacking `^%s`5 on the ski slopes of `&%s`5"
  • Custom messages for Ice Town location

Ice Castle Exploration

Location:

  • Appears in Blizzard Lane (tavernnav) in Ice Town
  • Navigation: "The Ice Castle" (icecastleloc setting determines which village)
  • Configurable location (default: Ice Town, but can appear elsewhere)

Entrance Description:

  • "Set back from the slurried street, a glittering white cave winks below leafless winter trees"
  • "Sculpted ice swans line a cobbled path, leading to the entrance"
  • "Pots of candles light them from below, flames dancing in the gentle air"
  • Choice: Enter or Leave

Once Per Day Limit:

  • scaretoday pref tracks if you've explored today
  • If scaretoday = 1: "There's no way you're going near that place again today"
  • "Maybe you'll want to visit tomorrow"
  • Resets at newday (scaretoday → 0)
  • Applies to negative outcomes (cases 6, 7, 9, 10)

Ice Castle Maze

Exploration Structure:

  • Multi-level navigation maze with colored rooms
  • Foyer: Blue, Yellow, Green, Red doorways
  • Second level: Amber, Violet (from Yellow)
  • Third level: Pink, Orange (from Violet)
  • Terminal rooms: Ice Blue, Pale Green, White (trigger outcomes)
  • Total 7+ terminal rooms leading to random outcomes

Maze Navigation Example:

  • Enter → Foyer → Yellow → Violet → Pink → [Outcome]
  • Enter → Foyer → Blue → [Outcome]
  • Enter → Foyer → Red → White → [Outcome]
  • Each terminal room calls icecastle_explore() for random result

Atmospheric Text:

  • "Multiple doorways lit in many colors, fairy lights adorning every space"
  • "Glow bounces from surface to surface, blues yellows greens shining like faceted jewel"
  • "Glittering lights twinkle on ceiling, silver sparkles touch every angled surface"
  • Rich descriptive text for each room color

Ice Castle Outcomes

10 Random Outcomes (equal 10% chance each):

1. Find a Gem (10% chance, roll 1)

  • "You look carefully, seeing only ice crystals and lights"
  • "As you turn to leave, something glistens in the corner of your eye"
  • "You find a `5gem!"
  • gems++
  • No scaretoday flag (can explore again tomorrow)

2-3. Find 100 Gold (20% chance, roll 2-3)

  • "You look around, at first seeing only ice crystals and lights"
  • "But as you gaze about, you are amazed to find `^100 gold!"
  • gold += 100
  • No scaretoday flag

4. Amused by Costumed Staff (10% chance, roll 4)

  • "Hollow laugh echoes from somewhere close by"
  • Discover random staff member (or Aberforth/Ollivander) in costume suit
  • Costume from Marquee module (snowman, etc.) if installed
  • "You laugh in good humor. You are `@amused!"
  • hitpoints × 1.05 (+5% HP)
  • No scaretoday flag

5. Mint Diorama (+1 Charm) (10% chance, roll 5)

  • "Detailed diorama spread before you"
  • "Small polar bears, seals, fish and eskimos adorn lovingly crafted landscape"
  • "Bowl of mints at front"
  • "Help yourself to one for yourself, second one for [partner]"
  • "You feel `5charming!"
  • charm++
  • No scaretoday flag

6. Dancing Queen Scare (-1 Charm) (10% chance, roll 6)

  • "Before you can blink, confronted by bizarrely-dressed dancing queen"
  • "Runs towards you, yelling \"`&KISS ME!!!`7\""
  • "You high-tail it out of there away from disturbing creature"
  • "You `4lose `7some charm!"
  • charm--
  • scaretoday = 1 (can't explore again today)

7. Staff Jump Scare (-10% HP) (10% chance, roll 7)

  • "Just as you begin to relax, `&[staff]`7 jumps out from behind ice wall"
  • "Laughs at you, you nearly wet your pants in fright"
  • "You run out of there in a hurry"
  • "You `4lose `7some of your hitpoints!"
  • hitpoints × 0.9 (-10% HP, min 1 HP)
  • scaretoday = 1

8. Candy Canes (+1-2 Turns) (10% chance, roll 8)

  • "You have found a small dish of candy canes!"
  • "You help yourself to one and munch greedily"
  • "You feel `@vigorous!"
  • turns++ (everyone gets +1 turn)
  • If dragonkills ≤ 5: turns++ again (+2 turns total for newbies)
  • No scaretoday flag

9. Polar Bear Roar Fall (-30% HP, -1 Turn) (10% chance, roll 9)

  • "You hear a roar, terrified of polar bears, make mad rush to get out"
  • "Lose your footing on slippery ice floor"
  • "Fall heavily and knock yourself out"
  • "You `4lose `7some of your hitpoints!"
  • hitpoints × 0.7 (-30% HP, min 1 HP)
  • If turns ≥ 1: turns--, output "You `4lose `7a forest fight!"
  • scaretoday = 1

10. Icy Hand Terror (-10% HP) (10% chance, roll 10)

  • "Icy hand appears from nowhere, clutches at your throat"
  • "Tries to drag you towards a hole in the ice"
  • "Sobbing in terror, you flee blindly out onto the street"
  • "You `4lose `7some of your hitpoints!"
  • hitpoints × 0.9 (-10% HP, min 1 HP)
  • scaretoday = 1

Outcome Probability Analysis

Expected Value Breakdown:

  • Positive Outcomes (50%):
    • 10%: +1 gem (valuable)
    • 20%: +100 gold (moderate reward)
    • 10%: +5% HP (helpful)
    • 10%: +1 charm (permanent stat)
  • Very Positive Outcomes (10%):
    • 10%: +1-2 turns (very valuable, newbies get +2)
  • Negative Outcomes (40%):
    • 10%: -1 charm + scaretoday
    • 10%: -10% HP + scaretoday
    • 10%: -30% HP, -1 turn + scaretoday
    • 10%: -10% HP + scaretoday

Mathematical EV:

  • 60% positive outcomes (gem, gold, HP, charm, turns)
  • 40% negative outcomes (charm loss, HP loss, turn loss)
  • Expected value slightly positive overall
  • Risk: 40% chance of HP loss (can be significant: -10% to -30%)
  • Best outcome: +2 turns for newbies (10% chance)
  • Worst outcome: -30% HP + -1 turn (10% chance)

Strategy Guide

Should You Visit Ice Town?:

  • Yes, if:
    • You have a caravan ticket (free travel)
    • You want to explore seasonal content
    • You're curious about the Ice Castle maze
    • You need gems (10% chance per day)
    • You want seasonal PvP variety (ski slopes theme)
  • No, if:
    • You need weapons/armor shop access
    • You need bank access
    • You need forest fights (BLOCKED in Ice Town)
    • You need lodge/donation features
    • You're risk-averse (40% negative outcomes in Ice Castle)

Ice Castle Strategy:

  • Heal First: Have high HP before exploring (40% chance of HP loss)
  • Once Per Day: Explore daily for chances at gems/turns/gold
  • Accept Risk: 40% negative outcomes mean you'll get scared/hurt sometimes
  • Newbie Advantage: DK ≤ 5 get +2 turns instead of +1 (case 8)
  • Scaretoday Lock: Bad outcomes lock you out for the day

Travel Timing:

  • Visit early in game day (plenty of time to return before newday)
  • Don't fall asleep in Ice Town (auto-returned to capital on season close)
  • Keep ticket throughout visit (needed for return)
  • Can make multiple round-trips same day with same ticket

What to Do in Ice Town:

  • 1. Explore Ice Castle (once per day)
  • 2. PvP on ski slopes (if you have PvP fights left)
  • 3. Visit inn/tavern for drinks
  • 4. Chat in special winter-themed location
  • 5. Return to normal village for full services

Limitations

  • Seasonal Only: 21 days per year (Dec 15 - Jan 4 default)
  • Ticket Dependency: Need caravan ticket or dangerous travel access
  • Blocked Services: NO weapons, armor, bank, forest, lodge, clan
  • Ice Castle Daily Limit: Once per day exploration
  • Scaretoday Lock: Negative outcomes prevent re-exploration same day
  • High Risk: 40% chance of negative Ice Castle outcome
  • Auto-Return: Sleeping in Ice Town on closing day moves you to capital
  • No Forest Fights: Cannot train/grind in Ice Town

Integration with Other Systems

Marquee Module:

  • Ice Castle outcome #4 (amused by costume) uses Marquee suits if installed
  • Random costume selection from suit1-suit7 settings
  • Falls back to "snowman" if Marquee not installed

Stafflist Module:

  • Ice Castle outcomes #4 and #7 (costume/jump scare) use random staff member
  • Falls back to Aberforth or Ollivander if no staff set

Partner System:

  • Ice Castle outcome #5 (mint diorama) mentions sharing with partner
  • Uses get_partner() function for romantic interest name

Cities Module:

  • Ice Town appears in dangerous travel list (if allowtravel = 1)
  • Always dangerous travel (can't be safe travel)
  • Superusers can instant-travel regardless of settings

Settings & Configuration

Ice Caravan Settings:

  • activate: "12-15" (mm-dd, start date)
  • days: 21 (how many days open)
  • ticketcost: 5 gold (currently unused)
  • canvisit: Auto-calculated (1 if within open period)
  • canticket: Auto-calculated (1 if within ticket/open period)

Ice Town Settings:

  • villagename: "Polareia Borealis" (ice town name)
  • allowtravel: 1 (allow standard travel, default: true)

Ice Castle Settings:

  • icecastleloc: Village where castle appears (default: Ice Town)

Player Preferences:

  • Caravan:
    • fromvillage: Origin village (for return journey)
    • hasticket: Have ticket today? (bool)
    • hadticket: Had ticket before? (escape hatch)
  • Ice Castle:
    • scaretoday: Explored today/got scared? (bool)
  • Ice Town:
    • allow: Allowed in town? (bool, for special access)

Ice Town (Polareia Borealis): where the game creates a 21-day seasonal winter wonderland (Dec 15 - Jan 4 default) that you can only reach via a ticketed caravan system giving free "Admit One" tickets starting 4 days before opening, traveling through a multi-stop wagon journey where "excited villagers discuss what Polareia Borealis might be like" before you finally see a "glittering sign" welcoming you to a village described as "a wonderland of white" with "crystal icicles winking from eaves" and "villagers chatting, their words emerging in frosty fog." The village then proceeds to BLOCK almost every useful game feature: no weapons shop, no armor shop, no bank, no forest fights, no lodge/donation features, no clan hall, no gardens, no gypsy, forcing you to either (1) PvP on ski slopes with custom battle text about "students queueing for ski lifts" and "foolish students sheltering in small huts," (2) visit the inn for standard drinks, or (3) explore the Ice Castle, a glittering maze of colored rooms (blue/yellow/amber/violet/pink/orange/green/red/white pathways) where you navigate through "multiple doorways lit in many colors with fairy lights adorning every space" until reaching a terminal room that triggers one of 10 equally-probable random outcomes: 10% chance +1 gem (something glistens), 20% chance +100 gold (amazed to find gold), 10% chance +5% HP from laughing at staff member in costume suit, 10% chance +1 charm from polar bear diorama with mints, 10% chance +1-2 turns from candy cane dish (newbies get +2), BUT ALSO 10% chance -1 charm from "bizarrely-dressed dancing queen yelling KISS ME" who you flee from in terror, 10% chance -10% HP from staff member jumping out and scaring you, 10% chance -30% HP + -1 turn from polar bear roar causing you to slip on ice and knock yourself out, and 10% chance -10% HP from "icy hand clutching at your throat trying to drag you towards a hole in the ice" while you sob in terror. The 4 negative outcomes (40% total probability) all set scaretoday=1 preventing further exploration that day, while the 6 positive outcomes (60% total) let you try again tomorrow. The caravan ticket remains valid for multiple round-trips same day, tracking your origin village (fromvillage pref) to return you to the correct location, and if you're foolish enough to fall asleep in Ice Town when the season ends, the system automatically moves you back to the capital village to prevent getting stuck in a disabled location. It's a beautifully-themed seasonal event that strips away most gameplay features to force you into a daily ice maze gamble with 60% positive / 40% negative expected value.