tfe-1.0/area/
tfe-1.0/files/
tfe-1.0/logs/
tfe-1.0/logs/immortal/
tfe-1.0/logs/mob/
tfe-1.0/logs/object/
tfe-1.0/logs/player/
tfe-1.0/logs/room/
tfe-1.0/notes/clans/
tfe-1.0/player/
tfe-1.0/prev/
tfe-1.0/prev/area/
tfe-1.0/prev/player/
tfe-1.0/prev/rooms/
tfe-1.0/rooms/
tfe-1.0/src-gc/
tfe-1.0/src-msvc/
tfe-1.0/src-unix/
tfe-1.0/www/
tfe-1.0/www/html/
#AREA
Sos-kul~
Ssstra Sssar Derna~
~

0 0
0
#ROOMS

#30750
West Gate of Sos-Kul~
A large gate made of wood and bamboo, bound together with vines, is set

into the western wall of a giant pallisade that appears to enclose the

entire area.  A crudely constructed guard house stands to the north, while

to the east, a simple, yet lively village opens up before you.  To the

left of the pallisade gate is a large @Gcrank@n made from a log.  A

narrow path runs along the side of the wooden pallisade just to the south.

~
*H

~
301465665 1 7 0
D0
guard house door~
"guard house door" door~
131 -1 30753 10 10 5
D1
'copper door' door'~
'copper door' door'~
0 -1 30751 10 10 5
D2
~
~
0 -1 30814 10 10 5
D3
pallisade gate~
"pallisade gate" gate~
195 -1 30752 10 10 5
E
1 west gate~
The gate made from the trunks of several trees, and is set with a rather

clever counter-weight arrangement which closes it when the crank is

released.  

~
E
crank~
This rusty old crank is connected to a frayed rope, which runs through a

pulley, and opens the gate.  It would seem that turning it might open the

gate to the west.

~
A
open~
gate~
send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room~
$n trys to move the gate, but fails miserabely.

~
E
char~
You try and move the gate, but you just can't budge it.

~
!
0 0 0
A
turn~
crank~
if( is_open( room, west ) )

  send_to_char( #nothing, ch );

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  act_room( #to_all, ch );

  open( room, west );

send_to_room( #rm, find_room( 30752 ) );

}

~
E
rm~
The massive gate slowly opens.

~
E
to_all~
The gate opens without a sound.

~
E
to_room~
$n turns the crank.

~
E
to_char~
You turn the crank.

~
E
nothing~
Nothing happens.

~
!
0 0 0
A
release~
crank~
if( !is_open( room, west ) )

  send_to_char( #nothing, ch );

else {  

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch, obj );

  act_room( #to_all, ch, obj );

  close( room, west );

send_to_room( #oth, find_room( 30752) );

}

~
E
oth~
The gate slams shut, with a bang that echos off into the swamp.

~
E
to_all~
The gate closes with a bang!      

~
E
to_room~
$n releases the crank.

~
E
to_char~
You release the crank.

~
E
nothing~
You push the lever, but nothing happens.

~
!
0 0 0
A
~
~
wait( 2 );

if( is_open( room, west ) ) {

  send_to_room( #rm, room );

  send_to_room( #oth, find_room( 30752) );

  close( room, west );

  }

continue;

~
E
oth~
The gate slowly swings shut.

 

~
E
rm~
The massive gate slowly closes as you enter.

~
!
1 1 8
452 9 1509949540 3 0
-1
S

#30751
Sos-Kul Road~
A path covered with crushed rock winds its way between two rows of huts

that stand to the north and south.  Judging from the simplicity and

design of the small abodes, you get the impression that the road running

between them is probably one of their greatest technicalogical

achievements - and its not really much of a road!  A hut, built better

than most, stands to the south and has several weapons leaning against

its side.  An overgrown field of swamp grass lies to the north.

~
*H

~
301465664 1 8 0
D1
~
~
0 -1 30755 10 10 5
D2
~
~
0 -1 30754 10 10 5
D3
~
~
0 -1 30750 10 10 5
E
weapons~
The weapons are all spears, of varying quality.

~
A
10 rikeralpha~
weapon spear~
mob = mob_in_room( 456, find_room( 30754 ) );

if( mob ) {

  if( is_fighting( mob ) )

    end;

  obj_to_char( oload( 3005 ), ch );

  act_notchar( #get, ch );

  act_room( #keeper, ch );

  send_to_room( #keep, find_room( 30754 ) );

  transfer( mob, find_room( 30751 ) );

  attack( mob, ch, 0d0, "bash" );

  }

~
E
get~
$n gets one of the spears leaning against the southern building.

~
E
keep~
The weaponcrafter runs out the north door yelling something.    

~
E
keeper~
@bThe weaponcrafter comes running out yelling, '@GStop Thief!@b'

~
!
0 0 0
A
~
~
if( !char_in_room( ch, find_room( 30751 ) ) ) {

  if( mob_in_room( 456, find_room( 30751 ) ) )

    transfer( mob, find_room( 30754 ) );

  }

~
!
2 0 0
-1
S

#30752
West Gate of Sos-Kul~
The land around the swamps here is unusually dry and slightly elevated,

providing a perfect place for the village which occupies it.  Obviously

well-maintained and upkept, the pallisade surrounding the village to the

east stands out against the decay and rot of the swamp you see in other

directions.  A massive gate built from wood, bamboo, and thorny vines is

set into the pallisade wall.  The wall itself continues north and south.

~
*H

~
301465609 1 6 0
D0
~
~
0 -1 30791 10 10 5
D1
pallisade gate~
"pallisade gate" gate~
195 -1 30750 10 10 5
D2
~
~
0 -1 30792 10 10 5
D3
~
~
0 -1 31022 10 10 5
E
gate 1 east~
The gate made from the trunks of several trees looks crude but carefully

constructed and could stand up against things a lot bigger than you.  

~
A
knock bash bang tap~
gate 1 east~
if( !is_open( room, east ) ) {

  if( reputation( ch, Stahl ) > 0 ) {

    send_to_char( #char, ch );

    act_notchar( #room, ch );

    open( room, east );

    send_to_room( #arr, find_room( 30750 ) );

    }

  else {

    send_to_char( #fail, ch );

    act_notchar( #failed, ch );

    }

}

else

  send_to_char( #already!, ch );

~
E
already!~
How much more open do you want it?

~
E
room~
You watch as the gate slowly opens.

~
E
failed~
$n bangs on the gate.  After a minute a guard appears and scowls at

$m.  You hear someone beyond shout "Go away, vermin ssscum!"

~
E
fail~
The gate guard peers between the bars at you and hisses. You hear

someone on the other side say "Go away, vermin ssscum!!!"

~
E
arr~
You see a guard open the gate for someone on the outside.

~
E
room~
$n bangs on the gate.  After a minute a guard appears and looks $m

over before going away again.   

~
E
char~
After a short time a guard appears on the other side of the gate and

stares straight at you.  After a moment, he hisses, turns away and

the gate begins to open.

~
!
0 0 0
A
~
~
wait( 2 );

if( is_open( room, east ) ) {

  send_to_room( #rm, room );

  send_to_room( #oth, find_room( 30750) );

  close( room, east );

  }

continue;

~
E
oth~
The gate slowly swings shut.

 

~
E
rm~
The gate slowly closes as you exit Sos-kul.

~
!
1 -1 2
-1
S

#30753
Guard House~
Built from split logs, mud, and crude, rusty nails, this shack is very

small.  So small, in fact, that it barely has room enough to stand in. 

The only things within the ramshackle, wooden building are a few old,

straw pallets.  This wooden hut has several holes along its west and

south walls, through which you can see a large pallisage and gate.

A small door to the south is the only exit from this cramped guard house.

~
~
301465669 0 6 0
D2
guard house door~
"guard house door" door~
131 -1 30750 10 10 5
E
"straw pallet" pallet~
Yes, they do appear to be straw sleeping pallets.

~
452 9 1509949540 3 0
452 9 1509949540 3 0
-1
S

#30754
Weaponcrafter's Home~
Put together for pieces of straw and large dollops of mud, this small hut

does little but provide basic shelter.  The roof of the hut is sagging

and looks like it leaks and the floor is a simple dirt floor.  The west

and east side walls of the hut have smooth, clay walls.  A few murals,

each depicting life in the swamp, have been painted upon the sun-baked

white clay.  A few axes and spears rest atop a makeshift wooden counter. 

They look fairly well-crafted and newly forged.

~
*H

~
301469767 0 6 0
D0
~
~
0 -1 30751 10 10 5
E
grindstone~
This is a small, pedel-driven grindstone used to sharpen the stone and

scale heads of axes and spears.  It may also be used to repair damaged

weapons.  

~
456 9 1509949540 3 0
3005 17 1509949540 -1 0
3006 17 1509949540 -1 0
3014 17 1509949540 -1 0
3000 17 1509949450 -1 0
3007 17 1509949515 -1 0
3008 17 1509949490 -1 0
3028 17 1509949540 -1 0
-1
S

#30755
Sos-Kul Road~
A widening road, which is probably the only one Sos-kul sports, stretches

from west to east here.  The surface of the road is covered in crushed

rock.  Just off to the sides of the road stand two simple thatch and mud

huts.  The northern hut has a carved totem pole standing outside of it. 

The southern hut has a hide shield mounted to a stick standing beside it.

~
*H

~
301465673 1 8 0
D0
~
~
0 -1 30757 10 10 5
D1
~
~
0 -1 30873 10 10 5
D2
~
~
0 -1 30756 10 10 5
D3
~
~
0 -1 30751 10 10 5
E
structures~
Both of the structures are in very good repair, considering the general

nature of the town.  The one to the north is festooned with various

pieces of equipment, while the one to the south has broken bits of armor

hanging all over it.  

~
E
armor~
The are several pieces of cloth and hide armor, most of which are torn or

broken.  

~
E
equipment~
Several pieces of old broken equipment lie in front of the building to

the north.  

~
-1
S

#30756
Armorer's Hut~
The inside of this thatch and mud hut is in a state of total disarray. 

Unfinished or incomplete pieces of armor litter the dirt floor, as do

several loose scales and strips of hide.  A couple of simple wooden racks

made from blackened stumps sit towards the back of the hut.  A few pieces

of finished armor rest atop the stumps.  The hut has no door, just a

doorway to the north.

~
*H

~
335024199 0 6 0
D0
~
~
0 -1 30755 10 10 5
573 9 1509949540 3 0
2180 17 1509949540 -1 0
2001 17 1509949540 -1 0
2021 17 1509949540 -1 0
2080 17 1509949540 -1 0
2041 17 1509949540 -1 0
514 17 1509949465 -1 0
2002 17 1509949465 -1 0
2022 17 1509949465 -1 0
2042 17 1509949465 -1 0
2081 17 1509949465 -1 0
2101 17 1509949465 -1 0
1109 17 1509949540 -1 0
-1
S

#30757
Home of the Animal Speaker~
Though the outside of this hut is made of mud and thatch, the inside has

been lined with cloth.  A thick, green vine grows in abundance here,

providing the room with natural ground cover.  Peeking out from between

the vines, you can see several pairs of eyes.  Just outside of the hut,

you can see a carved totem pole.  Mounted to its back is a sign.

~
why set to safe?  Has a specific aedit attack code for him, so I thought

he was supposed to be killable.  Oh well, I switched it back to safe and

currently derailed the attack until this is resolved.  -Talis

*H

~
301473863 0 6 0
D2
~
~
0 -1 30755 10 10 5
D5
ground~
~
503 -1 30758 10 10 5
E
sign~
Animals are our friends!

~
A
~
~
end;

act_room( #imm_note, ch );

mob = mob_in_room( 571, room );

if( !is_fighting( mob ) ) {

  act_room( #atta, ch );

  attack( mob, ch, 0d0, "charge");

  interpret( mob, "bash");

  }

continue;

~
E
atta~
$n tries to attack one of the animals here.


@bSpeaker to animals screams in rage and attacks $n.@n

~
E
imm_note~
This used to be trigger attack.

It was removed when the room was made safe.

~
!
0 0 0
571 9 1509949540 3 0
572 9 1509949540 3 0
107 9 1509949540 3 0
-1
S

#30758
Sos-Kul Pet Farm~
You are standing in a very spacious room.  The floors and walls are all

sulphurous smelling rock that glows a soft red.  The heat here is nearly

unbearable.  While you can see several shackles and chains laying limp on

the floor, more than you can count are already occupied by innumerable

creatures.  Yes, this is pet hell.

~
*H

~
301473863 1 8 0
D4
~
~
503 -1 30757 10 10 5
118 9 1509949540 3 0
1 9 1509949540 3 0
107 9 1509949540 3 0
196 9 1509949540 3 0
-1
S

#30759
A Lizardman Abode~
This is a small, but comfortable hut, with a clean hard-packed clay

floor, and sturdy walls.  The occupant has definitely put some time into

this place.  The walls are smooth mud, painted elaborately with scenes of

hunting and worship.  There is some crude wooden furniture here, a table

and a few chairs.  In one corner is a pile of blankets and animal skins

that functions as a bed.

~
*H

~
301465669 0 6 0
D0
~
~
0 -1 30873 10 10 5
-1
S

#30760
Sos-Kul Road~
A road paved with crushed white rock curves gently, going east to west

through the vilalge.  An elaborate building build of stone stands to the

north, just off the road.  Outside its front, mounted atop two

criss-crossed poles, are flowing banners of brightly dyed cloth.  A

narrow, dirt path branches off of the paved road and passes between some

huts to the south.

~
*H

~
301465673 1 8 0
D0
entrance to the home~
"entrance to the home" north entrance~
131 -1 30761 10 10 5
D1
~
~
0 -1 30763 10 10 5
D2
~
~
0 -1 30809 10 10 5
D3
~
~
0 -1 30873 10 10 5
E
north structure building~
The building to the north is very elaborate for this village.  The mud

that composes the walls has been smoothed and dyed a brilliant red.  

~
E
building~
This building is by far in the best condition you have seen in this

entire town.  That, and the fact that there are two heads mounted on

spikes convince you that someone important must live here.  

~
E
heads~
These two dead men must have commited a major crime, to rate a punishment

like this.  

~
-1
S

#30761
Warleader's Home~
The ceiling and walls of this abode are built of thick, black stone,

rather than mud or thatch like the rest of the village.  The floor, though,

is still made of dirt.  Mounted to the walls are a cornucopia of weapons,

banners, and hunting trophies.  A wide door is set into the northern wall. 

An emblem of a strong and fierce lizardman is attached to its surface.

To the south, through the open doorway, you can see a paved street.

~
*H

~
301465669 0 6 0
D0
wide door~
wide door~
407 452 30762 10 10 5
D2
outer entrance~
"outer entrance" south outer~
131 -1 30760 10 10 5
E
weapons~
Along the west wall stand the the spears and axes of all the previous

warleaders of Sos-Kul.  

~
E
banners~
The banners are made from various animal hides, which have been dyed and

stained.  

~
E
trophies~
Most of the trophies appear to be severed body parts from fallen

enemies.  

~
E
walls~
You can't see the walls.  There is too much stuff in the way!

~
A
~
2~
if( random( 1, 6 ) < 2 ) {

  if( !has_obj( 452, mob_in_room( 476, room ) ) ) 

    obj_to_char( oload( 452 ), mob_in_room( 476, room ));

  }

~
E
busy~
The hunter tells you '@bThe Warleader is too busy to see anyone.@n'

~
E
ok~
The hunter says '@bThe warmaster can see you now, but only for a moment.@n'

~
E
badrep~
The hunter says roughly '@bWe do not want you here.@n'

~
!
2 10 0
A
~
~
close( room, north );

continue;

~
!
3 2 4
A
~
~
if( is_player( ch ) ) {

  if( is_open( room, north ) ) {

    if( done_quest( ch, 15 ) )

      continue;

    else {

mob = mob_in_room( 476, room );

act_tochar( #scr, ch, obj, mob );

act_notchar( #rscr, ch, obj, mob );

wait( 1 );

      tell( mob, ch, #cant );

      }

    }

  else

    continue;

  }

else

  continue;

~
E
cant~
I cannot let you into visit the warleader, not until you are ready.  You

must prove yourself to me first by completing a minor task.

~
E
scr~
$N scrutinizes you, seemingly for the first time.

~
E
rscr~
$N scrutinizes $n, seemingly for the first time.

~
!
3 0 1
476 9 1509949540 3 0
452 9 1509949540 3 0
-1
S

#30762
Warleader's Audience Chamber~
This stone room is an audience chamber, of sorts.  Situated in the middle

of the room is a polished stone seat carved into the shape of a rising

skliss.  In a semi-circle on either side of the elaborate chair are

several smaller, wooden chairs.  Rugs and tapestries woven from dried

vines and grass hang from the walls.  The only way out of this chamber is

through a wide door to the south.

~
*H

~
301465677 0 6 0
D2
wide door~
wide door~
407 -1 30761 10 10 5
E
chairs~
They are normal wooden chairs.  Each one has a different tribe symbol,

indicating that each tribe has one advisor to the warleader.  

~
E
throne~
This huge throne appears to have been carved from a single piece of

basalt.  It has no decorations at all, since something this impressive

apparently doesn't need any.  

~
A
~
16~
send_to_room( "hiusdfdssdssds", room );

~
!
6 16 0
A
open~
door 1 south~
open( room, south );

act_tochar( "Ok.", ch );

~
!
0 0 0
479 9 1509949540 3 0
415 17 1509949445 -2 0
-1
S

#30763
Sos-Kul Road~
Sos-kul's only road continue's here, curving to the east and west.  Its

surface has been covered in tiny bits of white rock, giving it a regal,

almost sophisticated look that seems out of place so deep in the swamps. 

The huts and tents which sprout up here and to the east are more like

residences than places of business.  To the distant east you can see a

well.

~
*H

~
301465665 1 8 0
D1
~
~
0 -1 30765 10 10 5
D2
~
~
0 -1 30764 10 10 5
D3
~
~
0 -1 30760 10 10 5
-1
S

#30764
A Lizardman's Home~
This simple tent is a perfect example of the unassuming lives the

lizardmen live.  The tent has been sewn from an amalgum of wild animal

skins and the ground is jsut a dirt floor.  The walls of the tent are

decorated with scences of hunting and unusual rituals.  Opening to the

north, the tent's flaps have been permanently sewn open.

~
*H

~
301465669 0 6 0
D0
~
~
0 -1 30763 10 10 5
E
scenes~
The paintings show lizardmen hunting fantastic creatures out of bad

dreams and rituals of dance and disguise.

~
-1
S

#30765
Sos-Kul Road~
The crushed white rock paving the surface of the road here is starting to

were thin, as though this part of the village sees more traffic than the

others.  Continuing west to east, the road passes between two houses. 

While the house to the south is just a basic, lizardman tent dwelling,

the abode to the north is different.  The northern tent's outer surface

is overgrown with dead vines.

~
*H

~
301465665 1 8 0
D0
~
~
0 -1 30766 10 10 5
D1
~
~
0 -1 30768 10 10 5
D2
~
~
0 -1 30767 10 10 5
D3
~
~
0 -1 30763 10 10 5
-1
S

#30766
Abandoned House~
The interior of this tent is in a state of decay.  The animal skins it

has been sewn from have started to rot.  This seems strange, because

otherwise, the abode is much more sophisticated than what you might

expect a lizardman to have.  Within it are several pieces of well-crafted

and finely polished pieces of furniture.  A few of the pieces of

furniture have been overturned though, as if some type of struggle took

place here.  The tent's falgs open out to the south, onto Sos-kul's only

road.

~
*H

~
301465677 0 6 0
D2
~
~
0 -1 30765 10 10 5
-1
S

#30767
A Lizardman's Home~
Though of simply design, this tent is quite functional and spacious.  It

has been fashioned together from strips of hide and animal skins.  The

ground is hard, packed earth that has been dusted clean.  Clearly half

the floor is covered in a layer of straw.  In one corner of the tent, the

straw is thicker and looks to have been used recently as a bed.

~
*H

~
301465677 0 6 0
D0
~
~
0 -1 30765 10 10 5
-1
S

#30768
West Side of Sos-kul Square~
A large clearing, part of the village square, expands outward here.  This

appears to be the western edge of it.  To the west, you can see the edge

of a road paved with crushed bits of white rock.  A short, stone well

lies just to the east, in the center of the square.  The entire clearing

is hard packed earth that has been swept clean and kept free of weeds.

~
*H

~
301465665 1 9 0
D0
~
~
0 -1 30815 10 10 5
D1
~
~
0 -1 30769 10 10 5
D2
~
~
0 -1 30816 10 10 5
D3
~
~
0 -1 30765 10 10 5
-1
S

#30769
Center of Sos-Kul Square~
A large clearing of hard-packed earth spreads outward in all directions,

serving as a square or meeting area for the village.  Directly in the

middle of the square is a short stone @Gwell@n filled with murky water. 

Off to the west and east a ways, you can see the village's only road; its

surface, paved in crushed white rock, has a near gleam to it.  Standing a

far distance to the north, you can see a shrine or temple built from

white stone.

~
*well done by acodes.

*H

~
301465665 1 9 0
D0
~
~
0 -1 30772 10 10 5
D1
~
~
0 -1 30770 10 10 5
D2
~
~
0 -1 30771 10 10 5
D3
~
~
0 -1 30768 10 10 5
A
drink fill~
well cup bottle vial waterskin wineskin chalice bucket bowl keg~
if( !obj_in_room( 82, room ) )

act_tochar( #cant, ch );

else

continue;

~
E
cant~
Until the well's small bucket is raised, that might be quite difficult.

~
!
0 0 0
A
1 look~
well~
if( !obj_in_room( 82, room ) )

act_tochar( #desc, ch );

else

act_tochar( #des2, ch );

~
E
desc~
The well looks mildly deep and its murky waters are far below the surface. 

Built of stone, the short well has a wooden roof standing over it, along

with a hoist for a bucket.  Currently, the bucket is down in the well.

~
E
des2~
The well looks mildly deep and its murky waters are far below the surface. 

Built of stone, the short well has a wooden roof standing over it, along

with a hoist for a bucket.  The bucket has been raised and rests on the

edge of the well.

~
!
0 0 0
A
raise turn crank lower~
crank bucket well~
if( obj_in_room( 82, room ) ) {

act_tochar( #lower, ch );

act_notchar( #rlower, ch );

junk_obj( obj_in_room( 82, room ), 1 );

}

else {

act_tochar( #raise, ch );

act_notchar( #rraise, ch );

obj_to_room( oload( 82 ), room );

}

~
E
lower~
@gTurning the wooden crank, you lower the bucket down into the well.

~
E
raise~
@gYou turn the wooden crank, raising the bucket out of the well.@n

~
E
rraise~
@g$n turns the wooden crank, raising the bucket out of the well.@n

~
E
rlower~
@g$n turns the wooden crank, raising the bucket out of the well.@n

~
!
0 0 0
452 9 1509949540 3 0
-1
S

#30770
Sos-Kul Square~
This is part of a large clearing of earthen ground that stretches to the

north, west, and south, forming a meeting square for the village.  At its

center, directly to the west, you can see a short stone well.  The ground

slopes to the east and becomes a lot more moist and even muddy in several

places.  The boggy swamp has started reclaiming the paved white road to

the east.

~
*H

~
301465665 1 9 0
D0
~
~
0 -1 30818 10 10 5
D1
~
~
0 -1 30778 10 10 5
D2
~
~
0 -1 30819 10 10 5
D3
~
~
0 -1 30769 10 10 5
-1
S

#30771
South Side of Sos-Kul Square~
This large clearing of hard-packed earth has been carefully manicured and

kept free of loose dirt.  As it extends to the north if forms a large,

central area, which the village probably uses as a meeting grounds.  A

roadway extends south from the square and leads towards a pallisade gate. 

Dirently to the north, at the center of the town square, you can see a

short stone well.

~
*H

~
301465665 1 9 0
D0
~
~
0 -1 30769 10 10 5
D1
~
~
0 -1 30819 10 10 5
D2
~
~
0 -1 30773 10 10 5
D3
~
~
0 -1 30816 10 10 5
-1
S

#30772
North Side of Sos-Kul Square~
This looks like the northern part of a vast clearing.  There is a small,

unpaved road leading north from the square, which has heavy ruts carved

into its hard-packed, earthen surface.  The road itself leads up to the

doors of a shrine or temple built of white stone.  A stone well, barely

waist high to a halfling, stands at the square's center to the south. 

Other parts of the meeting grounds lies off to the west and east.

~
*H

~
301465665 1 9 0
D0
~
~
0 -1 30775 10 10 5
D1
~
~
0 -1 30818 10 10 5
D2
~
~
0 -1 30769 10 10 5
D3
~
~
0 -1 30815 10 10 5
572 9 1509949540 3 0
-1
S

#30773
South Gate Road~
Weeds grow tall and wild around the edges of the road which extends south. 

A wide path branches off of the road here and heads west while a much

smaller pathway leads east.  To the north, you can see the village square. 

The road going south halts abruptly before a gate set at the edge of

encroaching swampland.

~
*H

~
301465665 1 9 0
D0
~
~
0 -1 30771 10 10 5
D1
~
~
0 -1 30862 10 10 5
D2
~
~
0 -1 30774 10 10 5
D3
~
~
0 -1 30805 10 10 5
-1
S

#30774
The South Gate~
A pallisade made of split logs forms a barrier around the village to the

south, protecting it from harm.  A large gate is set into its middle.  A

guard house rests up against the pallisade to the east, overlooking the

gate.  Beside the gate, set into the pallisade wall, is a heavy mechanism

with a @Gcrank@n.  Through small cracks between the logs, you can see the

boggy swamp beyond.  The village of Sos-Kul opens up before you to the

north.

~
*H

~
301465665 1 9 0
D0
~
~
0 -1 30773 10 10 5
D1
"guard house door" door~
"guard house door" door~
1 -1 30788 10 10 5
D2
pallisade gate~
"pallisade gate" gate~
195 -1 30789 10 10 5
E
crank~
This rusty old crank is connected to a frayed rope, which runs through a

pulley, and opens the gate.  

~
A
turn~
crank~
if( is_open( room, south ) )

 send_to_char( #nothing, ch );

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  act_room( #to_all, ch );

  open( room, south );

}

~
E
to_all~
The gate opens without a sound.

~
E
to_room~
$n turns the crank.  

~
E
to_char~
You turn the crank.

~
E
nothing~
Nothing happens.

~
!
0 0 0
A
release~
crank~
if( !is_open( room, south ) )

  send_to_char( #nothing, ch );

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch, obj );

  act_room( #to_all, ch, obj );

  close( room, south );

}

~
E
to_all~
The gate closes with a bang!

~
E
to_room~
$n releases the crank. 

~
E
to_char~
You release the crank.

~
E
nothing~
The crank hasn't been turned.

~
!
0 0 0
A
open~
gate~
send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room~
$n trys to move the gate, but fails miserabely.

~
E
char~
You try and move the gate, but you just can't budge it.

~
!
0 0 0
452 9 1509949540 3 0
-1
S

#30775
The Path to the Holy Shrine~
A small path stretches north from the village square of hard-packed earth

that lies to the south.  Not a single weed, errant flower, or blade of

grass clutters the small path.  It has the look of being religiously

tended to.  The path is so well-traveled, though, that you cannot make

out any tracks in the dusty trail.  At the end of of the pathway, to the

north, stands an open air temple built of white stone.

~
*H

~
301465665 1 8 0
D0
~
~
0 -1 30776 10 10 5
D2
~
~
0 -1 30772 10 10 5
-1
S

#30776
The Holy Shrine of Sst'rasa~
This open stone temple is made from cut pieces of white stone.  At its

heart stands a groved block of basalt that is clearly an altar of some

sort.  Standing atop a pedestal of marble in an alcove to the eastern

wall is a golden statue of a fierce lizardman.  A faint glow surrounds

the statue and shoots forth from the alcove, illuminates the temple.  To

the north, butressed up against the stone temple's open walls, stands a

small hut made of mud and thatch.  A well-traveled road leads south from

the temple into the village square.

~
*H

~
301465801 1 6 0
D0
stone door~
"stone door"~
131 -1 30777 10 10 5
D2
~
~
0 -1 30775 10 10 5
E
slab~
This enormous basalt slab measures over seven feet long, by 4 feet wide. 

It is obviously used for sacrifices, as there are several grooves cut

into it, to channel the blood of the victim to the statue set in the

wall.  

~
A
disable~
statue~
if( obj_in_room( 390, room ) ) {

  if( race( ch ) == lizardman ) {

    if( find_stat( ch, piety ) > 100 ) {

      act_tochar( #sin, ch );

      act_notchar( #almost, ch );

      end;

      }

    }

  act_tochar( #whoops, ch );

  act_notchar( #ouch, ch );

  mob = mob_in_room( 449, room );

  if( !mob )

    mob = mload( 449, room );

  attack( mob, ch, 0d0, "charge");

  }

continue;

~
E
ouch~
@bWhen $n grabs the statue, there is a thunderclap as an avatar of

Sst'rasa appears to destroy the one who desecrated his shrine.  

~
E
whoops~
@bWhen you grab the statue, the spear it wields pricks your hand.

@R

A single drop of blood falls to the ground, and as it hits, there is a

clap of thunder, as a HUGE lizardman explodes into being from nowhere!

~
E
almost~
$n starts to reach for the statue, but suddenly stops.

~
E
sin~
You start to reach to take the statue, but realize how much of a sin

that would be, and stop yourself.

~
!
0 0 0
A
disable~
~
if( is_fighting( ch ) )

  send_to_char( #char, ch );

else

  continue;

~
E
flee~
You aren't fighting anyone.

~
E
char~
The power of Sst'rasa prevents you from leaving.

~
!
0 0 16
A
disable~
statue~
send_to_char( #char, ch );

~
E
char~
You can't sacrifice Sst'rasa's statue to Sst'rasa.

~
!
0 0 0
A
~
~
if( mob_in_room( 449, room ) ) {

  if( !is_fighting( mob_in_room( 449, room ) ) ) {

    send_to_room( #vanish, room );

    send_to_room( #flash, room );

    junk_mob( mob_in_room( 449, room ) );

    }

  }

~
E
flash~
@b@YThere is a flash of lightning in the distance.

~
E
vanish~
@bThe avatar raises his hands and cries out.  Moments later, he is struck

by a blinding bolt of lightning.  When you can see again, all that

remains is a cloud of smoke, and a charred circle on the ground.  

~
!
4 1000 0
390 17 1509949540 -2 0
-1
S

#30777
Home of the Shaman~
This small thatch hut, which is being held together with a more than

generous amount of mud, leads up against the walls of a white stone

shrine to the south.  The interior of this hut is fulled with animal

skins, skulls, and bones.  A variety of unusual, dried plants hang from

the ceiling as well.  At the back of the room rest several bamboo cages

containing thin, cowering animals.  The hut's floor is covered in straw;

some of which has been piled up into a bed.

~
*H

~
301469765 0 6 0
D2
stone door~
"stone door"~
131 -1 30776 10 10 5
E
cages~
These cages contain various small animals.  They huddle in the back of

their prisons, and shiver fearfully.  

~
A
~
~
send_to_room( #room, room );

~
E
room~
You hear a plop, and something sizzles in the back of the room.

~
!
2 50 0
A
~
~
send_to_room( #room, room );

~
E
room~
A small furry animal escapes from its cage, and almost makes it out of

the room before the shaman catches it.

~
!
2 50 0
489 9 1509949540 3 0
-1
S

#30778
Sos-Kul Road~
The road continues to the east and west from here.  On both sides of the

road are rather poor looking houses.  The ground is very soft here, and

many of the footprints that have been left behind have filled with ground

water.  The ground continues to slope down to the east, becoming even

wetter and more unstable.  

~
*H

~
301465665 1 8 0
D0
~
~
0 -1 30779 10 10 5
D1
~
~
0 -1 30781 10 10 5
D2
~
~
0 -1 30780 10 10 5
D3
~
~
0 -1 30770 10 10 5
-1
S

#30779
A Broken Down Hovel~
This house is little more than a collection of wooden planks and animal

skins, which look like they might keep the rain out.  There is a pile of

damp straw in one corner that is obviously used for sleeping.  Except for

that, there is little else to the wooden shack.  It has no door, but

through its doorway to the south you can see the road.

~
*H

~
335020101 0 6 0
D2
~
~
0 -1 30778 10 10 5
D5
wooden trapdoor~
wooden trapdoor~
431 62 30790 10 10 5
-1
S

#30780
Orphan's Hut~
This simple mud and thatch hut has several holes in its ceiling.  Puddles

of water collect along the dirt floor from a recent rain.  The hut has no

door or barrier blocking its northern entrance.  Piles of straw have been

lumped together into makeshift pallets all along the back of the hut.  A

battered wooden chest that has no lid stands between two of the straw

sleeping mats.

~
The orphans of the village live here. k

*H

~
335020101 0 6 0
D0
~
~
0 -1 30778 10 10 5
E
mats~
The small bags filled with swamp grasses serve as a sleeping mat for the

orphans who live here.

~
575 9 1509949540 3 0
575 9 1509949540 3 0
575 9 1509949540 3 0
575 9 1509949540 3 0
-1
S

#30781
Sos-Kul Road~
Though a road stretches from the west to the east, as it progresses, it

becomes less of a road.  It starts out as being a road well-paved with

bits of crushed white rock, but as it continues east, the road slants and

most of the rock has been worn away.  The further east the village

creeps, the more wet the ground gets.  Two decrepit abodes stand just off

the road to the north and south.

~
*H

~
301465665 1 8 0
D0
~
~
0 -1 30782 10 10 5
D1
~
~
0 -1 30784 10 10 5
D2
~
~
0 -1 30783 10 10 5
D3
~
~
0 -1 30778 10 10 5
-1
S

#30782
A Miserable Little Shanty~
This little shack looks like a nice, healthy gust of wind is all that it

would take to send it into the hereafter.  The ceiling has several holes

in it and the ground is very moist.  While the shack's bottom is lined

with straw, it does little to absorb the dampness.  A single, overturned

chair is the shack's only piece of furniture.  From the amount of mold

growing upon the chair and straw, it is very likely that this place has

been abandoned for quite some time.

~
*H

~
335020101 0 6 0
D2
~
~
0 -1 30781 10 10 5
-1
S

#30783
Homely Home~
Though the outside of this abode is ramshackle and decrepit, the interior

of this place has a comfortable elegance to it.  There are several pieces

of handmade furniture situated about the one-room house, as well as a

small firepit and a large rock that functions as a table.  in one corner

of the home is a neat pile of soft straw.  The owner of this home has

made the most of the materials on hand in the swamp.

~
*H

~
335020101 0 6 0
D0
~
~
0 -1 30781 10 10 5
574 9 1509949540 3 0
-1
S

#30784
Sos-Kul Road~
The road coursing like a river from the west to east ends here, in front

a pallisade gate to the east.  The ground is wet and boggy; the swamp is

trying very hard to reclaim this part of the village it appears.  A muddy

path branches from the roads end and heads south.  To the north is a

run-down building.  The door has been torn off its hinges and the place

looks abandoned.

~
*H

~
301465665 1 8 0
D0
~
~
0 -1 30849 10 10 5
D1
~
~
0 -1 30785 10 10 5
D2
~
~
0 -1 30846 10 10 5
D3
~
~
0 -1 30781 10 10 5
-1
S

#30785
The East Gate of Sos-Kul~
A pallisade of wood stands to the east, protecting the village from both

predation and invasion.  The ground is very wet and frothy.  An old,

small tent built of animal hides stands to the north, and to the west,

the village opens before you.  At the side of the gate, there is a

wooden @Gcrank@n, which looks to open the gate.

~
*H

~
301465665 1 8 0
D0
"guard house door" door~
"guard house door" door~
1 -1 30786 10 10 5
D1
pallisade gate~
"pallisade gate" gate~
195 -1 30787 10 10 5
D3
~
~
0 -1 30784 10 10 5
E
crank~
This rusty old crank is connected to a frayed rope, which runs through a

pulley, and opens the gate.  It would seem that turning it might make the

gate open to the east.

~
A
open~
gate~
send_to_char( #char, ch );

act_notchar( #room, ch );

~
E
room~
$n trys to move the gate, but fails miserabely.

~
E
char~
You try and move the gate, but you just can't budge it.

~
!
0 0 0
A
turn~
crank~
if( is_open( room, east ) )

 send_to_char( #nothing, ch );

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  act_room( #to_all, ch );

  open( room, east );

}

~
E
to_all~
The gate opens without a sound.

~
E
to_room~
$n strains at the crank, slowly opening the gate.

~
E
to_char~
Using all your strength you turn the crank.

~
E
nothing~
Nothing happens.

~
!
0 0 0
A
release~
crank~
if( !is_open( room, east ) )

  send_to_char( #nothing, ch );

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch, obj );

  act_room( #to_all, ch, obj );

    close( room, east );

}

~
E
to_all~
The gate closes with a bang!

~
E
to_room~
$n releases the crank.

~
E
to_char~
You release the crank.

~
E
nothing~
You push the lever, but nothing happens.

~
!
0 0 0
-1
S

#30786
Hunter's Tent~
A single shaft of splintering wood supports this tent of sewn animal hide. 

The flaps of the tent have been tied open, leaving a clear southern view

of the pallisade gate.  On the floor of the tent, a strange pattern has

been etched in the dirt.  A few painted rocks and sticks lie within the

etched pattern.

~
*H

~
335020101 0 6 0
D2
"tent flap" flap~
"tent flap" flap~
1 -1 30785 10 10 5
E
pattern~
The pattern is three interlocking circles surrounded by a larger circle. 

Three colored rocks rest in the three circles.

~
E
game~
The game is a pattern of three interlocking circles surrounded by a

larger circle.  Three colored rocks sit in the three inner circles.

~
452 9 1509949540 3 0
452 9 1509949540 3 0
-1
S

#30787
Outside the East Gate~
A tall wooden pallisade wraps around a village which lies to the west. 

You can see parts of it through the spaces between its logs.  A large

gate is set directly in the center of the pallisade walls here. 

Spreading outward to the east and south lies a vast lake.  Several rocks

clutter the ground.  The rocks look like they were dug out someplace else

and placed here to provide a standing surface off of the lake.

~
*H

~
301465608 3 9 0
D0
~
~
0 -1 31070 10 10 5
D1
~
~
0 -1 31021 10 10 5
D2
~
~
0 -1 31043 10 10 5
D3
pallisade gate~
"pallisade gate" gate~
195 -1 30785 10 10 5
A
knock bash bang tap~
gate 1 west~
if( !is_open( room, west ) ) {

  if( reputation( ch, Stahl ) > 0 ) {

    send_to_char( #char, ch );

    act_notchar( #room, ch );

    open( room, west );

    send_to_room( #arr, find_room( 30785 ) );

    }

  else {

    send_to_char( #fail, ch );

    act_notchar( #failed, ch );

    }

}

else

  send_to_char( #already!, ch );

~
E
already!~
How much more open do you want it?

~
E
room~
You watch as the gate slowly opens.

~
E
failed~
$n bangs on the gate.  After a minute a guard appears and scowls at

$m.  You hear someone beyond shout "Go away, vermin ssscum!"

~
E
fail~
The gate guard peers between the bars at you and hisses. You hear

someone on the other side say "Go away, vermin ssscum!!!"

~
E
arr~
You see a guard open the gate for someone on the outside.

~
E
room~
$n bangs on the gate.  After a minute a guard appears and looks $m

over before going away again.   

~
E
char~
After a short time, a guard appears on the other side of the gate and

stares straight at you.  After a moment, he hisses, turns away and

the gate begins to open.

~
!
0 0 0
A
~
~
act_tochar( #wade, ch );

act_notchar( #wader, ch );

continue;

~
E
wader~
$n wades into the water to the north.

~
E
wade~
You wade into the water to the north.

~
!
3 0 1
A
~
~
act_tochar( #wade, ch );

act_notchar( #wader, ch );

continue;

~
E
wader~
$n wades into the water to the south.

~
E
wade~
You wade into the water to the south.

~
!
3 2 4
A
~
~
act_tochar( #wade, ch );

act_notchar( #wader, ch );

continue;

~
E
wader~
$n wades into the water to the east.

~
E
wade~
You dive into the lake to the east.

~
!
3 1 2
-1
S

#30788
Guard House~
Built from split logs, mud, and crude, rusty nails, this shack is very

small.  So small, in fact, that it barely has room enough to stand in. 

The only things within the ramshackle, wooden building are a few old,

straw pallets.  This wooden hut has several holes along its west and

south walls, through which you can see a large pallisage and gate.

The guard house has no door; instead it lies open to the west.

~
The hunters need to hit harder..good armor soaks up 2d6+1 - S

*H

~
301465669 0 6 0
D3
"guard house door" door~
"guard house door" door~
1 -1 30774 10 10 5
452 9 1509949540 3 0
452 9 1509949540 3 0
-1
S

#30789
Outside the South Gate~
The south gate of Sos-Kul is not an impressive sight to behold.  The

moss-covered stakes of wood used to form the outer defenses of the

village are partially decayed and look to be in a general state of

disrepair.  The gate itself looks to be the only part kept in good

condition; it is made from hard wood reinforced with strong vines. 

Rising above the gate is a pair of watchtowers with several arrow slits

at various angles.  Several kinds of fungi climb up the wood, threatening

to completely cover up the defense holes.  Paths slink away from the gate

in every other direction.

~
put rextras on all of the key words in here

*H

~
301465608 1 6 0
D0
pallisade gate~
"pallisade gate" gate~
195 -1 30774 10 10 5
D1
~
~
0 -1 30866 10 10 5
D2
~
~
0 -1 31020 10 10 5
D3
~
~
0 -1 30803 10 10 5
A
knock bang bash tap~
gate 1 north~
if( !is_open( room, north ) ) {

  if( reputation( ch, Stahl ) > 0 ) {

    send_to_char( #char, ch );

    act_notchar( #room, ch );

    open( room, north );

    send_to_room( #arr, find_room( 30774 ) );

    }

  else {

    send_to_char( #fail, ch );

    act_notchar( #failed, ch );

    }

}

else

  send_to_char( #already!, ch );

~
E
already!~
How much more open do you want it?

~
E
room~
You watch as the gate slowly opens.

~
E
failed~
$n bangs on the gate.  After a minute, a guard appears and scowls at

$m.  You hear someone beyond shout "Go away, vermin ssscum!"

~
E
fail~
The gate guard peers between the bars at you and hisses. You hear

someone on the other side say "Go away, vermin ssscum!!!"

~
E
arr~
You see a guard open the gate for someone on the outside.

~
E
room~
$n bangs on the gate.  After a minute, a guard appears and looks $m

over before going away again.   

~
E
char~
After a short time, a guard appears on the other side of the gate and

stares straight at you.  After a moment, he hisses, turns away and

the gate begins to open.

~
!
0 0 0
-1
S

#30790
Beneath a Broken Down Hovel~
This small room looks completely different from the broken down hovel

just above.  The walls are cut from blocks of smooth, grey stone and the

floor has been carefully tiled with tiny interlocking pentagonel ceramic

pieces.  In addition to the fine craftsmanship of the walls and floor,

this room houses an array of elegant furniture.

~
*H

~
335020101 0 9 0
D4
wooden trapdoor~
wooden trapdoor~
431 62 30779 10 10 5
2184 9 1509949540 3 0
-1
S

#30791
Outside the Walls of Sos-Kul~
You are on a path that follows the wall of Sos-Kul.  The wall to your

east is composed of some kind of large thorny vine.  To the south, you

can see a gate to the village, while the wall continues to the north. 

~
vine/wall rextra - D (possibly duplicate for every other room or

something?) 

~
301465608 1 6 0
D0
~
~
0 -1 30828 10 10 5
D2
~
~
0 -1 30752 10 10 5
D3
~
~
0 -1 31087 10 10 5
-1
S

#30792
Outside the walls of Sos-Kul~
You are following a strip of dry ground between the wall of the village

and the swamp.  To the east, is an impenetrable wall composed of large

thorny vines, while the swamp continues everywhere else.

~
~
301465609 1 6 0
D0
~
~
0 -1 30752 10 10 5
D2
~
~
0 -1 30793 10 10 5
D3
~
~
0 -1 31086 10 10 5
-1
S

#30793
Outside the walls of Sos-Kul~
The wall of thorns is looking a bit overgrown here.  There are long vines

creeping out over the path which continues to the north and south.  To

the south, you can see a large willow tree.

~
~
301465609 1 6 0
D0
~
~
0 -1 30792 10 10 5
D2
~
~
0 -1 30794 10 10 5
-1
S

#30794
Outside the Walls of Sos-Kul~
The vines here have grown so much that you have to fight through them to

continue.  You finally make it past, but not without gaining some large

scratches.  A path continues to the east and south around a large willow

tree.  There is also a small path leading off to the west through some

tall, mishapen plants.

~
rextras on various things in room desc - D

~
301465609 1 6 0
D0
~
~
0 -1 30793 10 10 5
D1
~
~
0 -1 30795 10 10 5
D2
~
~
0 -1 30825 10 10 5
D3
~
~
0 -1 25518 10 10 5
A
~
~
send_to_char( #char, ch );

act_notchar( #room, ch );

dam_message( ch, 1, "the sharp thorn" );

inflict( ch, mob, 1, "the sharp thorn" );

~
E
room~
$n winces in pain.

 

~
E
char~
You feel a sharp pain in your side.

 

~
!
1 -1 15
-1
S

#30795
Outside the Walls of Sos-Kul~
The vines here are becoming overgrown and the wall is starting to

encroach on the tree's space.  The wall continues west and south, while

to the southwest you can see a large willow tree.  A pile of hemmed vines

lies at your feet.

~
~
301465609 1 6 0
D2
~
~
0 -1 30796 10 10 5
D3
~
~
0 -1 30794 10 10 5
A
~
~
if( mob_in_room( 540, room ) ) 

send_to_room( #prune, room );

~
E
prune~
The child hacks at a large vine and it falls at your feet.

~
!
2 25 0
540 9 1509949540 3 0
-1
S

#30796
Outside the Walls of Sos-Kul~
The thorny wall turns north here to avoid a large willow tree.  To the

east, the thorns continue to protect the village.  A small path leads

into the depths of the swamp to the south, crossing into a sandy path

filled with bamboo plants.

~
~
301465609 1 6 0
D0
~
~
0 -1 30795 10 10 5
D1
~
~
0 -1 30797 10 10 5
D2
~
~
0 -1 25545 10 10 5
D3
~
~
0 -1 30825 10 10 5
-1
S

#30797
Outside the Walls of Sos-Kul~
The vines here are neatly trimmed, as if someone has been tending them. 

You catch movement in the vines and catch a glimpse of a snake slithering

inside the mass of vines.  The path you are walking on continues to the

east and west.  To the south, a forest of bamboo stands somewhat aloof.

~
snake rextra - D

aedit kill snake or something to that affect - D

~
301465609 1 6 0
D1
~
~
0 -1 30798 10 10 5
D3
~
~
0 -1 30796 10 10 5
-1
S

#30798
Outside the Walls of Sos-Kul~
The narrow path you have been following continues east and west.  In the

distance to the west, you see a large tree.  The thorny vines which make

up the wall of Sos-kul lies along the north edge of the path.  To the

south, a line of bamboo plants rise into the air.

~
~
301465609 1 6 0
D1
~
~
0 -1 30799 10 10 5
D3
~
~
0 -1 30797 10 10 5
-1
S

#30799
Outside the Walls of Sos-Kul~
You are following a narrow path around the vine walls of the village of

Sos-Kul.  The wall is to your north, while the swamp stretches out to the

south, edged by a line of bamboo shoots.  The path continues to the east

and west along the wall.

~
~
301465609 1 6 0
D1
~
~
0 -1 30800 10 10 5
D3
~
~
0 -1 30798 10 10 5
-1
S

#30800
Outside the Walls of Sos-Kul~
The path is starting to get wetter to the east, where you can see it

disappear under a thin layer of mud.  To the east, you see the path Along

the north side of the path, the wall of Sos-kul stretches to the east and

west, while to the south, the swamp encroaches upon the path, ringed by

several large clumps of bamboo.

~
~
301465609 1 6 0
D1
~
~
0 -1 30801 10 10 5
D3
~
~
0 -1 30799 10 10 5
-1
S

#30801
Outside the Walls of Sos-Kul~
The path you are following is being reclaimed by the swamp here.  The

ground is wet and muddy and makes slurping sounds as you wade through

it.  To the north is the wall of vines and to the south is the swamp. 

The path continues east and west.  

~
aedit random SLURP! :) - D

~
301465609 1 6 0
D1
~
~
0 -1 30802 10 10 5
D2
~
~
0 -1 31140 10 10 5
D3
~
~
0 -1 30800 10 10 5
-1
S

#30802
Outside the Walls of Sos-Kul~
The path is starting to get wetter here, as opposed to the east.  To the

west, you see the path disappear under a thin layer of mud.  The wall of

thorns is to your north and to the south is the swamp.

~
~
301465609 1 6 0
D1
~
~
0 -1 30803 10 10 5
D3
~
~
0 -1 30801 10 10 5
-1
S

#30803
Outside the Walls of Sos-Kul~
You are following a narrow strip of dry ground between the wall of the

village and the swamp.  The path and wall seem to continue forever to the

east and west.  To the north is an impenetrable wall composed of large

thorny vines, while to the south is the swamp.

~
~
301465609 1 6 0
D1
~
~
0 -1 30789 10 10 5
D3
~
~
0 -1 30802 10 10 5
-1
S

#30804
Tight Path Through the Swamp~
Thick vines and thistle have been beaten down, and meshed into the ground

providing some semblance of a path.  Even while standing on the trampled

vegetation your feet sink slightly into the swampy mud that these plants

thrive in.  The path is just larger then two horses walking abreast and

appears to have been made in the not so distant past.  The vines and

plants thicken to the west, though the tight path you are on does

continue in that direction, while to the east you break off onto the main

trail around Sos-Kul.

~
~
301465600 1 6 0
D1
~
~
0 -1 30831 10 10 5
D3
~
~
0 -1 30823 10 10 5
E
vines thistle vegetation plants~
Intertwined vines and thistle are meshed together creating the walls that

surround this plowed path.  The vegetation all appears to be quite

healthy, thus the path you are on is in great danger of being overrun and

consumed by the plants once again.

~
-1
S

#30805
Wide Path at Boneshapers Hut~
The inhabitants of this village might think of this wide path as a

street, but it is little more than a stretch of ground cleared of rock

and grass.  The road, which leads from north to south, passes between

ramshackle huts and tents constructed from odds and ends.  Directly to

the south stands a fairly large hut whose exterior framework is composed

of pale bones bleached white from the sun.  Animal skins have been

stretched tightly over the frame, turning the structure into a grisly

style of tent.  A pathway continues onward to the west and east as well.

~
*H

~
301465665 1 9 0
D0
~
~
0 -1 30816 10 10 5
D1
~
~
0 -1 30773 10 10 5
D2
~
~
0 -1 30824 10 10 5
D3
~
~
0 -1 30806 10 10 5
-1
S

#30806
Wide Path~
The path looks to be well traveled, as it is hard packed and dusty.  As

it stretches to the west and east, the path gently like a lazing anaconda. 

Crude huts and tents stand on either side of the path.  The entrance to

one such abode stands open to the north.  It is a small leather tent with

a carved totem of hunted animals standing outside of it.

~
*H

~
301465665 1 9 0
D1
~
~
0 -1 30805 10 10 5
D2
~
~
0 -1 30820 10 10 5
D3
~
~
0 -1 30807 10 10 5
A
~
~
i = random( 1, 7 );

if( i < 2)

  act_tochar( #dust, ch );

wait(1);

if( i < 2)

  interpret( ch, "sneeze");

~
E
dust~
The dust from the road gets in your nose.

~
!
1 -1 10
452 9 1509949490 3 0
-1
S

#30807
Wide Path~
A wide pathway meanders gently from east to west here, cutting a path

between the back of a hut and an open field.  The hut is a simple one,

made of thatch and mud and has no entrance on this side.  The field, on

the other hand, is more remarkable.  Jutting up out of the overgrown

space of swampland stand the charred remains of some building.  Vines and

grasses as tall as a dwarf coil about the structure like pythons claiming

a juicy mouse for their own.

~
*H

~
301465664 1 9 0
D1
~
~
0 -1 30806 10 10 5
D2
~
~
0 -1 30821 10 10 5
D3
~
~
0 -1 30808 10 10 5
-1
S

#30808
Wide Path~
A wide dirt path runs roughly east-west here, between two rows of simple

mud and thatch huts.  A space just large enough to squeeze through lies

bewteen two of the huts to the north.  Directly to the south stands an

unusual structure of living vines.  There seems to be no way inside it

from this vantage.  The canopy of greenery is dome-shaped and at least

twenty feet tall.

~
*H

~
301465665 1 9 0
D0
~
~
0 -1 30809 10 10 5
D1
~
~
0 -1 30807 10 10 5
D3
~
~
0 -1 30810 10 10 5
E
building south s so sou structure~
The building is set up against the outer wall, in fact it is a part of

the outer wall.  The vines that compose the outer wall have been woven

into the shape of a large building.  You think you see an entrance to the

west.  

~
-1
S

#30809
Small Path Between Two Huts~
This pathway connects the paved gravel road to the north with a wide dirt

path to the south.  On either side of this narrow, connecting path stand

tiny huts.  The huts are built so close together that there is litle or

no space between them.  To the far south rises a domed structure composed

of a canopy of green vines.

~
*H

~
301465665 1 6 0
D0
~
~
0 -1 30760 10 10 5
D2
~
~
0 -1 30808 10 10 5
-1
S

#30810
Path Before Living Building~
To the south is an entrance to the most amazing structure you have ever

seen.  It is a building with walls and roof of living vines.  The vines

are well tended and look as if they had been woven together as they grew

to make the building.  The path continues east and west.

~
~
301465665 1 9 0
D1
~
~
0 -1 30808 10 10 5
D2
~
~
0 -1 30822 10 10 5
D3
~
~
0 -1 30811 10 10 5
-1
S

#30811
Wide Path~
The path widens out here, to form a small meeting place.  There are

benches along the south side of the path, centered around a small firepit. 

A few lizardmen are resting on the benches while cooking the meat of some

animal over a small fire.  A small foot path leads south to a sturdy

looking stone hut.

~
~
301465665 1 9 0
D1
~
~
0 -1 30810 10 10 5
D2
~
~
0 -1 30874 10 10 5
D3
~
~
0 -1 30812 10 10 5
501 17 1509949540 -2 0
-1
S

#30812
Wide Path~
The path flows between a mud hut to the north and a leather tent to the

south.  The path looks well used, as there are many footprints in the

dust.  To the west you can see a mass of vines that composes the outer

wall, while the path continues to the east through a line of tents and

huts.  

~
~
301465665 1 9 0
D1
~
~
0 -1 30811 10 10 5
D2
~
~
0 -1 30817 10 10 5
D3
~
~
0 -1 30813 10 10 5
-1
S

#30813
Bend in Path~
The path bends here since the outer wall does.  The path becomes narrow

to the north, while to the east it widens out and continues for quite a

while.  

~
[Cedric] crank "looks to open gate"

~
301465665 1 8 0
D0
~
~
0 -1 30814 10 10 5
D1
~
~
0 -1 30812 10 10 5
-1
S

#30814
Narrow Path along the Wall~
You are following a narrow path that flows between the wall on the west

and the weaponcrafter on the east.  The thorny wall looks recently

trimmed, as there is a large pile of cut off vines here.  

~
~
301465665 1 8 0
D0
~
~
0 -1 30750 10 10 5
D2
~
~
0 -1 30813 10 10 5
E
pile vines~
You see a large pile of vines that have been cut off of the wall.  You

think you see something move inside the pile.  

~
A
move~
vines pile~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  act_tochar( #snake, ch );

  mob = mob_in_room( 210, room );

  if( mob )

    attack( mob, ch, 0d0, "bite" );

  else

    mload( 210, room );

  }

~
E
snake~
You move the pile of vines to the side, exposing a snake.

~
!
0 0 0
-1
S

#30815
Northwest Corner of Sos-Kul Square~
This is the northwest corner of the village's square.  The ground is

nothing but hard-packed earth that has been swept clean of dirt and

debris.  The border of the square is formed by an empty field to the

north, and by a small hut to the west.  To the southeast stands a squat

well of stone.

~
*H

~
301465665 1 5 0
D1
~
~
0 -1 30772 10 10 5
D2
~
~
0 -1 30768 10 10 5
E
west hut~
You see a small hut made from mud and straw.  It looks relativly 

unmaintained.  

~
-1
S

#30816
Southwest Corner of Sos-Kul Square~
This is the southwest corner of the village square.  To the northeast,

you see the entire square of Sos-Kul, with a well in the center.  The

corner of the village square is defined by the hut to the west, and a

path to the south.  The path leading south is very wide and leads up to

the threshold of a bone-white mud hut.

~
*H

~
301465665 1 9 0
D0
~
~
0 -1 30768 10 10 5
D1
~
~
0 -1 30771 10 10 5
D2
~
~
0 -1 30805 10 10 5
-1
S

#30817
Leatherworker's Tent~
The tent itself is constructed of an array of tanned skins of different

and exotic kinds.  The fur was left on the inside, leaving the outside

smooth and waterproof.  To one side hangs a great Gr'ulsk skin, fur

glinting scarlet in the firelight which casts the rest of the tent into

warm comfort.

~
they?  You don't have to do them now, but i would hope to see new

interesting items in these shops.  Add them over time if you want? 

Feelers removed.  -Kiian.

~
335024199 1 6 0
D0
~
~
0 -1 30812 10 10 5
569 9 1509949540 3 0
2123 17 1509949470 -1 0
2080 17 1509949470 -1 0
2001 17 1509949480 -1 0
6 17 1509949490 -1 0
20 17 1509949460 -1 0
2180 17 1509949470 -1 0
2021 17 1509949540 -1 0
2041 17 1509949540 -1 0
2101 17 1509949540 -1 0
-1
S

#30818
Northeast Corner of Sos-Kul Square~
This looks to be the northeast most part of a large area of hard-packed

dirt used as the village's meeting square.  A stone bench sits on the

ground, offering its stony comfort to passerbys.  A dirt path extends

from the village square and runs north while to the west and south lie

other parts of the meeting grounds.  Southwest of here, you can see a

short, stone well.

~
*H

~
301465665 1 9 0
D0
~
~
0 -1 30851 10 10 5
D2
~
~
0 -1 30770 10 10 5
D3
~
~
0 -1 30772 10 10 5
E
bench~
A plain stone bench.

~
508 9 1509949540 3 0
501 17 1509949540 -2 0
-1
S

#30819
Southeast Corner of Sos-Kul Square~
This looks to be the southeast corner of Sos-Kul's meeting square.  Its

corner is defined by a lone orphan of a hut to the east and a field of

mud too muddy and liquid to pass through to the south.  The village looks

wetter the further east you go.  A short well constructed from grey stone

stands directly in the center of the square, to the northwest.

~
*H

~
301465665 1 9 0
D0
~
~
0 -1 30770 10 10 5
D3
~
~
0 -1 30771 10 10 5
A
south | s~
~
act_tochar( #mud, ch );

~
E
mud~
You decide against wading through the mud, as there is a dry path to the

west that goes in the same direction.  

~
!
0 0 0
-1
S

#30820
Huntmaster's tent~
This is where the people of the village come to barter for food caught by

the hunters if they don't want to get their own.  This is also where the

hunters can come to drop off their kills for cleaning.  

~
you need to add some "nice" and neat code in here for buying or trading

food/else and for giving him dead animal corpses for him to

"skin"/trade/barter for other corpses or to make skins (may want to use a

cflag?) - D 

~
301469765 1 6 0
D0
~
~
0 -1 30806 10 10 5
568 9 1509949540 3 0
437 17 1509949540 -1 0
-1
S

#30821
Overgrown Field~
As you walk around, you sink in mud and ooze.  You can see charred

remains of a building that appears to have burnt down not too long ago. 

It is covered in places by tendrils of swamp plants, though, as the swamp

has begun to reclaim territory here inside the walls.

~
~
301465664 2 9 0
D0
~
~
0 -1 30807 10 10 5
-1
S

#30822
Place of Visions~
The inside of the tent is covered with cloth, as if the vines grew around

a large tent.  In the center of the room is a small firepit, currently

unlit.  There is a flap to the east hanging in the exit to a smaller

room.  The surface of the tent has been painted with murals and writings

depicting battles between men and fearsome creatures from the swamp,

among other things.  

~
~
301465669 1 6 0
D0
~
~
0 -1 30810 10 10 5
D1
~
~
0 -1 30827 10 10 5
E
murals writings~
Upon looking closer you notice other details about the murals.  The

battles depicted are historic battles telling of the founding of the

village.  There are other murals telling of great hunts, and of the

growing of the village wall.  One mural catches your eye, it depicts a

great disaster, buildings toppling, ground sinking back into the swamp,

and the formation of the lake that almost engulfed the village.  

~
A
light~
4 firepit pit~
act_tochar( #no, ch );

~
E
no~
You bend down to light the firepit and the master of visions comes over

and stops you saying '@b@GThe pit must only be lit during a ceremony.@n'


~
!
0 0 0
A
2 list sell~
~
mob = mob_in_room( 579, room );

if( mob_in_room( 579, room ) )

tell( mob, ch, #no );

else

continue;

~
E
no~
I am not interested in buying or selling goods.

~
!
0 0 0
579 9 1509949540 3 0
-1
S

#30823
Tight Path Approaching a Towering Cliff~
A large, towering cliff can be seen sporadically through the vegetation

that surrounds the beaten path that you are traipsing down.  The cliff

does not appear accessible currently due to the dense vegetation

surrounding you, though it could possibley merge with the path further

to the west.  The vines and thistle that have been matted down into the

spongy ground appear to be regaining their strength and once again

beginning to overgrow this twisting path.

~
~
301465600 1 6 0
D1
~
~
0 -1 30804 10 10 5
D3
~
~
0 -1 30875 10 10 5
E
vegetation vines plants~
Intertwined vines and thistle are meshed together creating the walls that

surround this plowed path.  The vegetation all appears to be quite

healthy, thus the path you are on is in great danger of being overrun and

consumed by the plants once again.

~
E
cliff~
The cliff can only be seen in spots where the vegetation is slighty less

sparse than the normal mesh.  The cliff is not far away from your

position, though it may as well be on the other side of the world, for it

would take quite a feat to reach it from this spot.

~
-1
S

#30824
Boneshaper's Hut~
This is the home of the boneshaper.  He creates useful objects out of

bones brought back by the hunters.  He is evidently proud of his work, as

there are many statues and other items carved from bone here.  

~
how about writing mob descs that exceed one single line?

~
301469767 1 5 0
D0
~
~
0 -1 30805 10 10 5
567 9 1509949540 3 0
429 17 1509949490 -1 0
-1
S

#30825
At Large Willow Tree~
The wall of thorns grows around this area, giving a large willow tree

room to grow.  The tree is very large and looks to be hundreds of years

old.  Branches hang overhead.  Around the southern part of the tree,

large bamboo shoots climb towards the sky.

~
branches/tree/willow rextras - D

change "up" to climb tree? - D

~
301465609 1 6 0
D0
~
~
0 -1 30794 10 10 5
D1
~
~
0 -1 30796 10 10 5
D4
~
~
0 -1 30826 10 10 5
-1
S

#30826
In the Willow Tree~
You are on a mass of branches in the willow tree.  The tree is teeming

with life.  There are various kinds of animals up here.  You are unable

to see through the countless branches which hang down, but below, the

ground seems dangerously far away.

~
~
301465609 1 6 0
D5
~
~
0 -1 30825 10 10 5
420 9 1509949540 3 0
215 9 1509949540 3 0
-1
S

#30827
Place of Visions~
This is a small alcove off of the main room.  There is no roof here and

you can see the sky.  There is a much larger firepit as well as some

benches set here, making it seem very peaceful.

~
~
301465665 1 6 0
D3
~
~
0 -1 30822 10 10 5
A
light | firepit fire pit~
~
act_tochar( #no, ch );

~
E
no~
You bend down to light the firepit and the master of visions comes over

and stops you saying '@b@GThis pit is only used for large ceremonies.  If

you wish to perform a ritual, use the firepit in the main room.@n' 

~
!
0 0 0
-1
S

#30828
Outside the Walls of Sos-Kul~
You are walking down a narrow path that runs between the wall of Sos-Kul

and the K'ssk swamp.  The wall continues to the north, while to the south

the path widens out.  

~
~
301465608 1 6 0
D0
~
~
0 -1 30829 10 10 5
D2
~
~
0 -1 30791 10 10 5
-1
S

#30829
Outside the Walls of Sos-Kul~
The path turns here to follow a curve in the outer wall.  Suddenly, you

notice that what you thought was vines growing over a wall of some kind

is really just a woven tangle of vines.  It seems that the vines

themselves actually make up the wall of Sos-kul.

~
wall/vines rextra - D

~
301465608 1 6 0
D1
~
~
0 -1 30830 10 10 5
D2
~
~
0 -1 30828 10 10 5
-1
S

#30830
Outside the Walls of Sos-Kul~
The path you are following continues along the wall surrounding Sos-kul. 

Opposite to the wall is K'ssk swamp.  You are unable to see over or

through the mass of vines which make up the wall surrounding Sos-kul.

~
~
301465608 1 6 0
D0
~
~
0 -1 30831 10 10 5
D3
~
~
0 -1 30829 10 10 5
-1
S

#30831
Outside the Walls of Sos-Kul~
The swamp has cleared out to the north here allowing you your first

glimpse of the tremendous cliff that rings the swamp valley to the north.

A tight, twisting path has been plowed through the dense vegetation to

the west.  From a glimpse, it appears that the cut through the vines and

weeds leads directly to a soaring cliff.  To the south, Sos-kul stands

like an island within the K'ssk swamp.

~
~
301465608 1 6 0
D1
~
~
0 -1 30832 10 10 5
D2
~
~
0 -1 30830 10 10 5
D3
~
~
0 -1 30804 10 10 5
-1
S

#30832
Outside the Walls of Sos-Kul~
You are following a narrow path between the wall of Sos-Kul and the

swamp.  The swamp looks impenetrable, with all the vines hanging between

the trees.  

~
~
301465608 1 6 0
D1
~
~
0 -1 30833 10 10 5
D3
~
~
0 -1 30831 10 10 5
-1
S

#30833
Outside the Walls of Sos-Kul~
The path continues along between the swamp and the village wall.  A

little to the east, the wall turns north for some reason.

~
~
301465608 1 6 0
D1
~
~
0 -1 30834 10 10 5
D3
~
~
0 -1 30832 10 10 5
218 9 1509949540 3 0
-1
S

#30834
Outside the Walls of Sos-Kul~
The wall turns north here for some unknown reason.  Maybe if you were on

the other side of the wall you would know.  Unfortunately, you are unable

to peek a view through the vine wall which protects Sos-Kul from the

encroaching swamp.

~
~
301465608 1 6 0
D0
~
~
0 -1 30835 10 10 5
D3
~
~
0 -1 30833 10 10 5
-1
S

#30835
Outside the Walls of Sos-Kul~
The wall has become very straight to the east, running straight as an

arrow for quite a distance.  To the south, the path appears to wind its

way between the wall and the swamp.

~
~
301465608 1 6 0
D1
~
~
0 -1 30836 10 10 5
D2
~
~
0 -1 30834 10 10 5
-1
S

#30836
Outside the Walls of Sos-Kul~
As you walk along, you notice that the swamp maintains a constant

distance from the wall.  It's almost as if someone or something keeps

this path trimmed back.

~
~
301465608 1 6 0
D1
~
~
0 -1 30837 10 10 5
D3
~
~
0 -1 30835 10 10 5
-1
S

#30837
Outside the Walls of Sos-Kul~
The plants to the north are a little less dense here, allowing passage

into the swamp.  To the south, the wall with its intertwining vine

branches is just as inpenetrable as ever.

~
[Lansharra] impenetrable

[Lansharra] impenetrable

north to raiders

~
301465608 1 6 0
D0
~
~
0 -1 31172 10 10 5
D1
~
~
0 -1 30838 10 10 5
D3
~
~
0 -1 30836 10 10 5
-1
S

#30838
Outside the Walls of Sos-Kul~
The wall on the south is neatly trimmed and woven, but on the north side,

the same type of thorny vines are quickly overtaking the rest of the

plant life in the swamp.

~
~
301465608 1 6 0
D1
~
~
0 -1 30839 10 10 5
D3
~
~
0 -1 30837 10 10 5
-1
S

#30839
Outside the Walls of Sos-Kul~
The wall became extremely overgrown here at one point and managed to grow

across the path.  Now you are walking down a trampled path between two

walls of neatly woven vines.

~
~
301465608 1 6 0
D1
~
~
0 -1 30840 10 10 5
D3
~
~
0 -1 30838 10 10 5
-1
S

#30840
Outside the Walls of Sos-Kul~
The vines that compose the wall have been neatly woven together here,

almost like a basket.  As a consequence, they grow into each other

instead of out and over the path.

~
~
301465608 1 6 0
D1
~
~
0 -1 30841 10 10 5
D3
~
~
0 -1 30839 10 10 5
-1
S

#30841
Outside the Walls of Sos-Kul~
The wall has become very straight to the west, running straight as an

arrow for quite a distance.  It also bends to the south here, enclosing

Sos-Kul within its enormous vine walls.  The path trails along side the

path in both directions.

~
~
301465608 1 6 0
D2
~
~
0 -1 30842 10 10 5
D3
~
~
0 -1 30840 10 10 5
-1
S

#30842
Outside the Walls of Sos-Kul~
The wall turns north here, and seems to have thickened a bit.  It is

starting to look overgrown in areas, and could use a trim.  You can

barely see a small hole burrowing underneath the wall to the west.

~
be sure to fix the room down from here! - D

whoever this belonged to, it really needed work.  I touched it up just a

bit to make it at least tollerable.  -Talis 

~
301465608 1 6 0
D0
~
~
0 -1 30841 10 10 5
D1
~
~
0 -1 30843 10 10 5
D5
~
~
234 -1 30845 10 10 5
E
hole~
A small break in the wall where a little trickle of water snakes through

the muck into the darkness beyond.  If you aren't against squirming

through the mire on the ground you could probably squirm through the hole.

~
A
enter go crawl 2 squirm~
hole crack break~
act_tochar( #ch, ch );

act_notchar( #rm, ch );

transfer( ch, find_room( 30845 ) );

act_notchar( #arr, ch );

~
E
rm~
$n squeezes into the hole in the vines.

~
E
ch~
You squeeze into the hole, gaining a few scratches in the process. 

~
E
arr~
$n comes crawling in from the hole under the wall.

~
!
0 0 0
-1
S

#30843
Outside the Walls of Sos-Kul~
This is a narrow path that follows the wall of the village.  The swamp to

your north looks dark and forbidding.  You can hear the swamp life moving

around in there, but you can't see anything but trees and vines.  The

path continues to the east and west.

~
~
301465608 1 6 0
D1
~
~
0 -1 30844 10 10 5
D3
~
~
0 -1 30842 10 10 5
-1
S

#30844
Outside the Walls of Sos-Kul~
You are walking along a path that seems to follow the village wall of

Sos-Kul.  The wall continues to the east and west.  In the distance to

the east, you can see a mirror smooth lake.  

~
~
301465608 1 6 0
D1
~
~
0 -1 31085 10 10 5
D3
~
~
0 -1 30843 10 10 5
-1
S

#30845
In a Den Within The Wall of Sos-Kul~
You are in a small den that exists within the walls of Sos-Kul. 

Apparently, some large animal has taken up residence here.  A small

trickle of water runs straight through the middle of the den.  A hole in

the wall apears to be the only means of exit.

~
water, den rextras - D

aedit drink water - D

aedit cli up or up - D

i put a rudimentary action here...you need to fix it - D

~
301596684 1 4 0
D4
~
~
234 -1 30842 10 10 5
E
hole exit~
A narrow break in the wall low to the ground.  To squeeze through it you

would need to crawl through the muck that covers the floor.

~
A
2 squeeze 2 squirm crawl go~
1 up hole out exit~
act_tochar( #climbing, ch );

act_notchar( #rclimbing, ch );

transfer( ch, find_room( 30842 ) );

act_notchar( #arr, ch );

~
E
climbing~
You squeeze back through the hole in the wall, thoroughly covering

yourself in the muck and mire in the process.

~
E
rclimbing~
$n squeezes back through the hole in the wall, getting $mself thoroughly

covered in the muck and the mire in the process.

~
E
arr~
$n, completed soiled in dripping mire, comes squirming out of a hole in

the wall.

~
!
0 0 0
15 9 1509949540 3 0
-1
S

#30846
Muddy Path~
You are in a little muddy spot between the huts.  There are mud huts in

all directions except north.  The huts are well made, and to the south

the hut looks a little strange.  Looking closer you see the outside of

the hut is straw, held close to the underlying mud with an old net.  

~
~
301465665 1 8 0
D0
~
~
0 -1 30784 10 10 5
D1
~
~
0 -1 30847 10 10 5
D2
~
~
0 -1 30848 10 10 5
-1
S

#30847
Fisherman's Home~
This is the home of one of the village fisherman.  Fish are an important

source of food for the village, so this man is highly regarded within the

tribe.  The fisherman is not here now, and must be out in the lake.

~
~
335020101 1 6 0
D3
~
~
0 -1 30846 10 10 5
-1
S

#30848
Netmaker's hut.~
This hut is very well made, with smoothed walls and a hard packed floor. 

There are a few nets of varying sizes here, used for fishing and

trapping.  The nets vary in size from small ones that could only catch a

fish, to huge ones that could be strung through the swamp to catch

passing animals.

~
~
335020101 1 6 0
D0
~
~
0 -1 30846 10 10 5
589 9 1509949540 3 0
-1
S

#30849
Run-down Building~
Though constructed from sheets of wood and logs split in half, this abode

has the look of long being abandoned.  Its only door has been torn off

its hinges and hangs limply off the building's exterior just to the south. 

If there were ever any furniture within the building, it has long been

carried off.  The house has a definite slant to the north.  There is an

adjacent chamber to the north that appears to be partly flooded with

water.

~
*H

~
301465673 1 6 0
D0
~
~
0 -1 30850 10 10 5
D2
~
~
0 -1 30784 10 10 5
E
trash~
Pieces of ripped paper and debris from the swamp that have blown in the

open door.

~
E
1 north~
A plain wooden door.~
-1
S

#30850
Abandoned house~
This is obviously the source of the smell in the house.  Parts of corpses

in various states of decay are scattered about the room.  In the northen

half of the room, the floor has fallen away to reveal a dark pool of

water below.  The pool surface is moving as if from a current, or perhaps

something moving in it.  

~
~
335020109 1 6 0
D2
door~
door~
0 -1 30849 10 10 5
E
floor~
The swamp has eaten away the floor supports and the northern section has fallen into a dark pool of water.

~
E
pool~
The pool of water in the north half of the room roils as if a current

pushes it, or something is moving about just below the surface.  

~
E
corpses~
Parts of some unrecognizable animals are scattered about showing LARGE

teethmarks in them.  

~
E
1 south~
A plain wooden door.~
A
~
~
if( !is_fighting( ch ) ) {

  if( rflag( reset0, room ) ) {

    junk_mob( mob_in_room(607, room ));

    wait( 5 );

    send_to_room( #critter, room );

    mob = mload(607, room );

    remove_rflag( reset0, room );

    if( find_stat( ch, level ) < 90 )

      attack( mob, ch, 4d4, "vicious bite");

    end;

    }

  }

~
E
critter~
A monstrous crocodile explodes from the pool!!!

~
!
1 0 4
-1
S

#30851
Dirt Path~
This path leads off to the east through a maze of huts and tents.  There

are tents inhabited by Lizardmen families along the path.  The families

share a cooking fire in a ring of rocks set up between the tents.  

~
re-write

[Rastralcaz] 2nd line Lizardmen -> Lizardman, I think.  Depends on your preference in grammar I believe.

~
301465665 1 9 0
D1
~
~
0 -1 30852 10 10 5
D2
~
~
0 -1 30818 10 10 5
E
fire~
A small cooking fire is burning in a protective ring of stones between

the tents.  A spit is set up for cooking over the fire.  

~
E
tents~
The tents along the path are the temporary structures common to the

lizardmen.  They are made of skins of the Sosstas, large animals that eat

the swamp plants.  Children play in and around the tents, and their

parents go about the business of living.  

~
-1
S

#30852
Dirt Path~
The path bends to the north here.  To the north the path goes further

into low areas, becoming muddy and squishy underfoot.  The town center is

to the west and south along the path and there are tents along the path

on the way there.

~
~
301465664 2 9 0
D0
~
~
0 -1 30854 10 10 5
D3
~
~
0 -1 30851 10 10 5
-1
S

#30853
End of path~
The path comes to an end here, in the middle of nowhere.  To the north,

through the trees you can see the thorn wall.  There are trees about you,

thinly clumped in the soft muddy ground.  

~
~
301465664 3 9 0
D1
~
~
0 -1 30854 10 10 5
E
trees~
The trees have dark, rough bark and gnarled branches.  The needles are

flattened and sharp and hurt when brushed up against.  

~
107 9 1509949540 3 0
-1
S

#30854
Intersection Among Tents~
You have come to an intersection in the paths that wind through the tents

in this part of town.  There are few tents here, and the trees grow

closer together.  To the north you can just make out the village wall

past the tents and trees.

~
tents?  what tents?  describe them perhaps, rather than have them pop out

of nowhere.

~
301465664 3 9 0
D1
~
~
0 -1 30859 10 10 5
D2
~
~
0 -1 30852 10 10 5
D3
~
~
0 -1 30853 10 10 5
107 9 1509949540 3 0
-1
S

#30859
Dirt trail~
There are no more tents here and no citizens pass by the area, as if

something scares them away. The path continues east and west from here. 

To the south is a door that is an entrance to what might be a small hut. 

Small creatures flit from tree to tree just out of your vision.  You feel

like you are being watched.

~
~
301465664 3 9 0
D1
~
~
0 -1 30860 10 10 5
D2
door~
door~
131 -1 30861 10 10 5
D3
~
~
0 -1 30854 10 10 5
-1
S

#30860
Muddy Shore~
The path you have been following ends here at a pool of water.  Across

the water you see the outer village wall rising up through the pool.  Not

many people have set up tents around here, probably due to the moistness

of the ground.  

~
~
301465664 3 9 0
D3
~
~
0 -1 30859 10 10 5
E
wall~
Across the water you can see a thorny mass of plants grown together to

form a wall.

~
E
pool~
A pool of muddy water lies before you.  It roils occasionally like

something swim about under its surface.

~
A
east e~
~
send_to_char( #e, ch );

~
E
e~
You quickly get lost in the trackless trees.  You wander for a few

minutes under the dark branches as the trees seem to mock you.  Suddenly,

you stumble out of the trees onto the very same spot you left and count

yourself lucky.

~
!
0 0 0
-1
S

#30861
A Small Hut~
This small hut is cluttered with junk, various odds and ends collected by

an obvious packrat.  A small table sits in the corner of the room with

some strange device made of pulleys and strings on it.  There is a

sleeping pallet in another corner.  The only exit is the door to the

north.

~
It is hard to justify or imagine an old lizardman's hand attacks doing

that much damage.

*H

*H

~
301465665 0 6 0
D0
door~
door~
131 -1 30859 10 10 5
E
junk~
Peices of metal, wheels, pulleys, scraps of cloth and paper lay scattered

on the floor and every possible flat surface.  There is nothing that

seems of value in the junk.  

~
E
table~
The table is a simple wooden table with some strange device on it.

~
E
device~
The device is a framework with pulleys and gears and strings connecting

them all.  It is like nothing you've ever seen before, and has no obvious

purpose.  It appears to be very fragile.  

~
A
take get touch~
device~
send_to_room( #device, room );

~
E
device~
The device looks so precarious and fragile, you decide you better not touch it.

~
!
0 0 0
A
~
~
set_rflag( reset0, room );

continue;

~
!
3 0 1
604 9 1509949540 3 0
-1
S

#30862
Small Path~
A small path leads in from a road to the west and continues about its way

to the east.  A large patch of ground to the north looks very muddy. 

Piles of dirt have been dumped over part of the patch in an apparent

attempt to make the muddy area drier.  Rotten branches cover the small

path, providing traction through the mud.

~
~
301465665 1 8 0
D1
~
~
0 -1 30863 10 10 5
D3
~
~
0 -1 30773 10 10 5
-1
S

#30863
Small Path~
Cut branches pave a small path that stretches west to east here.  They

alone would prevent slippage in the mud, which looks quite deep.  The

path ends at the entrance to an old hut to the east, which leans to one

side.  To the west, in the distance, you can see the road which leads to

the south gate.  A muddy tend lies off the small path to the south.

~
*H

~
301465673 1 8 0
D1
~
~
0 -1 30864 10 10 5
D2
~
~
0 -1 30865 10 10 5
D3
~
~
0 -1 30862 10 10 5
452 9 1509949490 3 0
-1
S

#30864
Small Hut~
This small mud hut has been built upon a single large rock.  The only

problem is, the rock appears to be sinking down into the muddy ground. 

Nevertheless, most of the hut's floor is dry and the ceiling looks quite

well-built.  A bolt of cloth made from woven hair rests in one corner of

the hut and a small loom stands in another.  Behind the loom is a short

stool.  Though the hut has no door, its only egress lies through its west

wall.

~
*H

~
335020101 1 6 0
D3
~
~
0 -1 30863 10 10 5
A
kill kil ki k~
old woman~
mob = mob_in_room(  607, room );

if( mob ) {

  act_tochar( #gesture, ch );

  attack( mob, ch, 2d4, "bite");

wait( 5);

  mob = mob_in_room( 673, room );

  if( mob )

    attack( mob, ch, 2d4, "sharp claw");

  }

continue;

~
E
gesture~
The old woman gestures and the crocodile leaps to attack you.

~
!
0 0 0
673 9 1509949540 3 0
607 9 1509949540 3 0
-1
S

#30865
Muddy Tent~
This animal hide tent has the look of being abandoned shortly after being

pitched.  The bottom of the tent has rotten way and is filled with mud. 

The only thing which is in good condition is a brass lantern, which hangs

from the tent's one support pole.  It looks as though the nearby lake

rose in level and flooded the tent.  A small pathway of mud and branches

lies just to the north.

~
*H

~
335020101 1 6 0
D0
~
~
0 -1 30863 10 10 5
-1
S

#30866
Muddy Path Along Village Wall~
This section of the wall is about five feet lower than the spot outside

the gate to the west.  The ground here is very muddy, as if it was

recently flooded.  The ground slopes down to the east, becoming even

muddier.

~
~
301465608 1 9 0
D1
~
~
0 -1 30867 10 10 5
D3
~
~
0 -1 30789 10 10 5
-1
S

#30867
Muddy Path Along Village Wall~
You are squishing through a trail of mud that squeezes between the

village wall to the north, and the inpenetrable swamp to the south.  The

path looks like it widens out to the east.

~
~
301465608 1 9 0
D1
~
~
0 -1 30868 10 10 5
D3
~
~
0 -1 30866 10 10 5
-1
S

#30868
Muddy Path Along Village Wall~
The path from the west widens out into a large plain of mud which

continues to the northeast.  Across the mud you can see the edge of a

lake.  There is tall grass growing in large clumps through the mud,

looking very healthy.

~
~
301465608 1 9 0
D0
~
~
0 -1 30869 10 10 5
D1
~
~
0 -1 31052 10 10 5
D3
~
~
0 -1 30867 10 10 5
E
mud grass~
The grass is growing out of mounds in the mud, and reaches about 2 feet tall.

~
-1
S

#30869
Muddy Path Along Village Wall~
The wall forms a corner here, hemming in this little patch of mud.  You

cringe at the smell of the mud as it wafts to your nose.  Considering how

deep the mud is, you would guess that the ground is just as muddy on the

inside of the wall.

~
~
301465608 1 9 0
D1
~
~
0 -1 31047 10 10 5
D2
~
~
0 -1 30868 10 10 5
-1
S

#30870
Overgrown Field~
Under Construction

~
~
301465600 2 9 0
D0
~
~
0 -1 30821 10 10 5
-1
S

#30873
Sos-Kul Road~
Though not exactly straight, a wide road courses from west to east, like

a meandering river.  The surface of the road has been paved in mostly

white, crushed rock.  The road also appears to have a downward slope

toward the east.  An empty field of tall swamp grass grows thickly to the

north.  Just off of the paved road to the south stands a small mud hut.

~
*H

~
301465665 1 9 0
D1
~
~
0 -1 30760 10 10 5
D2
~
~
0 -1 30759 10 10 5
D3
~
~
0 -1 30755 10 10 5
-1
S

#30874
Stone Storage Hut~
Slabs of cut stone lean against one another, creating a very sturdy and

water-proof hut.  A partition of stone devides the hut in two halves.  A

small window is cut into the partition, providing a way to conduct

conversations or business with the stern lizardman behind it.  A single

stone bench rests on the hut's dirt floor.

~
*H

*add banker

~
335022149 0 5 0
D0
~
~
0 -1 30811 10 10 5
E
window hole wall~
Glancing through the window cut in the stone partition wall, you can see

a lizardman on the otherside.  Beyond him you can see piles of crates,

barrels, bags and boxes.  In one corner of the back room you can see a

small table covered with clay tablets, presumably for record keeping

purposes.

~
1319 17 1509949540 -2 0
-1
S

#30875
Tight Path Approaching a Towering Cliff~
The meandering path appears to be approaching a large cliff that can be

occasionally seen through the dense vegetation.  The vines and plants

surrounding this path have begun to recapture the land that was taken

away from them by whatever force plowed through here not so long ago. 

The path seems to widen as it approaches the cliffs to the west, and as

it curves slightly to the east.

~
[Starshine] room size - really don't want horses here?

thought by making the room smaller would make the rdes about the plants re-capturing the path make more sense.

~
301465600 1 5 0
D1
~
~
0 -1 30823 10 10 5
D3
~
~
0 -1 30876 10 10 5
E
cliff~
The cliff is nearly accessible through the tight mesh of vines that

stands between you and the cliff.  It seems to be quite clear that the

path will lead to the base of the granite cliff.

~
E
vegetation vines plants~
Intertwined vines and thistle are meshed together creating the walls that

surround this plowed path.  The vegetation all appears to be quite

healthy, thus the path you are on is in great danger of being overrun and

consumed by the plants once again.

~
-1
S

#30876
Tight Path Alongside the Cliff Face~
The cliff walls now lie partially exposed through the dense vegetation

that surrounds the path.  A tight, curving path has been plowed through

the vegetation, though the damaged vegetation now seems to be recovering

and once again destroying the path alongside the cliffs.  The path, just

slightly larger then two horses walking abreast, continues to both the

east and west.  Soaring cliffs can be seen converging to the west, while

the path disappears beneath shadows to the east.

~
~
301465600 1 6 0
D1
~
~
0 -1 30875 10 10 5
D3
~
~
0 -1 30877 10 10 5
E
cliff wall~
The cliff is made mostly from what appears to be granite, thought streaks

running through the rock hints at other minute amounts of minerals. 

Still partially blocked by the vines that line this path, the cliff does

not appear to be anything other than a normal rock face.

~
E
vegetation vines~
Intertwined vines and thistle are meshed together creating the walls that

surround this plowed path.  The vegetation all appears to be quite

healthy, thus the path you are on is in great danger of being overrun and

consumed by the plants once again.

~
-1
S

#30877
Junction of Towering Cliffs~
You have come to the junction of two towering cliffs, barring your way in

all directions, save a curving path to the east.  A large horse drawn

wagon sits at the foot of the cliffs, seemingly having come to rest due

to a shattered wheel.  The cliff to the north appears to have been

damaged by some cataclysmic force, stress fractures covering the rocky

heights in its entirety.  Mysteriously though, the cliff face to the west

does not have even a single noticeable blemish on its surface.  The

natural vegetation appears to be recovering from the damage of wagon

wheels rolling over it, and in fact is now beginning to creep up and grow

around the wagon itself.  A deep crevice can be seen within the northern

wall of the cliff, heading into darkness.

~
~
301465600 1 6 0
D1
~
~
0 -1 30876 10 10 5
E
crevice~
A tight, twisting crevice has been opened up in the cliff face to the

north.  The crevice appears to be large enough to traverse, though what

lies beyond is not yet evident.

~
E
vegetation vines plants~
Intertwined vines and thistle are meshed together creating the walls that

surround this plowed path.  The vegetation all appears to be quite

healthy, thus the path you are on is in great danger of being overrun and

consumed by the plants once again.

~
A
enter~
door wagon~
act_tochar( #enter1, ch );

act_notchar( #enter2, ch );

transfer( ch, find_room( 67524 ) );

act_notchar( #arrival, ch );

~
E
enter1~
You step up and into the small living area of the wagon.

~
E
enter2~
$n steps up and into the small living area of the wagon.

~
E
arrival~
$n enters the room, having stepped through the small doorway.

~
!
0 0 0
A
enter~
crevice 1 northern cliff fracture~
act_tochar( #enter1, ch );

act_notchar( #enter2, ch );

wait( 2 );

transfer( ch, find_room( 67500 ) );

act_notchar( #arrival, ch );

~
E
enter1~
You crawl into the dark crevice in the cliff face and hope it is not a

one-way trip.

~
E
enter2~
$n crawls into the dark crevice in the cliff face.

~
E
arrival~
Crawling forth on $s knees, $n emerges from the dark crevice.

~
!
0 0 0
2983 17 1509949540 -2 0
-1
S

#0