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
Northern Sea Trail~
??~
~

0 0
0
#ROOMS

#21000
Fork in the Trail~
You have reached a fork in the trail.  To the north, the path begins to

climb and off in the distance you can see a small watch tower.  To the

east the path drops sharply winding its way down a small cliff to what

looks like a beach below.  To the west the path is fairly level and leads

off into the hillside.

~
~
301465600 2 6 0
D0
~
~
0 -1 21001 10 10 5
D1
~
~
0 -1 21017 10 10 5
D3
~
~
0 -1 24020 10 10 5
A
~
~
act_tochar( #begin, ch );

wait( 2 );

if( char_in_room( ch, room ) ) {

  act_tochar( #journ, ch );

  transfer( ch, find_room( 35778 ) );

  }

~
E
journ~
After many days of weary travel, you find yourself standing before a

cliff.

~
E
begin~
You begin the long treck across the desert.

~
!
3 2 4
-1
S

#21001
Western Sea Trail~
The marked trail continues on to the north and south.  To the south you

see what appears to be a fork in the trail.  Wind blows in from the sea

to the east covering your face with drops of salty water.

~
~
301465600 4 6 0
D0
~
~
0 -1 21002 10 10 5
D2
~
~
0 -1 21000 10 10 5
-1
S

#21002
Western Sea Trail~
The trail here is muddy and you can see tracks heading north and south. 

Your footwear soon becomes splattered with mud as you continue on along

the trail.  To the east you can hear the cries of sea gulls and other

birds of the sea.  

~
~
301465600 4 6 0
D0
~
~
0 -1 21003 10 10 5
D2
~
~
0 -1 21001 10 10 5
-1
S

#21003
Western Sea Trail~
Ahead the trail curves right while to the south you see what appears to

be a patch of muddy ground.  To the east you can hear the sound of waves

crashing against the shore below.  From what you can see this trail is

not too far from the beach off to the east.

~
~
301465600 4 6 0
D1
~
~
0 -1 21004 10 10 5
D2
~
~
0 -1 21002 10 10 5
-1
S

#21004
Western Sea Trail~
Bushes along the side of the path rustle as wind blows in from the

south.  Thoughts of an ambush from cut-throats and brigands trouble you

as you walk along the trail.  The trail takes a turn to the north further

ahead.  

~
~
301465600 4 6 0
D0
~
~
0 -1 21005 10 10 5
D3
~
~
0 -1 21003 10 10 5
-1
S

#21005
Western Sea Trail~
You can see tracks in the ground made by wheelbarrows and many feet.  It

would seem there is a significant amount of traffic along this route. 

Occasionally you can see an albatross circling lazily in the sky.  The

trail leads to the north and south.  

~
~
301465600 12 6 0
D0
~
~
0 -1 21006 10 10 5
D1
~
~
0 -1 21239 10 10 5
D2
~
~
0 -1 21004 10 10 5
-1
S

#21006
Western Sea Trail~
The trail comes in from the south and winds on to the east.  Down below

you can hear the cries of sea birds as they go about their activity.  A

spatter of salt water falls on your lips as a chilly wind blows in from

the east.  

~
no mob

~
301465608 12 6 0
D0
~
~
0 -1 21009 10 10 5
D1
~
~
0 -1 21007 10 10 5
D2
~
~
0 -1 21005 10 10 5
-1
S

#21007
Western Sea Trail~
Wheel ruts can be seen on the ground going off to the north and west. 

Elm trees border the trail and sway gently to the wind blowing in from

the sea.  A tower can be seen to the north perched on a hill.  

~
~
301465600 12 6 0
D0
~
~
0 -1 21008 10 10 5
D1
~
~
0 -1 21238 10 10 5
D2
~
~
0 -1 21239 10 10 5
D3
~
~
0 -1 21006 10 10 5
-1
S

#21008
Western Sea Trail~
The trail continues on to the east and south while a path leads west to

what seems to be a tower of some sort.  Bushes with berries blooming dot

the sides of the trail.  

~
no_mob

~
301465608 12 6 0
D1
~
~
0 -1 21011 10 10 5
D2
~
~
0 -1 21007 10 10 5
D3
~
~
0 -1 21009 10 10 5
-1
S

#21009
Beneath a Square Stone Tower~
You stand at the foot of a stone tower.  Its thick walls covered with ivy

and moss, the structure is apparently quite old and, judging from the

pock marks gouged into the tower's base, seen many a battle.  To the

east, a small dirt path leads back toward the main trail, while a short

distance away from the cleared area near the tower's base, a low curtain

of brush creeps out toward you.

~
non sentinel guard

can't go up from here...

[Sidana] insert a "has" before "seen many a battle"

~
301465600 2 9 0
D1
~
~
0 -1 21008 10 10 5
D2
~
~
0 -1 21006 10 10 5
D4
~
~
0 -1 21082 10 10 5
A
~
~
room = find_room( 21009 );

if( mob_in_room( 871, room ) ) {

  act_tochar( #up, ch );

  act_notchar( #up2, ch );

  end;

  }

else

  continue;

~
E
up2~
$n tries to head up into the tower, but a guard blocks $s way.

~
E
up~
@M@bA burly Tower guard steps in front of you.  "No outsiders allowed

upstairs.  Now beat it." 

~
!
3 -1 16
871 9 1509949540 3 0
871 9 1509949540 3 0
-1
S

#21010
On a Large Sand Dune Overlooking the Beach~
Under your feet is a mass of soft sand which shifts as you readjust your

feet.  The pale yellow sand is fine, and has bits of grass and twigs

interspersed.  As you look east you can see sand below you leading to to

the sea.  To your north you can see a large rock and firm land; south

lies more of this large dune.

~
~
301465600 10 9 0
D0
~
~
0 -1 21036 10 10 5
D2
~
~
0 -1 21012 10 10 5
-1
S

#21011
Western Sea Trail~
The thunderous crash of waves to the east echos loudly up the side of the

near vertical cliff.  The various trails converging here make a form of a

T intersection with paths leading north, south and west.  Trees lining

the paths stretch peacefully into the sky as well as provide some shade

for the lonely traveler.

~
~
301465600 12 6 0
D0
~
~
0 -1 21015 10 10 5
D2
~
~
0 -1 21238 10 10 5
D3
~
~
0 -1 21008 10 10 5
-1
S

#21012
On a Large Sand Dune Overlooking the Beach~
You find yourself on a huge sand dune which stretches north and south as

far as your eyes can see.  To your west you can see trails leading

towards Chiiron, but the sand is too soft to tread upon.  To your east

you can see the beach, but the sand is so fine, you cannot safely walk

upon it.

~
~
301465600 10 9 0
D0
~
~
0 -1 21010 10 10 5
D2
~
~
0 -1 21013 10 10 5
-1
S

#21013
Before a Large Sandy Cliff Face~
Just above you stands a tall sandstone cliff, its pale face marked with

easy handholds.  To the north extends a large sand dune which looks just

solid enough to hold your weight.  Rising up to the south is a sheer

cliff wall composed of hardened sandstone.  Eastwards extends a narrow,

sandy path which leads to the beach.

~
~
301465600 10 9 0
D0
~
~
0 -1 21012 10 10 5
D1
~
~
0 -1 21038 10 10 5
E
cliff sheer wall 1 up~
The cliff rises many feet above you.  Several sturdy-looking rocks jut

from its sides and form nice handholds for you to climb.

~
A
climb~
cliff sheer wall 1 up~
if( find_skill( ch, climb ) > 0 ) {

  act_tochar( #up, ch );

  act_notchar( #up1, ch );

  transfer( ch, find_room( 22021 ) );

  act_notchar( #arrive, ch );

  }

else {

  act_tochar( #fail, ch );

  act_notchar( #nfail, ch );

  }

~
E
up~
@YYou carefully position your hands in the cracks along the face of the

cliff wall and slowly proceed to climb up its sheer surface.

~
E
up1~
@Y$n carefully positions $s hands in the many cracks along the face of

the cliff and slowly proceeds to climb up it.

~
E
arrive~
@YYou hear several low grunts and groans beneath you and glance down to

see $n come slowly climbing up the cliff face.

~
E
fail~
@YYou attempt to climb up the cliff face but fail.@n

~
E
nfail~
@Y$n attempts to climb up the cliff face but fails.@n

~
!
0 0 0
A
fly~
cliff sheer wall 1 up~
if( can_fly( ch ) ) {

  act_tochar( #fly, ch );

  act_notchar( #nfly, ch );

  transfer( ch, find_room( 22021 ) );

  act_notchar( #narrive, ch );

  }

else {

  act_tochar( #cant, ch );

  act_notchar( #ncant, ch );

  }

~
E
fly~
You fly up the cliff.

~
E
nfly~
$n flies up the cliff.

~
E
narrive~
$n flies in from below.

~
E
cant~
You don't know how to fly.

~
E
ncant~
$n doesn't know how to fly.

~
!
0 0 0
-1
S

#21014
Northern Sea trail - Cliff Overlooking the Sea of Stars~
The trail climbs up a steep cliff here, allowing you an amazing view of

the vast Sea of Stars to the south.  The clear blue water of the sea laps

gently against the shore below and as the light strikes different

portions of it you can see a light twinkling effect, hence why it is

called the Sea of Stars.  The trail descends down the cliff a few feet to

the west from here while to the east it continues to climb the steep

cliff.

~
~
301465600 12 9 0
D1
~
~
0 -1 21044 10 10 5
D3
~
~
0 -1 21078 10 10 5
-1
S

#21015
Western Sea Trail~
You can barely hear the waves now as you reach this particular spot.  The

trail leads east and downwards to the south.  The top of a tower can be

seen to the southwest.  

~
~
301465600 12 6 0
D1
~
~
0 -1 21016 10 10 5
D2
~
~
0 -1 21011 10 10 5
E
tower~
You squint and take a closer look to the southwest.  The tower appears to

be a guard tower of some sorts.  

~
-1
S

#21016
Northern Sea Trail~
The well-worn mountain trail leads to the west and south.  Off in the

distance to the south you hear the rhythmic sound of waves crashing, and

above you fly many different varieties of sea birds.  This small road is

not one of the safest places apparently as there are frequent reports of

highway men and rogues.  Even the semi-frequent patrols of guards can't

keep it safe.  To the north, a small road disappears from view behind a

screen of bushes.


A small sign is posted here.

~
~
301465600 12 6 0
D0
~
~
0 -1 42293 10 10 5
D1
~
~
0 -1 21243 10 10 5
D2
~
~
0 -1 21019 10 10 5
D3
~
~
0 -1 21015 10 10 5
E
sign~
The sign reads:


Kha-Da:    North

Medienne:  East

Chiiron:   Southwest

~
-1
S

#21017
Small Winding Path~
This narrow trail is really just a bit of sand covering sparse grass.  It

must be used only by pedestrians, it is too narrow for large animals or

wagons.  It is very worn with use; the actual trail is a foot below the

normal ground level.

~
[Fenlyn] POD: Random Entrance 67021 --> D

~
301465600 12 5 0
D0
~
~
0 -1 21025 10 10 5
D3
~
~
0 -1 21000 10 10 5
D5
hole~
hole~
34 -1 67021 10 10 5
A
~
~
if( is_open( room, down ) ) {

  if( find_stat( ch, level ) < 60 ) {

    act_tochar( #noway, ch );

    end;

    }

  if( players_area( find_room( 67001 ) ) >= 3 ) {

    if( players_room( find_room( 67021 ) ) >= 1 ) {

      act_tochar( #closes, ch );

      act_notchar( #nccloses, ch );

      close( room, down );

      end;

      }

    }

  }

act_tochar( "You step carefully into the hole.", ch );

continue;

~
E
closes~
As you start to head down, the exit seems to disappear.

~
E
nccloses~
As $n starts to head down, the exit seems to disappear.

~
E
noway~
You are too inexperienced for the challenge that awaits you.

~
!
3 0 32
-1
S

#21018
Northern Sea Trail~
Empty space.

~
~
301465600 1 6 0
D3
~
~
0 -1 21016 10 10 5
-1
S

#21019
Northern Sea Trail~
The well-worn mountain road leads to the east and north here.  About 150

meters below you, you see the Northern Sea battering the coast line with

its large waves.  It appears that the whole sea is covered in a fine

mist, and the water is so dark that no light penetrates it.  

~
~
301465600 12 6 0
D0
~
~
0 -1 21016 10 10 5
D1
~
~
0 -1 21020 10 10 5
-1
S

#21020
Northern Sea Trail~
The mountain road continues to the east and west here.  To the north

there are densely wooded mountains, and to the south you hear the waves

of the Northern Sea.  This road is known for the often poor visibility,

that is caused by the fog that rolls in up the valley.  You notice as you

walk that everyone you pass is all bundled up and looking away from you.  

~
~
301465600 12 6 0
D0
~
~
0 -1 21243 10 10 5
D1
~
~
0 -1 21021 10 10 5
D3
~
~
0 -1 21019 10 10 5
E
w~
none~
-1
S

#21021
Northern Sea Trail~
You are on a well-worn mountain road that leads to the north and west. 

Below you, beneath the dark mist you hear the sound of waves, battering

the coastline.  Every once in a while you hear the low bellowing of a

ship's horn, or get a glimpse of a ship through the dark mist.  To the

north shrouded in dark fog, you see densely wooded mountains.  

~
~
301465600 12 6 0
D0
~
~
0 -1 21022 10 10 5
D3
~
~
0 -1 21020 10 10 5
-1
S

#21022
Northern Sea Trail~
You are on a well-worn mountain road that goes east and south.  To the

north is the base of a range of densely forested mountains, and in the

distance to the south you can hear the rhythmic tumbling of waves

crashing on a beach.  Off in the distance to the west you see a guard

tower, with a large bell mounted at the top.  The bell is used for

warning the guards of Chiiron and Medienne in case of attack from the

north or south.

~
Sifs stronghold here.

~
301465600 12 6 0
D1
~
~
0 -1 21074 10 10 5
D2
~
~
0 -1 21021 10 10 5
D3
~
~
0 -1 21243 10 10 5
E
silver dragon statue~
This tall statue stands nearly 10 feet high, and almost half again as

wide.  The dragon is curled up with its tail tucked securely under its

nose.  The lovely sapphire eyes sparkle with a life of their own.  A tiny

keyhole is nestled in the stomach of the curled up dragon.

~
A
unlock~
silver dragon~
if( !is_open( room, up ) ) {

  if( has_obj( 2967, ch ) ) {

    act_tochar( #up, ch );

    act_notchar( #rup, ch );

    wait( 1 );

    send_to_room( #door, room );

    send_to_room( #open, find_room( 47275 ) );

    open( room, up );

    wait( 3 );

    send_to_room( #bye, room );

    close( room, up );

    send_to_room( #close, find_room( 47275 ) );

    }

  else

    act_tochar( #nope, ch );

  }

else

  act_tochar( #duh, ch );

~
E
up~
You place your dragon-shaped key into the small keyhole and the sky above

you begins to shimmer.

~
E
rup~
$n places $s dragon-shaped key into the small keyhole and the sky above

$m begins to shimmer.

~
E
door~
A set of white, ethereal steps winks into existence.  At the top of the

spiraling staircase lies a set of pearl gates.

~
E
bye~
The phantasmal staircase fades out of existence, and the opalescent gates

close silently.  In an instant, the gates are gone as well.

~
E
nope~
You lack the key - perhaps try picking it.

~
E
duh~
The gates above you stand open wide, already.

~
E
open~
The mithril gates open silently.

~
E
close~
The mithril gates swing silently shut.

~
!
0 0 0
-1
S

#21023
Northern Sea Trail~
Here the path bends to the north around a small inlet and the path here

looks well-worn with signs of heavy commercial use.  Below a cliff drops

away toward the Northern Sea, and just from this vantage point, you can

see the top of a tower down there.  A faint trail winds its way down to

the west.  

~
~
301465600 12 6 0
D0
~
~
0 -1 21059 10 10 5
D1
~
~
0 -1 21024 10 10 5
D3
~
~
0 -1 21096 10 10 5
-1
S

#21024
Northern Sea Trail~
You are a well-worn path that heads east and west.  This is the path that

connects Chiiron and Medienne, that would explain the deep ruts and hoof

prints in the mud.  To the north, austere mountains rise, seeming to loom

overhead, while to the south the terrain drops until a cliff plunges the

rest of the way into the Great Northern Sea.  

~
~
301465600 12 6 0
D0
~
~
0 -1 21241 10 10 5
D1
~
~
0 -1 21026 10 10 5
D3
~
~
0 -1 21023 10 10 5
-1
S

#21025
Small Winding Path~
You are quite close to a beach; you can hear the sea birds and smell the

salt.  The narrow path is very worn; its surface is several inches lower

then the surrounding sandy soil.  Small tufts of grass grow just off the

path, fighting the encroaching sand.

~
~
301465600 12 6 0
D1
~
~
0 -1 21036 10 10 5
D2
~
~
0 -1 21017 10 10 5
-1
S

#21026
Northern Sea Trail~
You have reached a sharp bend in the well-worn path.  Here the path turns

to the west and south.  There are deep ruts and hoof prints in the

semi-dry mud.  To the north-east you see a forest that slowly rises into

the mountains, and to the south-west you see the Great Northern Sea.  A

faint, newly-opened path leads eastward into the forest.

~
~
301465600 12 6 0
D0
~
~
0 -1 21242 10 10 5
D1
~
~
0 -1 21137 10 10 5
D2
~
~
0 -1 21027 10 10 5
D3
~
~
0 -1 21024 10 10 5
-1
S

#21027
Eastern Sea Trail~
You have reached a sharp bend in the well-worn path.  Here the path turns

to the east and north.  There are deep ruts and hoof prints in the

semi-dry mud.  To the north-east you see a forest that slowly rises into

the mountains.

~
~
301465600 12 6 0
D0
~
~
0 -1 21026 10 10 5
D1
~
~
0 -1 21028 10 10 5
-1
S

#21028
Eastern Sea Trail~
You are on a well-worn road that runs to the west and south.  To the

south-west you can hear the sounds of the northern Sea, merchant ship

horns blowing, and waves crashing.  To the north-west great forested

mountains rise up out of the foothills.  You notice that everyone who

passes by is totally bundled up and are looking down with their faces

covered.  Even the guards that frequent the area can't keep the road too

safe.  

~
~
301465600 12 6 0
D0
~
~
0 -1 21137 10 10 5
D2
~
~
0 -1 21029 10 10 5
D3
~
~
0 -1 21027 10 10 5
-1
S

#21029
Intersection on Eastern Sea Trail~
Here there is an intersection in the well-worn path.  To the north the

main path trail continues, you can tell because of the deep ruts and hoof

prints in the mud.  A small trail branches off to the east and heads into

a dense forest.

~
~
301465600 12 6 0
D0
~
~
0 -1 21028 10 10 5
D1
~
~
0 -1 21309 10 10 5
D2
~
~
0 -1 21030 10 10 5
E
west~
To the west, constructed high above the crashing waves, a massive,

shadowy fortress looks down over the Northern Sea.  Upon the highest tier

of the castle, a small balcony extends over the beach, looking toward the

docks of Medienne.

~
-1
S

#21030
Eastern Sea Trail~
You are on a well-worn road that leads north and south.  A little bit to

the north, you see a small intersection, and way off in the distance to

the south, you see a large wall.  Down a small cliff to the west, the

Northern Sea is battering the coast.  And to the east large forested

mountains rise up out of the foothills.  

~
~
301465600 12 6 0
D0
~
~
0 -1 21029 10 10 5
D2
~
~
0 -1 21031 10 10 5
-1
S

#21031
North of Medienne~
You are on a well-worn road that leads north and south.  A little bit to

the north, the sea trail continues, and to the south you see a large wall. 

Down a small cliff to the west the Northern Sea is battering the coast. 

And to the east large forested mountains rise up out of the foothills.

~
~
301465600 12 6 0
D0
~
~
0 -1 21030 10 10 5
D1
~
~
0 -1 21035 10 10 5
D3
~
~
0 -1 21034 10 10 5
-1
S

#21032
Narrow Path~
This is a narrow path between high bushes, extending to the north and

west.  You are standing just east of a worn path which travels from north

to south.  the distance to the west, you can faintly hear the roaring of

what sounds like waves on a coastline.

~
~
301465600 2 8 0
D0
~
~
0 -1 21033 10 10 5
D3
~
~
0 -1 21303 10 10 5
-1
S

#21033
Narrow Path~
Directly to the east lies what appears to be a vast forest, although the

trees make this a bit difficult to discern.  The sounds of fauna are

quite prevalent, as are the general smells of the wild.  The path opens

up to the south and extends away to the east.

~
~
301465608 2 8 0
D1
~
~
0 -1 3786 10 10 5
D2
~
~
0 -1 21032 10 10 5
-1
S

#21034
Fortified Wall~
A fortified wall standing fifteen meters in height borders the trail here

to the south.  From beyond the wall, the sounds of life can be heard, and

there are pungent odors of meat cooking on a pit.  The path continues

along the wall to the north and west.

~
~
301465600 12 6 0
D1
~
~
0 -1 21031 10 10 5
D2
~
~
0 -1 21040 10 10 5
-1
S

#21035
Trail Around Medienne~
The dirt path leads east and west along a large fortified wall to the

south.  Off to the west the trail opens up to a main road.  The trees of

the forest to the north come right up to the edge of the trail in a thick

tangle.  The bustling sounds of city life can be heard over the massive

stone walls.

~
~
301465600 2 7 0
D1
~
~
0 -1 21037 10 10 5
D3
~
~
0 -1 21031 10 10 5
E
trees~
The tall pine trees grow close together, their branches twisting together

to make travel impossible.

~
E
wall~
The tall wall is fifteen meters tall, made of stone blocks and appears to

be very solid.

~
-1
S

#21036
On the Edge of a Cliff on the Winding Path~
To the east is the edge of a rocky cliff.  Peering down, you can see a

sandy beach leading to dark water.  South and west run a narrow path

which has been trampled into the soft, sandy soil.  You can smell salt

water coming in from a breeze to your east, and can hear the sound of the

surf hitting the beach.

~
[Terek] Use to head down to 21038

~
301465600 12 6 0
D2
~
~
0 -1 21010 10 10 5
D3
~
~
0 -1 21025 10 10 5
A
get take pick~
red flowering plant rose~
acode( find_room( 345 ), 3 );

~
!
0 0 0
544 17 1509949515 -2 0
1324 17 1509949540 -2 0
-1
S

#21037
Trail Around Medienne~
The dirt path heads west and north, turning and following a bump-out in

the walls of the town.  The path is wide here, the trees pulling back

from the scarred stone walls.  Many footprints and wheel-marks show that

this dusty trail is well travelled.

~
[Merior] bump-out? this a technical term?

[Merior] room says trees pull from walls, extra says from path

fixed, and bump-out is just a description of a part of the wall that is

'bumped-out" from the rest of the wall 

[Celine] hehe, bumped out.  cool

~
301465600 2 7 0
D0
~
~
0 -1 21058 10 10 5
D3
~
~
0 -1 21035 10 10 5
E
walls stone scarred~
The fifteen meter high walls are scarred and pitted, most likely the

result of many attempted invasions.

~
E
trees~
The pine trees pull back from the wall a little here, leaning towards

the northwest.  Beneath the trees is a thick tangle of thorny bushes.

~
E
bushes thorny~
Sharp thorns cover the thick dry branches of the bushes.  Moving through

the thorns would be painful at best, and most likely impossible.

~
E
wheel-marks marks~
Deep ruts from wagon wheels follow the path.

~
-1
S

#21038
Narrow Beach Path~
A narrow path has been formed between two sand dunes allowing you to move

either east or west.  Westward lies a tall sandstone cliff which appears

to be climbable; to the east you can see golden sand and dark blue water

hitting the shore.

~
~
301465600 10 6 0
D1
~
~
0 -1 21039 10 10 5
D3
~
~
0 -1 21013 10 10 5
-1
S

#21039
The Small Sandy Path on the Beach~
This narrow path extends east and west between sand dunes.  Far to your

west you can see a steep sandstone cliff; eastward lies a golden beach

and gently lapping waves.  Small bits of rock lie atop the sand, colors

matching the cliff in the distance.

~
~
301465600 10 6 0
D1
~
~
0 -1 22000 10 10 5
D3
~
~
0 -1 21038 10 10 5
78 17 1509949540 -2 0
1324 17 1509949520 -2 0
-1
S

#21040
Fortified Wall~
You are next to a tall wall that stands about fifteen meters high.  The

trail leads east and west along the wall.  From beyond the wall you hear

the sounds of city life.  

~
~
301465600 12 6 0
D0
~
~
0 -1 21034 10 10 5
D3
~
~
0 -1 21041 10 10 5
-1
S

#21041
Fortified Wall~
You are travelling on a well-worn path showing heavy imprints from carts

and possibly oxen.  Heavy foliage prevents you from leaving the trail to

the north and west.  Southeast of here is what appears to be a heavily

fortified wall of a fortress or city.  

~
~
301465600 12 6 0
D1
~
~
0 -1 21040 10 10 5
D2
~
~
0 -1 21042 10 10 5
358 17 1509949540 -2 0
-1
S

#21042
Fortified Wall~
You are on a well-worn path along the wall of a city or fortress.  High

above, birds circle in search of prey.  Far to the west can be heard the

crashing of waves on a shore, with sounds of activity coming from across

the wall to the east.  The path continues here from north to south.  

~
~
301465600 12 6 0
D0
~
~
0 -1 21041 10 10 5
D2
~
~
0 -1 21043 10 10 5
-1
S

#21043
Fortified Wall~
This path leads along the fortified wall of what appears to be some sort

of city.  The path continues to the north and the west, and to the south

is a large pile of freshly cut wood.

~
~
301465600 12 6 0
D0
~
~
0 -1 21042 10 10 5
D3
~
~
0 -1 21045 10 10 5
-1
S

#21044
Northern Sea trail - Cliff Overlooking the Sea of Stars~
Large pine trees border the southern edge of the cliff here, acting as a

sort of natural fence to keep you from falling off the edge and

plummeting to your death.  A cool breeze blows across the cliff carried

with it the scent of the salt water below.  To the east the trail becomes

rocky as it continues to make its climb up the cliff and around the edges

of the sea.  To the west it begins to descend a bit as it heads down

towards a dense forest.

~
~
301465600 12 9 0
D1
~
~
0 -1 21049 10 10 5
D3
~
~
0 -1 21014 10 10 5
-1
S

#21045
Path Along Wood Pile~
The path bends here from east to south around the wood pile.  In the

distance to the west can be heard the crashing of waves on a shore.  High

above, gulls circle seeking prey among the grass and trees.  

~
~
301465600 12 6 0
D1
~
~
0 -1 21043 10 10 5
D2
~
~
0 -1 21046 10 10 5
-1
S

#21046
Path Along Wood Pile~
Brief scampering sounds can be heard from within the pile of wood to the

east of here.  Far to the west, the crashing of waves on a rocky

shoreline can be heard, along with the cries of gulls high overhead.  The

path continues here to the north and south.

~
~
301465600 12 6 0
D0
~
~
0 -1 21045 10 10 5
D1
~
~
0 -1 21091 10 10 5
D2
~
~
0 -1 21047 10 10 5
-1
S

#21047
Road Intersection - Near the Woodpile~
The road bends from north to east here, snaking its way around a great

pile of wood.  In the distance to the west, you hear the low rumbling of

waves crashing into the cliffs.  High above, gulls circle about, seeking

prey among the grass and trees.  A narrow road follows a slope down

towards the Inner Sea to the west.

  

A small sign has been placed at the crossroads.

~
~
301465600 12 6 0
D0
~
~
0 -1 21046 10 10 5
D1
~
~
0 -1 21048 10 10 5
D2
~
~
0 -1 21075 10 10 5
D3
~
~
0 -1 21085 10 10 5
E
gulls~
The gulls are too far for you to see acurately.

~
E
sign small~
The sign reads:


North - Great North Road, Sea Trails

East  - Medienne

West  - Inner Sea Docks

~
-1
S

#21048
Road Near City~
To the east, strong fortified walls of a city rise.  Smells and sounds of

commerce and life lightly fill the air, calling to you to come see the

strange and rare things this land produces.  To the north a small path

leads between towering walls of stacked wood, and to the west the road

continues.  The road follows the wall south to a section of the wall with

a large portcullis set in it.

~
links south to 21049

~
301465600 12 6 0
D0
~
~
0 -1 21091 10 10 5
D2
~
~
0 -1 172 10 10 5
D3
~
~
0 -1 21047 10 10 5
E
wood~
This is a large pile of freshly-cut wood approximately 30 feet high and

more than 200 feet wide.  Most of the leaves and branches have been

stripped from this wood, although it is far from clean.  Rustling noises

can be heard within the pile as recently displaced animals attempt to

make sense of their new surroundings 

~
-1
S

#21049
Northern Sea trail - Cliff Overlooking the Sea of Stars~
Large smooth boulders lie scattered about the trail here, nearly blocking

further passage to the east.  The roots of several of the trees which

border the trail break through the hard ground here as time has eroded

most of the soil away.  Looking over the edge you notice that several

trees lie at the rocky shore below as the cliff has slowly been eaten

away by erosion.  The trail continues its course around the edge of the

sea to the east and west from here.

~
~
301465600 12 9 0
D1
~
~
0 -1 21050 10 10 5
D3
~
~
0 -1 21044 10 10 5
-1
S

#21050
Northern Sea trail - Cliff Overlooking the Sea of Stars~
The trail becomes extremely narrow here, just barely wide enough to allow

a wagon to pass with safety.  Several trees which sit at the southern

edge of the trail lean at a steep angle over the cliff, as if at any

moment their roots could break and send them tumbling to the water below. 

A few miles to the southeast you can see the city of Medienne sitting

just on the outskirts of the forest.  Far off the southwest the city of

Chiiron appears as a mere speck as the landscape.

~
~
301465600 12 9 0
D1
~
~
0 -1 21051 10 10 5
D3
~
~
0 -1 21049 10 10 5
-1
S

#21051
Northern Sea trail - Cliff Overlooking the Sea of Stars~
Wagon ruts have been worn deep into the trail here, testament to the

intense trading between Chiiron and Medienne over the last hundred years. 

The trail is littered with small gravel-like rocks here, making movement

slow and tedious across it as you carefully try not to slip and fall off

the edge of the cliff.  Just barely visible at least fifty miles to the

east are the massive Dragonspire mountains.

~
~
301465600 12 9 0
D1
~
~
0 -1 21052 10 10 5
D3
~
~
0 -1 21050 10 10 5
-1
S

#21052
Northern Sea trail - Cliff Overlooking the Sea of Stars~
The sound of the massive waves of the Sea of Stars crashing against the

rocky base of the cliff fills the air.  The trail has become considerably

wider here, allowing enough room for several wagons to pass side by side

with ease.  Sitting against the northern edge of the trail are two small

wagons filled with road working equipment ranging from shovels to hefty

pick-axes.  Along the southern edge of the trail a small, makeshift stone

wall has been built.  The trail continues seemingly for miles to the east

and west from here.

~
~
301465600 12 9 0
D1
~
~
0 -1 21317 10 10 5
D3
~
~
0 -1 21051 10 10 5
-1
S

#21058
Trail Around Medienne~
The ancient wall looms over the small path, unmoved by countless assaults

and the hands of time.  The sounds and smells of the city waft over the

walls that separate them from the unforgiving wilds beyond.  The path

itself is about fifteen feet wide now, heading north and south between

the wall and the tall pines of the forest.

~
~
301465600 3 7 0
D0
~
~
0 -1 3600 10 10 5
D2
~
~
0 -1 21037 10 10 5
E
wall ancient~
The wall towers nearly fifteen meters tall, comprised of massive stone

blocks.  It has survived time and strife quite well, and appears quite a

formidable defense still.

~
E
pines~
Tall pine trees grow right up to the edge of the path.  They grow close

together, and their low-hanging branches block movement.

~
-1
S

#21059
Northern Sea Trail~
You are on a well-worn trail that runs north and south.  About 150 meters

below you is an inlet of the Northern Sea, covered in a light mist, with

waters that are dark and black.  In the distance somewhere below you, you

hear the low haunting bellow of a merchant ship.  Looking north you see

wooded slopes so dense you can barely see the mountains they cover.

~
~
301465600 12 6 0
D0
~
~
0 -1 21060 10 10 5
D1
~
~
0 -1 21241 10 10 5
D2
~
~
0 -1 21023 10 10 5
-1
S

#21060
Northern Sea Trail~
You are on a well-worn trail that runs north and south.  About 150 meters

below you is an inlet of the Northern Sea, covered in a light mist making

the waters look dark and black.  Looking north you see wooded slopes so

dense you can barely see the lower foothills they cover.

~
~
301465600 12 6 0
D0
~
~
0 -1 21061 10 10 5
D1
~
~
0 -1 21236 10 10 5
D2
~
~
0 -1 21059 10 10 5
-1
S

#21061
Northern Sea Trail, Road Fork~
Off in the distance to the south you hear the rythmic sound of waves

crashing, and above you find many different varieties of sea birds. 

There is a major fork in the trail here with the main trail running to

the west and then south of here, and a smaller fork in heading off to the

north and the densely wooded slopes.  Standing to one side of this

crossroads is an empty gibbet, its rope gently swaying in the breeze - a

reminder to those highwaymen and robbers who inhabit these parts.

  

A rickety @bsign@n points with three broken edges.

~
rewrite this desc

~
301465600 12 6 0
D0
~
~
0 -1 28000 10 10 5
D1
~
~
0 -1 21235 10 10 5
D2
~
~
0 -1 21060 10 10 5
D3
~
~
0 -1 21062 10 10 5
E
sign~
The sign reads:

  

Chiiron   - West

Medienne  - South

Kha-da    - North

Monastery - North

~
-1
S

#21062
Northern Sea Trail~
The mountain road continues to the east and west here.  To the north

there are densely wooden mountains, and to the south you hear the waves

of the Northern Sea.  This road is known for the often poor visibility,

that is caused by the fog that rolls in up the valley.  You notice as you

walk that the few people you pass are all bundled up and move quickly

past without looking.

~
~
301465600 12 6 0
D0
~
~
0 -1 28021 10 10 5
D1
~
~
0 -1 21061 10 10 5
D3
~
~
0 -1 21063 10 10 5
-1
S

#21063
Northern Sea Trail~
You are on a well-worn mountain road that leads to the north and east. 

Below you, beneath the dark mist you hear the sound of waves, battering

the coastline.  Every once in a while you hear the low bellowing of a

ship's horn, or get a glimpse of a ship through the parting mist.  To the

north shrouded in dark fog, you see densely wooded mountains.  

~
~
301465600 12 6 0
D0
~
~
0 -1 21064 10 10 5
D1
~
~
0 -1 21062 10 10 5
-1
S

#21064
Northern Sea Trail~
You are on a well-worn mountain path that leads to the north and south. 

To the west a wide and very deep chasm cuts down from the mountains to

the sea.  Looking down into the chasm, you can barely see the small river

that carved it.

~
~
301465600 12 6 0
D0
~
~
0 -1 21081 10 10 5
D1
~
~
0 -1 28021 10 10 5
D2
~
~
0 -1 21063 10 10 5
E
suspension bridge w west~
The bridge looks as if it might be sturdy enough to hold a few people,

hopefully.  

~
A
~
~
if( !is_exhausted( ch ) ) {

  act_tochar( #go, ch );

  act_notchar( #o-go, ch );

  continue;

  }

else

  continue;

~
E
go~
You walk far out onto the bridge...

~
E
o-go~
$n walks far out onto the suspension bridge to the west.

~
!
3 0 8
423 9 1509949465 3 0
2509 9 1509949540 3 0
-1
S

#21065
Suspension Bridge~
The bridge starts swaying to and fro as heavy winds howl below.  Ahead

you see a few planks missing leaving a gap of about 10 feet.  Looks like

you need to jump for it if you wish to travel further west.  Visible

through the decrepit bridge is the rock chasm floor, where a tiny cart

litters the stones in pieces; prey fallen to gravity.

~
~
301465600 12 6 0
D1
~
~
0 -1 21094 10 10 5
A
jump leap~
bridge hole gap 1 west~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #flew, ch );

  transfer( ch, find_room( 21066 ) );

  act_notchar( #arrfly, ch );

  };

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  transfer( ch, find_room( 21066 ) );

  act_notchar( #arrjump, ch );

  };

loop( followers ) {

  ch = rch;

  acode( room, 1 );

}

~
E
flew~
$n gracefully flies over the broken bridge.

~
E
fly~
You gracefully fly over the broken bridge.

~
E
arrfly~
$n comes flying across the gap.

~
E
arrjump~
$n comes jumping across the gap with a yelp.

~
E
to_room~
$n takes a few steps back and starts running at full speed towards

the gap in the bridge.  As $e nears the gap $e gives a loud yell and

jumps over it!

~
E
to_char~
You move back a little and start running at top speed towards the gap.

As you near the gap you give a loud yell and leap over it!

You made it across!

~
!
0 0 0
A
1 west~
~
if( can_fly( ch ) ) {

  act_tochar( "You fly west over the broken bridge.", ch );

  act_notchar( "$n flies overs the gap the the west.", ch );

  transfer( ch, find_room( 21066 ) );

  }

else {

  send_to_char( #noway, ch );

  end;

  }

loop( followers ) {

  ch = rch;

  acode( room, 2 );

  }

~
E
noway~
The gap in the bridge prevents you from going that way.

~
!
0 0 2
-1
S

#21066
Suspension Bridge~
The bridge starts swaying to and fro as heavy winds howl below.  Ahead

you see a few planks missing leaving a gap of about 10 feet.  Looks like

you need to jump for it if you wish to travel further east.  At the

bottom of the chasm you see what looks like a smashed up cart.  Looking

north, you see the road climb with the edge of the chasm to circle around

the long way.  

~
[Seltha] This gap is just way to impossible :)  For starters, it's got eagle eye cafe in the middle of it, and secondly, it must be about a kilometer wide, going by the looks of the cliff face now :)

[Seltha] My suggestion, if you're interested, is to make the bridge longer, and go down one or two spaces, (emulating the sag), and it goes underneath the cafe...

~
301465600 2 6 0
D3
~
~
0 -1 21095 10 10 5
A
1 east~
~
if( can_fly( ch ) ) {

  act_tochar( "You fly east over the broken bridge.", ch );

  act_notchar( "$n flies east over the gap.", ch );

  transfer( ch, find_room( 21065 ) );

  }

else {

  send_to_char( #to_char, ch );

  end;

  }

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
to_char~
Better not walk any further or you will plunge to your doom.  Either walk

back and take another route or jump for it.  

~
!
0 0 0
A
jump leap~
gap bridge 1 east~
if( is_mounted( ch ) ) {

  send_to_char( "You can't do that while mounted.", ch );

  end;

  }

if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #flew, ch );

  transfer( ch, find_room( 21065 ) );

  act_notchar( #arrfly, ch );

  }

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  transfer( ch, find_room( 21065 ) );

  act_notchar( #arrjump, ch );

  }

loop( followers ) {

  ch = rch;

  acode( room, 2 );

  }

~
E
flew~
$n gracefully flies over the broken bridge.

~
E
fly~
You gracefully fly over the broken bridge.

~
E
arrfly~
$n comes flying across the gap.

~
E
arrjump~
$n comes leaping across the gap with a yelp.

~
E
to_room~
$n takes a few steps back and begins to run at top speed towards

the gap in the bridge. As $n nears the gap $e gives a loud yell and

leaps!

~
E
to_char~
You move back a little and start to run at top speed towards the gap.

As you near the gap you give a loud yell and leap.

You made it across!

~
!
0 0 0
-1
S

#21067
Northern Sea Trail~
You are on a well-worn mountain path that leads to the north and south. 

To the east a wide and very deep chasm cuts down from the mountains to

the sea.  The cliff is steep, the chasm walls plunging down to the bottom. 

Looking down into the chasm, you can barely see the small river that

carved it.

~
south 21069

[Phule] might want to change bridge east rextra

~
301465600 12 6 0
D0
~
~
0 -1 21076 10 10 5
D2
~
~
0 -1 21262 10 10 5
A
~
~
if( !is_exhausted( ch ) ) {

  act_tochar( #go, ch );

  act_notchar( #o-go, ch );

  continue;

  }

else

  continue;

~
E
go~
You walk far out onto the bridge...

~
E
o-go~
$n walks far out onto the suspension bridge to the east.

~
!
3 0 2
2509 9 1509949490 3 0
-1
S

#21068
Northern Sea Trail~
Under Construction.

~
~
301465600 1 6 0
D0
~
~
0 -1 21066 10 10 5
-1
S

#21069
Northern Sea Trail~
You are on a well-worn trail that leads to the north and west.  To the

north lies the densely wooded mountains an to the south the Northern

Sea.  In the distance you can see the watch tower, it reminds you that

there are guards that pass by once and a while.  You can also see the

great warning bell on the top of it, used for warning the guards of

Chiiron and Medienne.  

~
north 21067

~
301465600 12 6 0
D0
~
~
0 -1 21265 10 10 5
D3
~
~
0 -1 21070 10 10 5
-1
S

#21070
Northern Sea Trail~
You are on a well-worn path that leads east and west from here.  Below

you to the south, the Northern Sea lies, dark and impenetrable.  To the

north is a dense wood covering much of the mountain side.  This trail is

known for the often poor visibility because of the fog that rolls up the

valley.  All about you are the small hills that lead up to the

mountains.  

~
Koef Stronghold north of here.

~
301465600 12 6 0
D1
~
~
0 -1 21069 10 10 5
D2
~
~
0 -1 21244 10 10 5
D3
~
~
0 -1 21071 10 10 5
-1
S

#21071
Northern Sea Trail~
You are on a well-worn path that leads east and south.  To the north lies

a dense wood that covers the lower part of the mountains.  About 150

meters below you to the south lies the Northern Sea, it is covered in a

thin mist.  The smell of salt and fish is thick in the air.  And it

almost stings your nose.  

~
~
301465600 12 6 0
D1
~
~
0 -1 21070 10 10 5
D2
~
~
0 -1 21072 10 10 5
186 9 1509949540 3 0
115 17 1509949450 -1 0
114 17 1509949450 -1 0
-1
S

#21072
Northern Sea Trail~
You are on a well-worn trail that leads north and south.  To the north

lie mountains that are covered in dense and eerie woods.  As you walk

along you feel very unsafe, maybe it's all the people that walk by you

with their heads down and hoods up.  This area is known for the outlaws

and thieves that frequent here.  

~
w 21073

~
301465600 12 6 0
D0
~
~
0 -1 21071 10 10 5
D1
~
~
0 -1 21244 10 10 5
D2
~
~
0 -1 21269 10 10 5
-1
S

#21073
Northern Sea Trail~
You are on a well-worn trail, that runs east and west.  About 150 meters

below you is the Northern Sea, covered in a light mist, with waters that

are dark and black.  Off in the distance below you, you hear the low

bellowing of the horn on a merchant ship.  To the north lie woods so

dense that you can barely see the mountains they cover.  

~
e 21072

~
301465600 12 6 0
D0
~
~
0 -1 21300 10 10 5
D1
~
~
0 -1 21276 10 10 5
D3
~
~
0 -1 21074 10 10 5
-1
S

#21074
Northern Sea Trail~
The mountain road continues to the east and west here.  To the north

there are densely wooden mountains, and to the south you hear the waves

of the Northern Sea.  This road is known for the often poor visibility

that is caused by the fog that rolls in up the valley.  You notice as you

walk that everyone you pass is all bundled up and looking away from you.  

~
~
301465600 12 6 0
D1
~
~
0 -1 21073 10 10 5
D3
~
~
0 -1 21022 10 10 5
-1
S

#21075
Dusty Field~
The ground about you is flat, and well-cleared; little grows here.  All

about the area, wheel marks score the earth, crisscrossing the level

terrain in an endless commercial bustle.  You would guess that this area

would be quite busy on market days - and during peacetime.

~
~
301465600 5 6 0
D0
~
~
0 -1 21047 10 10 5
D1
~
~
0 -1 172 10 10 5
D2
~
~
0 -1 21220 10 10 5
D3
~
~
0 -1 21223 10 10 5
-1
S

#21076
Northern Sea Trail~
You are on a well-worn path that leads south and east.  A ways off to the

south you hear the familiar sounds of the sea, the waves crashing, birds

squaking, and the deep bellowing of merchant ship's horns.  To the north

and west lie densely wooded mountains that are partly covered in a dark

fog.  

~
~
301465600 12 6 0
D1
~
~
0 -1 21077 10 10 5
D2
~
~
0 -1 21067 10 10 5
-1
S

#21077
Northern Sea Trail~
You are on a well-worn trail that leads to the north and west.  To the

east lies a great chasm, at the bottom of the chasm you can see a small

river running into the sea.  To the north you see that the chasm ends in

a large cliff, the road lies above that cliff.

~
~
301465600 12 6 0
D0
~
~
0 -1 21078 10 10 5
D3
~
~
0 -1 21076 10 10 5
-1
S

#21078
Northern Sea Trail~
You are on a well-worn path that leads south and east.  Rising from the

chasm to your southeast you hear the familiar sounds of the sea, the

waves crashing, birds squeaking, and the occasional bellow of a ship's

horn.  To the north and west lie densely wooden mountains that are partly

covered in a dark mist.  

~
[Terek] East use to be 21317

~
301465600 12 6 0
D1
~
~
0 -1 21014 10 10 5
D2
~
~
0 -1 21077 10 10 5
-1
S

#21079
Northern Sea Trail~
You are on a well-worn path that leads south and west.  Rising from the

chasm to your southwest you hear the familiar sounds of the sea, the

waves crashing, birds squacking, and the occasional bellow of a ship's

horn.  To the north and east lie densely wooden mountains that are partly

covered in a dark mist.

~
~
301465600 12 6 0
D2
~
~
0 -1 21080 10 10 5
D3
~
~
0 -1 21089 10 10 5
-1
S

#21080
Northern Sea Trail~
You are on a well-worn trail that leads to the east and north.  To the

west lies a great chasm, at the bottom of which you can see a small river

running toward the sea.  To the north the chasm ends as it abuts against

a sheer cliff, with the road running along its top.

~
~
301465600 12 6 0
D0
~
~
0 -1 21079 10 10 5
D1
~
~
0 -1 21081 10 10 5
-1
S

#21081
Northern Sea Trail~
You are on a well-worn path that leads south and west.  In the distance

and echoing up the chasm you hear the familiar sounds of the sea, the

waves crashing, birds squaking, and the deep bellowing of ship horns.  To

the north and east lie densely wooden mountains, partly covered in dark

mists.  

~
~
301465600 12 6 0
D2
~
~
0 -1 21064 10 10 5
D3
~
~
0 -1 21080 10 10 5
-1
S

#21082
Refectory~
Several long wooden tables are lined up in neat rows here, with low

wooden benches arranged about them.  A small hearth is built into the

north wall, and you presume that this area is used not only for meals but

for other purposes, as you note several locked crates and bits of paper

scattered about the area.

~
~
301465600 0 5 0
D4
~
~
0 -1 21083 10 10 5
D5
~
~
0 -1 21009 10 10 5
871 9 1509949540 3 0
871 9 1509949540 3 0
-1
S

#21083
Barracks~
A hearth and several cords of firewood dominate the north wall, while

rows of bunks dominate virtually every other inch of available space. 

Several wooden lockers and articles of ratty clothing, dice, and cards

lie scattered about the room.  Narrow windows, clearly built for

defensive purposes, are cut into the walls at various strategic positions.

~
~
301465600 0 5 0
D4
~
~
0 -1 21084 10 10 5
D5
~
~
0 -1 21082 10 10 5
871 9 1509949540 3 0
871 9 1509949540 3 0
-1
S

#21084
Barracks and Storage~
In addition to the narrow, jagged windows used for defense, a great

number of crates and barrels of water lie stockpiled in this room,

presumably in preparation for a siege.  A few bunks have been set in this

room, and you guess that the higher-ranking denizens of this tower rest

here, where they get a slightly greater level of privacy than those

who must sleep down below.

~
stairs in south wall, put in all descs

~
301465600 0 5 0
D4
~
~
0 -1 21237 10 10 5
D5
~
~
0 -1 21083 10 10 5
-1
S

#21085
Rutted Road~
The road here is very steep, sloping from east down to the west.  Deep

rutts in the road have been carved from many wagons and carts going to

and from Medienne.  Trees surround this road on both sides while it

continues to the west towards ths Inner-sea. 

~
[Fionna] ths instead of the

[Dolf] Trees surround this road on both sides while it

[Malayne] rutts should be ruts

~
301465600 5 6 0
D1
~
~
0 -1 21047 10 10 5
D2
~
~
0 -1 21223 10 10 5
D3
~
~
0 -1 21086 10 10 5
E
roots~
These twisted, knarled roots cross the path here as they provide

nutrition and stabalization to the trees they support.  

~
-1
S

#21086
Rutted Road~
This travel worn road is generally the last voyage for many goods before

they are sold in the town of Medienne.  The loose packed dirt of the road

forms nasty mud holes during the winter months of this northern clime. 

On either side of the road, you see groves of wood and uninteresting

underbrush.  

~
west was 21106

~
301465600 2 6 0
D1
~
~
0 -1 21085 10 10 5
D3
~
~
0 -1 21215 10 10 5
-1
S

#21089
Northern Sea Trail - Cliff Overlooking the Sea of Stars~
The road twists and turns here between the edge of a sheer cliff which

drops away hundreds of feet just south of you and the rugged climb of the

mountains north and up.  The view is breathtaking, with the chasm

dropping steeply away to meet the glittering inland sea to the far

south.  The panoramic view is put into perspective with the distant

shape of a full sailed ship far out to sea.

~
~
301465600 12 6 0
D1
~
~
0 -1 21079 10 10 5
D3
~
~
0 -1 21310 10 10 5
-1
S

#21091
Shack in the Woodpile~
You stand in a cleared area surrounded by towering piles of stacked

wood.  The wood is cut and brought in from nearby forests and is bought

by inhabitants of Medienne.  The winters can be harsh and long, hence the

need for so much wood.  An open faced shack has been setup here from

which a person can sell wood.  

~
[Merior] deleted firewood reset here

~
335020037 0 6 0
D2
~
~
0 -1 21048 10 10 5
D3
~
~
0 -1 21046 10 10 5
E
rat rats~
You look around, but don't see any of the rats Ben is talking about.  You

do hear rustling within the woodpile.  

~
E
shack~
A small shack, little more than a lean-to, meant to provide some

protection from the elements for the woodcutter.  Bits of wood and bark

litter the floor near the walls where the owner stacks the wood he has to

sell.

~
209 9 1509949540 3 0
136 17 1509949459 -1 0
137 17 1509949458 -1 0
135 17 1509949457 -1 0
-1
S

#21094
Suspension Bridge~
You are crossing a swaying suspension bridge.  Wooden boards held tightly

together form a stable surface to walk upon.  Looking over the side, your

head swims with vertigo as you realize the little thread far below is

actually the stream that carved this deep chasm.  

~
~
301465600 12 9 0
D3
~
~
0 -1 21065 10 10 5
-1
S

#21095
Suspension Bridge~
You are crossing a swaying suspension bridge.  Wooden boards held tightly

together form a stable surface to walk upon.  Looking over the side, your

head swims with vertigo as you realize the little thread far below is

actually the stream that carved this deep chasm.  

~
~
301465600 2 6 0
D1
~
~
0 -1 21066 10 10 5
-1
S

#21096
Cliff Bluff~
You are standing at the edge of a cliff that drops ruggedly down to meet

the dark waters of the Inner Sea.  A slim tower rises from a crag of rock. 

You think you can make your way to the tower if you climb down the cliff

here, toward a faint trail that traces its way across the top of a ridge,

follows it down the other side and then rises up to meet the tower's base.

~
~
301465600 5 9 0
D1
~
~
0 -1 21023 10 10 5
A
2 climb~
1 down cliff~
if( can_fly( ch ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 21097 ) );

  act_notchar( #arr, ch );

  end;

  }

if( find_skill( ch, climb ) < random( 2, 10 ) ) {

  act_tochar( #slip, ch );

  end;

  }

else { 

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 21097 ) );

  act_notchar( #arr, ch );

  }

~
E
slip~
You start to climb down, but stop when you slip and nearly fall.

~
E
arr~
$n comes climbing slowly down the cliff.

~
E
room~
$n slowly climbs down the cliff.

~
E
char~
You climb slowly down the steep cliff.

~
!
0 0 0
787 17 1509949540 -2 0
-1
S

#21097
Ridgeline Trail~
A trail starts here and snakes gently along the top of a ridgeline that

droops down in the middle and rises back up toward the tower, a good

stone's throw to the south.  The rugged cliff that rises here to the

north looks climbable if you take it slow.  

~
~
301465600 5 9 0
D2
~
~
0 -1 21098 10 10 5
A
2 climb~
1 up cliff~
send_to_char( #char,ch );

act_notchar( #room,ch );

transfer( ch, find_room( 21096 ) );

act_notchar( #arr,ch );

~
E
arr~
$n comes climbing slowly up the cliff.

~
E
room~
$n slowly climbs up the steep cliff.

~
E
char~
You begin to climb slowly up the steep cliff.

~
!
0 0 0
-1
S

#21098
Sheer Ridge~
You are in the middle of the ridge, with steep rocky sides dropping

around 50' to the frothing dark waters of the Inner Sea, on both sides. 

The trail continues north up to the cliff, and south up to the tower

base.  

~
~
301465600 4 9 0
D0
~
~
0 -1 21097 10 10 5
D2
~
~
0 -1 21099 10 10 5
-1
S

#21099
Crag Tower Base~
The tower is a dark finger of stone, the same rock as the crag, from

which it looks like it grows.  The narrow trail leads right up to a small

doorstep.  Bushes and rocks line the base, so there is no way to walk

around the tower.  The door is of thick-looking, iron-bound, weathered

oak.  The steep cliff face looks as though it would provide many hand

holds, if an adventurous soul wanted to reach the fortress above.

~
[Seltha] This is where the skap stronghold used to be (back door) and the rdesc is the same saying that you can climb to the fortress above...

[Raudhrskal] Skap's old clan stronghold is mentioned in this room.

~
301465600 4 6 0
D0
~
~
0 -1 21098 10 10 5
D2
oak door~
"oak door" door~
391 -1 21100 10 10 5
D5
bush~
bush~
171 -1 21128 10 10 5
E
bushes~
Behind the hardy looking bush, you glimpse a hole in the rock.  It looks

like someone didn't like the hole, so they planted a bush there to hide

it.  You can probably push the bush aside to get near it.

~
A
1 look~
1 down hole~
if( is_open( room, down ) )

  send_to_char( #open, ch );

else

  send_to_char( #close, ch );

~
E
close~
The large bush blocks your line of sight.

~
E
open~
You see a small hole leading down into the rock.  However, the hole is

quite small.  Much too small for anything larger than a dog.

~
!
0 0 0
A
push move~
bush~
if( is_open( room, down ) )

  send_to_char( #already, ch );

else {

  open( room, down );

  send_to_char( #co, ch );

  act_notchar( #ro, ch );

  }

~
E
ro~
$n pushes back at a bush until a small hole is revealed behind it.

~
E
co~
You push the bush back until it stays back.

~
E
already~
The bush is still pushed aside.

~
!
0 0 0
A
~
~
close( room, down );

continue;

~
!
3 0 1
A
~
up cliff~
send_to_char( #rclimb, ch );

act_notchar( #char, ch );

transfer( ch, find_room( 51011 ) );

act_notchar( #climb, ch );

~
E
climb~
$n comes slowly climbing up the cliff.

~
E
rclimb~
You slowly climb up the steep cliff.

~
E
char~
$n slowly climbs up the steep cliff.

~
!
0 0 0
-1
S

#21100
Main Room~
You stand in the main room of the slim tower.  It seems the rooms take up

whole levels, with a narrow stair along the wall, winding up to the next

level.  The floor is covered in expensive rugs, and the walls are covered

with tapestries, giving it a warm feel.  There is the usual furniture

for relaxing, studying, and socializing.  Cressets and a stone hearth

light and warm the room.

~
~
335020037 0 7 0
D0
oak door~
"oak door" door~
391 -1 21099 10 10 5
D4
~
~
0 -1 21101 10 10 5
D5
stones~
stones~
251 -1 21104 10 10 5
E
hearth~
A nice fire is crackling away, driving off any last clinging fingers of

chill.  But you don't remember seeing smoke rising outside.  

~
E
cressets~
Along the walls are crystal spheres held in delicate cressets of silver. 

The spheres are filled with a clear liquid that gives off a soft white

glow.  

~
A
search~
hearth~
send_to_char( #begin, ch );

act_notchar( #room, ch );

if( random( 0, 1 ) == 0 ) {

  send_to_char( #brick, ch );

  remove_rflag( reset0, room );

  }

else

  send_to_char( #nothing, ch );

~
E
nothing~
You don't find anything special.

~
E
brick~
You find a brick that looks like you can push.

~
E
begin~
You begin to search the hearth.

~
E
room~
$n begins searching around the hearth.

~
!
0 0 0
A
push~
brick~
if( rflag( reset0, room ) )

  send_to_char( #brick?, ch );

else {

  if( !is_open( room, down ) ) {

    send_to_char( #c_open, ch );

    act_notchar( #r_open, ch );

    open( room, down );

    }

  else {

    send_to_char( #c_close, ch );

    act_notchar( #r_close, ch );

    close( room, down );

    }

  }

~
E
r_close~
$n pushes a brick and the opening closes.

~
E
c_close~
You push the brick and the opening closes.

~
E
r_open~
$n pushes a brick and an opening opens leading down.

~
E
c_open~
You push the brick and an opening opens leading down.

~
E
brick?~
There are many bricks. You push some at random but get bored.

~
!
0 0 0
A
~
~
room = find_room( 21101 );

if( rflag( reset0, room ) ) {

  if( !obj_in_room( 326, room ) ) {

    obj_to_room( oload( 326 ), room );

    remove_rflag( reset0, room );

    }

  }

continue;

~
!
3 4 16
A
2 open~
oak door 1 north~
if( !is_open( room, north ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  open( room, north );

  send_to_room( #all, find_room( 21099 ) );

  }

else

  send_to_char( #c_open, ch );

~
E
all~
You hear tumblers turned, and the oak door is opened from the inside.

~
E
c_open~
But it's already open.

~
E
room~
$n unlocks the oak door and opens it.

~
E
char~
You unlock and open the door from the inside.

~
!
0 0 0
-1
S

#21101
Laboratory~
This floor of the tower is obviously an advanced laboratory.  The whole

room is full of tables supporting alchemical equipment, tomes, books,

magical tools, and objects of other unknown use.  The walls are covered

by bookshelves and shelves, and interupted by only the stairway

continuing up and one window.  

~
~
335020037 0 6 0
D4
~
~
0 -1 21102 10 10 5
D5
~
~
0 -1 21100 10 10 5
E
4 tomes 5 bookshelves~
Most all of the walls are covered with walnut bookshelves, with the

overflow of books taking up any available space on the tables.  Big and

small, they come is all kinds of strange sizes and types.  Looking at

some of the open ones, you see diagrams and archaic scrawlings and

writing.  

~
E
equipment tools~
Some stuff looks alchemical, some looks mage-like.  Most of the tables

are taken up by beakers, vials, burners, urns, tubes, globes with tubes

comming out, and more.  But in the corner, you see a summoning circle

with full inks, and gem-dust, and big unlit candles.  

~
E
circle~
They are time consuming to make, and the arts for it are rare.  It is a

needed @ustep@n in the summing of things from other planes.  

~
413 9 1509949540 3 0
327 17 1509949540 -2 0
-1
S

#21102
Krudaar's Bedchamber~
A room fit for royalty.  The entire chamber's floor is covered by a thick

burgandy carpet.  The bed upon a low dias is king sized and could sleep

five.  The many other furnishings include bedside tables, two dressers, a

grand wardrobe, a study desk, three bookshelves, two tables, and seven

plush chairs.

~
~
335020036 0 8 0
D4
trapdoor~
trapdoor~
131 -1 21103 10 10 5
D5
~
~
0 -1 21101 10 10 5
E
1 down~
The stairway on the eastern wall spirals down through the floor.

~
E
1 up trapdoor~
The stairway that spiraled up the inside of the tower opens onto this room

along the eastern wall.  It continues up to a trapdoor in the ceiling.

~
E
tables chairs furnishings~
The furnishings are all of high quality, and set an autmosphere of warm

rich comfort.  The tables are well carved in abstract scenes, and the

chairs are padded and soft.  A stairway continues up and down here.

~
E
desk~
The desk is clean and orderly, very unlike the room below.  You find a

bunch of alchemical papers and thesis, but much of it is beyond you.  You

also find many pages written in a short-hand script, and you can't make

much of any of it.

~
E
5 bookshelves~
The bookshelves seem to hold popular stories, myths, and literature. 

Looking along the spines, it looks like the owner speaks all the common

languages.  There are books here in Human, Elvish, Dwarvish, Slisp,

Orcish, and you even think Gnomish.

~
E
bed~
The bed is large, and set with thick down covers.  Pushing upon it you

find the mattress is springy and soft.  The bedposts of polished carven

wood depict scenes of flames licking and jumping upward.

~
A
read~
books~
act_tochar( #books, ch );

~
E
books~
Taking some time, you flip through many of the books you can understand. 

They seem like selected favorite books of the owner of this tower.  A

private library.  What myths and rumors you do find, tend to be the well

known ones.

~
!
0 0 0
-1
S

#21103
Construction Room~
You climb into a huge arched room whose dimensions take up the full

diameter of the tower.  A very sturdy and crude worktable curves against

the northeast wall of the tower, covered in pieces of metal and tools of

odd sort.  Inset in the western wall is a huge crank wheel.

~
Attn Immortal: Check periodically that the ceiling here is closed and the

area has been written with the indoors flag true.

~
301465604 0 9 0
D5
trapdoor~
trapdoor~
131 -1 21102 10 10 5
E
wheel crank~
The huge crank looks like a wheel from a frigate.  The gears are not

visable and must be in the wall.

~
E
worktable metal tools~
The worktable is scared and scored and supports a wild array of iron

pieces, vises, smelter over burner, metal cutters, and other metal

shapeing tools.

~
A
1 look~
1 up ceiling~
if( rflag( status0, room ) )

  send_to_char( #open, ch );

else

  send_to_char( #closed, ch );

~
E
closed~
Four great wedge-shaped sections of the ceiling are opened upward,

revealing the sky above.

~
E
open~
The arch or the ceiling looks to be covered in a mechanism that perhaps

opens the ceiling to the sky.  You are not sure though, from this far

away.

~
!
0 0 0
A
turn spin~
crank wheel~
send_to_char( #turning, ch );

act_notchar( #r_turning, ch );

wait( 3 );

if( rflag( status0, room ) ) {

  act_room( #open, ch );

  remove_rflag( status0, room );

  remove_rflag( Indoors, room );

  }

else{

  act_room( #close, ch );

  set_rflag( status0, room );

  set_rflag( Indoors, room );

  }

~
E
close~
@bAdmidst resounding ticks and clicking the ceiling slowly closes,

cutting off the suffused light from outside.

~
E
open~
@bAdmidst resounding ticks and clicking the ceiling splits into a 5 rayed

star of suffused light, four wedges of the ceiling splitting upwards to

open upon the sky.

~
E
r_turning~
$n goes over to the crank and begins to turn it.

~
E
turning~
The crank wheel turns only one way, and you begin to spin it.

~
!
0 0 0
424 9 1509949540 3 0
-1
S

#21104
Stairwell~
The stairway is tight and narrow and does a lopsided spiral down through

the cold dark-wet stone.  You can continue either way.  


@WThere is a lever here.

~
~
335020036 0 4 0
D4
ceiling~
ceiling~
251 -1 21100 10 10 5
D5
~
~
0 -1 21105 10 10 5
A
pull~
lever~
if( !is_open( room, up ) ) {

  send_to_char( #c_open, ch );

  act_notchar( #r_open, ch );

  open( room, up );

  }

else {

  send_to_char( #c_close, ch );

  act_notchar( #r_close, ch );

  close( room, up );

  }

~
E
r_close~
$n pulls the lever and the ceiling closes.

~
E
c_close~
You pull the lever and the ceiling closes.

~
E
r_open~
$n pulls the lever and the ceiling opens.

~
E
c_open~
You pull the lever and the ceiling grates open.

~
!
0 0 0
-1
S

#21105
Cellar and Baydock~
You stand in a large underground cavern with a simple dock to the south. 

To the south the cave leads away, and out to the inner sea.  This must be

a private dock where goods can be shipped and unloaded easily.  Some

crates are stacked here.  In the back, a stair spirals up through the

dark rock.  

~
[Ged] in 'search crate', anymore should be any more, and ingot should probably be bar too.

~
335020036 0 8 0
D0
~
~
0 -1 21129 10 10 5
D4
~
~
0 -1 21104 10 10 5
E
1 north crack~
The crack is small, much too small for you to enter.

~
E
5 crates~
A stack of stored things. Perhaps you could search them.

~
A
search~
5 crates~
i = random( 0, 4 );

if( !rflag( reset0, room ) || i )

  send_to_char( #sorry, ch );

else {

  send_to_char( #c_iron, ch );

  act_notchar( #r_iron, ch );

  obj_to_char( oload( 325 ), ch );

  }

remove_rflag( reset0, room );

~
E
sorry~
You search around, but don't find anymore ingots.

~
E
r_iron~
$n searches the crates and seems happy to find an iron bar.

~
E
c_iron~
You search around in the crates and find one last iron bar! You take it.

~
!
0 0 0
-1
S

#21106
Rutted Road~
From this vantage point you can see the Inner-Sea to the west.  Many

ships travel to this port to trade goods and restock.  The road leading

down to the docks is well worn with many deep ruts from heavy wagon

travel, with the woods to the north and south providing excellent cover

from the cold winds from the sea.  

~
~
301465600 2 6 0
D1
~
~
0 -1 21215 10 10 5
D2
~
~
0 -1 21199 10 10 5
D3
~
~
0 -1 21301 10 10 5
-1
S

#21107
Inner-Sea Docks~
Stacked all along this dock are cargo crates from various distant lands,

some are bound for the town of Medienne, while others have more inland

destinations.  The old bleached planks of the dock have seen alot of

wear and tear from winter storms and the heavy traffic during summer.  

~
~
301465600 1 6 0
D0
~
~
0 -1 21108 10 10 5
D1
~
~
0 -1 21301 10 10 5
D2
~
~
0 -1 21109 10 10 5
D3
~
~
0 -1 21110 10 10 5
-1
S

#21108
Inner-Sea Docks~
This part of the dock is much like the rest of the docks, with many

crates stacked about this place.  The very northern part of the dock

looks charred as if from a fire or attack.  This place is in serious

disrepair but it is still functioning quite well despite it's obvious age

and wear.  

~
[Arlin] Inner-Sea Docks: '..still functioning quite well despite ITS obvious age'...Thanking you kindly. Arlin

~
301465600 1 6 0
D2
~
~
0 -1 21107 10 10 5
D3
~
~
0 -1 21111 10 10 5
-1
S

#21109
Inner-Sea Docks~
Many crates are stacked here, waiting to pass through customs, before

making their final trip to the town of Medienne.  The planks of the dock

strain under the incredible weight of the goods.  

~
~
301465600 1 6 0
D0
~
~
0 -1 21107 10 10 5
D3
~
~
0 -1 21112 10 10 5
-1
S

#21110
Inner-Sea Docks~
A ferry to various parts of the Inner-Sea docks in this area, with many

benches nailed to the worn out planks of the pier for those waiting. 

This part of the dock has fewer crates as compared to the cargo areas. 

Your gaze is drawn out over the slate grey water, which is cold and

choppy, having been whipped into foam by the white-caped sea.  

~
[Ximark] Second sentence... change "victor" to "victory"?

[Luxus] Sign says..... sorry for ... inconvience... should be INCONVINIENCE

~
301465600 1 6 0
D1
~
~
0 -1 21107 10 10 5
E
crates~
They hold trade goods and personal belongings.  Guards moving through the

area discourage your messing with any fo them.  

~
A
1 west~
~
send_to_char( #char, ch );

~
E
char~
Ha! You want to jump into that cold choppy abyss?!

~
!
0 0 0
A
jump dive~
1 west off 1 down water~
send_to_char( #cj, ch );

act_notchar( #rj, ch );

transfer( ch, find_room( 21130 ) );

act_notchar( #arr, ch );

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 21130 ) );

  act_notchar( #f_arr, rch );

  }

~
E
f_leave~
$n follows after.

~
E
f_arr~
You see $n follow.

~
E
arr~
$n comes flying off the dock, landing in the water nearby.

~
E
rj~
You hear a splash, and turn around to find $n gone!

~
E
cj~
Taking a big breath, you leap into the roiling surf.

~
!
0 0 0
340 17 1509949540 -2 0
-1
S

#21111
Inner-Sea Docks~
Some large ships are docked here, unloading their various cargo, while

others are taking cargo onboard to be delivered to other docks further

south and west.  Pelts and furs seem to be the majority of the export

goods here.  While the imports seem to be all boarded up in crates and

marked with their destination on the sides.  

~
~
301465600 1 6 0
D1
~
~
0 -1 21108 10 10 5
-1
S

#21112
Inner-Sea Docks~
Ships are docked here, unloading their various cargo, while others are

taking cargo onboard to be delivered to other docks further south.  Pelts

and furs seem to be the majority of the export goods here.  While the

imports seem to be all boarded up in crates and marked with their

destination on the sides of the boxes.  

~
~
301465600 1 6 0
D1
~
~
0 -1 21109 10 10 5
-1
S

#21113
Eastern Sea Trail~
Winding through the underbrush this trail twists and turns on a

southwestern heading.  From the west you can hear the sounds of the sea

lapping against the shore, and to the north a faint path winds down to

the coast, venturing into the water.  The ground here is kind of soggy

and moist.

~
north used to be osse and 21213; removed

need to rewrite to take into account cliffs to w, shore and docks to n

~
301465600 5 6 0
D1
~
~
0 -1 21201 10 10 5
D2
~
~
0 -1 21114 10 10 5
-1
S

#21114
Eastern Sea Trail~
Meandering through the choking underbrush the animal trail you have been

following twists back and forth through this increasingly dense forest. 

Here and there you begin to see more wetland foliage than actual forest

growth.  

~
~
301465600 5 6 0
D0
~
~
0 -1 21113 10 10 5
D1
~
~
0 -1 21252 10 10 5
D2
~
~
0 -1 21249 10 10 5
D3
~
~
0 -1 21115 10 10 5
-1
S

#21115
Eastern Sea Trail~
As you travel deeper in this forest it becomes more and more like

wetlands.  The trail here is nothing but a marshy area devoid of

foliage.  It seem that there has been standing water here for quite

sometime.  

~
~
301465600 5 6 0
D1
~
~
0 -1 21114 10 10 5
D2
~
~
0 -1 21116 10 10 5
-1
S

#21116
Eastern Sea Trail~
Twisting deeper into the wetlands you follow this trail ever onward into

the heart of this god forsaken place.  The sounds of the sea are far past

as other sounds have taken their place, the sloshing of feet through the

muck and spooked animals fleeing the area.  

~
~
301465600 5 6 0
D0
~
~
0 -1 21115 10 10 5
D1
~
~
0 -1 21249 10 10 5
D2
~
~
0 -1 21117 10 10 5
-1
S

#21117
Eastern Sea Trail~
The trail here has definitely become vastly different than it was

originally.  The choking forest underbrush has given way to puddles of

stagnant water and quicksand.  Huge amounts of vines hang from the trees

and block your vision of the rest of the marsh.  

~
~
301465600 5 6 0
D0
~
~
0 -1 21116 10 10 5
D1
~
~
0 -1 21248 10 10 5
D2
~
~
0 -1 21120 10 10 5
D3
~
~
0 -1 21118 10 10 5
210 9 1509949540 3 0
-1
S

#21118
Eastern Sea Trail~
Grassy underbrush chokes the sides of the trail, possibly diguising hidden

dangers of the swamp.  You have heard stories of the beings who dwell in

the swamplands south of Medienne and their cousins.  Hopefully luck will

prevail and you won't meet any of them.  

~
~
301465600 5 6 0
D1
~
~
0 -1 21117 10 10 5
D2
~
~
0 -1 21119 10 10 5
D3
~
~
0 -1 21122 10 10 5
-1
S

#21119
Eastern Sea Trail~
The dense underbrush along the side of the road makes it nearly

impossible to travel into the forest.  To the east, beyond the brush, the

ground seems to rise above the swamp.  Many stories have been told about

entire civilizations being lost in these swamps.

~
opening the underbrush is rather odd, perhaps an action for moving it

would be better?  (Athyle) 

closed to east -kiian

~
301465600 5 6 0
D0
~
~
0 -1 21118 10 10 5
D1
~
~
0 -1 21120 10 10 5
E
sign~
Under construction.

~
E
1 east~
Examining the brush you notice that much of the foliage has been broken down. Maybe there is a passage behind this wall of brush.~
E
underbrush~
Examining the underbrush, you notice that some of the twigs and branches

are broken.  Perhaps, there is something on the other side.  

~
-1
S

#21120
Edge of a Marsh~
The ground here is swampy, despite the odd formation of rock which juts

out of the ground, like some forgotten marker or signpost of a bygone age. 

Pools of marsh water and stands of sallow grass horizon and leading off

to the east and south.  To the west, you hear the resounding crash of

waves arriving on the shore.

~
~
301465600 5 6 0
D0
~
~
0 -1 21117 10 10 5
D1
~
~
0 -1 21121 10 10 5
D2
~
~
0 -1 21261 10 10 5
D3
~
~
0 -1 21119 10 10 5
1 9 1509949540 3 0
-1
S

#21121
Windswept Marsh - Small Rise~
You stand on a small rise in a foul marsh.  A few stands of bushes and an

odd tree grow here, along with some sallow grasses clinging to the earth

above the edge of the dark waters.

~
~
301465600 5 6 0
D0
~
~
0 -1 21248 10 10 5
D1
~
~
0 -1 21245 10 10 5
D2
~
~
0 -1 21260 10 10 5
D3
~
~
0 -1 21120 10 10 5
130 9 1509949540 3 0
755 9 1509949540 3 0
-1
S

#21122
Windswept Moor - Pine Grove~
A tumble of rough-edge stones are tucked away in a shadowy corner of this

grove of stunted pines.  The trees grow closely together, in this spot

sheltered on three sides by steep hills, and in a few spots a few great

rocky rises reach up, covered with vegetation and towering far above your

head.

~
down is entrance to the ruined keep

d was 21123

~
301465600 3 6 0
D1
~
~
0 -1 21118 10 10 5
D5
vegetation~
vegetation~
251 -1 21288 10 10 5
E
crack~
You look at the slight crack, and follow it as it winds its way into some

dense vegetation which seems to have overgrown a hidden opening leading

into the earth.

~
E
monuments~
The stones seem to be monuments to something from the past, or

perhaps...pieces of it...

~
E
rises rocky great~
The rocky rises seem to be the remains of gigantic stones, set up in

regular patterns like singular monuments to some forgotten aspect of the

past.

~
E
trees~
The trees grow close together here, forming a dark screen which encloses

the area.

~
A
~
~
if( !is_player( ch ) )

end;

if( class( ch ) == ranger )

  i = 2;

else

  i = 5;

if( find_skill( ch, searching ) > random( i, 8 ) ) {

  act_tochar( #notice, ch );

  act_notchar( #nada, ch );

  }

~
E
nada~
$n seems to notice something.

~
E
notice~
You notice a slight crack in one of the overgrown monuments.

~
!
1 -1 2
A
move~
vegetation plants~
if( is_open( room, down ) ) {

  act_tochar( #closing, ch );

  act_notchar( #rclosing, ch );

  close( room, down );

  send_to_room( #bush_closed, find_room( 21288 ) );

  end;

  }

else {

  act_tochar( #move_bush, ch );

  act_notchar( #rmove_bush, ch );

  open( room, down );

  send_to_room( #bush_opened, find_room( 21288 ) );

  }

~
E
closing~
You move the vegetation to conceal the opening.

~
E
rclosing~
$n conceals an opening with some nearby vegetation.

~
E
bush_closed~
The opening above is suddenly covered over with vegetation.

~
E
move_bush~
You move aside the vegetation to reveal an opening.

~
E
rmove_bush~
$n moves aside some vegetation and reveals an opening.

~
E
bush_opened~
The vegetation laying across the opening above you is suddenly removed

allowing a surge of fresh air into the room.

~
!
0 0 0
A
open~
vegetation plants~
act_tochar( #no, ch );

~
E
no~
Planning on taking the bark off the plants and stepping into the pulp

maybe?  Or perhaps you were just trying to move them out of your way?

~
!
0 0 0
756 9 1509949490 3 0
-1
S

#21123
Great Cellar~
You stand in what was once a large, regular chamber.  From the grooves in

the stone floor, you realize that many booted feet have passed this way

before.  A great deal of general rubble and refuse litters the floor

here, signalling that few come this way any more.  You spy chambers

leading off in all four cardinal directions, and a stairway leading up

back towards the surface.


Bits of fresh meat lie scattered about the floor here.


A sign is planted here.

~
mob needs reworking

[Rebekka] lots..

  

~
301465600 0 6 0
D0
~
~
0 -1 21289 10 10 5
D1
~
~
0 -1 21291 10 10 5
D2
~
~
0 -1 21290 10 10 5
D3
~
~
0 -1 21292 10 10 5
D4
~
~
0 -1 21286 10 10 5
E
meat bits fresh~
The floor is covered with bits of meat, some fresh, some rotten.  Some

seem to be the remains of animal corpses, some vaguely humanoid in form. 

It is almost as if something is fed here, on a regular basis...

~
E
sign~
*This area still being renovated - be warned*

~
928 9 1509949540 3 0
16 9 1509949540 3 0
-1
S

#21124
Eastern Sea Trail~
The brush along the road is less dense here, and there is a small but

well worn path leading into the hills to the east.  To the west the trail

continues to follow the edge of the sea.

~
to the south needs to be deleted

~
301465600 5 6 0
D2
~
~
0 -1 21202 10 10 5
D3
area~
area~
227 -1 21125 10 10 5
-1
S

#21125
Eastern Sea Trail~
Under Construction.

~
~
301465600 5 6 0
D1
~
~
227 -1 21124 10 10 5
D2
~
~
0 -1 21126 10 10 5
-1
S

#21126
Eastern Sea Trail~
Under Construction.

~
~
301465600 5 6 0
D0
~
~
0 -1 21125 10 10 5
D2
~
~
0 -1 21127 10 10 5
-1
S

#21127
Eastern Sea Trail~
This road should go southeast..  generally toward trees/remaining forest

from around Medienne, then turn to plains and scrub near the inner sea

cliffs for most of the way, and finally get marshy/swampy (what IS the

difference??) and end in the K'ssk Swamp.  It'll have TONS of room to add

areas and other roads on to.  

~
~
301465600 5 6 0
D0
~
~
0 -1 21126 10 10 5
D2
~
~
0 -1 21266 10 10 5
-1
S

#21128
Small Crack~
The tight crack of dirt runs down deeply through the stone.  From above

you can hear the crashing of the Inner Sea.  

~
~
301465604 0 2 0
D4
~
~
171 -1 21099 10 10 5
D5
~
~
0 -1 21129 10 10 5
A
~
~
open( room, up );

~
!
1 4 16
-1
S

#21129
Small Crack~
You stand deep within the cold confines of a narrow crack.  A light damp

breeze moves through here, coming from the small opening to the south and

going up through the crack above you.  

~
~
301465604 0 2 0
D2
~
~
0 -1 21105 10 10 5
D4
~
~
0 -1 21128 10 10 5
-1
S

#21130
In The Sea Near Docks~
You are treading water just offshore of a large docking area, with just

keeping your head above the choppy grey swells taking all your energy. 

There is a rip current here, and you see the docks slide north as you

drift south.  

~
~
301465600 6 9 0
D2
~
~
0 -1 21131 10 10 5
E
docks~
The docks are east of you and you think you might be able to head in that

direction.  As you bob in the swells, the dock moves a bit north, then

back south, relative to your position.

~
A
1 east~
~
send_to_char( #co, ch );

act_notchar( #ro, ch );

transfer( ch, find_room( 21109 ) );

act_notchar( #arr, ch );

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 21109 ) );

  act_notchar( #f_arr, rch );

  }

~
E
f_arr~
$n follows, looking the same.

~
E
f_leave~
$n heads for the pylons also.

~
E
arr~
$n comes up from below the docks looking like a wet rat.

~
E
ro~
$n catches a wave and bodysurfs it through the dock pylons.

~
E
co~
You ride a wave, taking you under the docks, and towards shore.

~
!
0 0 0
A
~
~
room = find_room( 21130 );

wait( 1 );

if( num_in_room( room ) != 0 )

transfer_all( room, find_room( 21131 ) );

~
E
south~
~
!
2 1000 0
-1
S

#21131
Offshore In The Inner Sea~
You are struggling to stay afloat in the icy grey waters of the Inner

Sea.  The shore is near to the east, but it is a wall of grey rock with

waves crashing into it throwing plums of spray skyward.  You dare not get

closer to shore, but that means staying out here in the rip.  

~
~
301465600 6 9 0
D0
~
~
0 -1 21130 10 10 5
D2
~
~
0 -1 21132 10 10 5
A
~
~
room = find_room( 21131 );

wait( 1 );

if( num_in_room( room ) != 0 )

  transfer_all( room, find_room( 21132 ) );

~
!
2 1000 0
-1
S

#21132
Offshore In Sea~
The rip turns here and heads towards the cliffs and the waves that smash

into them!  You see your death grinning at your foolishness from the

spray of mist.  At great speed you are pushed towards the cold rocks,

toward a dark cleft, and suddenly...  

~
~
301465600 6 9 0
D0
~
~
0 -1 21131 10 10 5
D1
~
~
0 -1 21133 10 10 5
A
~
~
transfer_all( room, find_room( 21133 ) );

~
!
2 1000 0
-1
S

#21133
Inner Sea Cavern~
From a narrow cleft to the west, awash in light, waves surge rhythmically

into this cavern.  The cavern rises high above you, though you have

little time to notice as the surges begin to pound you into the rock

wall!

~
[Starshine] when's status flag changed?

~
301465600 6 8 0
D3
~
~
0 -1 21132 10 10 5
D5
~
~
0 -1 21135 10 10 5
E
glint~
The glint looks like a rung or two, driven into the rock wall.  They are

a little high up.  

~
E
1 up~
Looking up you spot light glinting off of something high up on the wall.

~
A
~
~
if( rflag( status0, room ) ) {

  remove_rflag( status0, room );

  send_to_room( #all, room );

  loop( all_in_room ) {

    i = dice( 3, 8 );

    dam_message( rch, i, "the rock" );

    inflict( rch, mob, i, "being dashed against a rock" );

    }

  }

else {

  set_rflag( status0, room );

  send_to_room( #all2, room );

  }

~
E
all2~
@b@CThe surge falls back, taking you with it.

~
E
all~
@b@CThe surge rises up, throwing you into the rock!

~
!
2 1000 0
A
grab grasp climb~
rungs 1 up~
if( rflag( status0, room ) )

  send_to_char( #sorry, ch );

else {

  act_notchar( #room, ch );

  transfer( ch, find_room( 21134 ) );

  loop( followers ) {

    act_notchar( #f_leave, rch );

    transfer( rch, find_room( 13547 ) );

    act_notchar( #f_arr, rch );

    }

  }

~
E
f_arr~
$n comes onto the ledge from below.

~
E
f_leave~
$n too.

~
E
room~
$n goes up with a swell, but doesn't come down...

~
E
sorry~
The water is out, and it is much too high to reach.

~
!
0 0 0
A
~
~
ch = rand_char( room );

if( mob_in_room( 439, find_room( 21135 ) ) ) {

  act_tochar( #char, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 21135 ) );

  act_notchar( #arr, ch );

  }

~
E
arr~
@b@BYou see a tentacle come down from above holding $n.

~
E
room~
@b$n suddenly yelps and disappears below the surface!

~
E
char~
@b@BSomething grabs your leg and abruptly pulls you under the surface!

~
!
2 100 0
-1
S

#21134
Hanging From A Rung~
You are hanging from a rusty rung on the side of the cavern wall, the

slightly glowing water rising and falling below you.  Looking up you see

more rungs going upward.  

~
~
301465600 6 6 0
D4
~
~
0 -1 13547 10 10 5
D5
~
~
0 -1 21133 10 10 5
-1
S

#21135
Cavern Bottom~
You are about 20' below the waters surface.  The water is less turbulant

here, but is murky with shadow, with little of the blue light above

reaching down this far.  The floor is littered with boulders and it's

surface sports many large cracks.

~
~
301465604 7 8 0
D4
~
~
0 -1 21133 10 10 5
E
boulders~
The boulders have been worn smooth by the surf and are covered in waving

seaweed and barnicals.  

~
E
cracks clefts~
One cleft larger than the others looks interesting.  It also looks like

it might be inhabited...  

~
A
swim enter~
crack cleft~
if( mob_in_room( 439, room ) )

  send_to_char( #sorry, ch );

else {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 21136 ) );

  act_notchar( #arr, ch );

  }

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 21136 ) );

  act_notchar( #f_arr, rch );

  }

~
E
f_arr~
$n follows with effort.

~
E
f_leave~
$n follows with effort.

~
E
arr~
$n comes swimming in from the Cavern Bottom.

~
E
room~
$n swims into the Octopus' dark cleft.

~
E
char~
You swim into the dark cleft the tiger octopus inhabited.

~
E
sorry~
The bulk of the Octopus' body fills the crack.

~
!
0 -1 0
439 9 1509949540 3 0
-1
S

#21136
Crack Cleft~
The cleft is pretty tight, and you wonder how the tiger octopus could fit

in here.  A long jutting rock looks very unstable against the solid

underwater cliff.  Near the back the cleft opens up a bit and you find...

~
~
301465604 7 4 0
D3
~
~
0 -1 21135 10 10 5
E
long jutting rock~
The rock looks like if you gave it a good tug it might cause a small

avalanche.

~
A
loop~
chain~
if( has_obj( 374, ch ) ) {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  if( rflag( reset0, room ) ) {

    remove_rflag( reset0, room );

    act_room( #disturb, ch );

    mob = mload( 1106, room );

    }

  else

    act_room( #noth, ch );

  }

~
E
pull~
You loop the chain over a jutting rock and pull.

~
E
rpull~
$n loops a length of chain over a jutting rock and pulls.

~
E
disturb~
The dislodging of the rock disturbs the rest of something BIG!

~
E
noth~
Nothing happens.

~
!
0 0 0
A
move push pull tug yank~
long jutting rock~
act_tochar( #futile, ch );

~
E
futile~
All your attempts prove futile.  You just don't have the leverage.  Maybe

if you looped a chain over the rock...

~
!
0 0 0
371 49 1509949540 -2 0
2695 81 1509949450 -2 0
373 81 1509949460 -2 0
374 17 1509949540 -2 0
-1
S

#21137
Faint Forest Path~
A forest trail seems to branch off from the sea trail here.  The soil has

turned darker and you hear the sound of squirrels chattering to your

east.  The trail into the forest meanders northwards from here.

~
~
301465608 4 6 0
D0
~
~
0 -1 21138 10 10 5
D2
~
~
0 -1 21028 10 10 5
D3
~
~
0 -1 21026 10 10 5
-1
S

#21138
Faint Forest Path~
The forest grows slightly thicker here, and you begin noticing more

underbrush.  The sunlight only barely peeks through the surrounding

trees, and you smell the heavy wet scent of loam and pine needles.  The

air here is cool and clean.  

~
sunlight?  R/w

~
301465600 4 6 0
D1
~
~
0 -1 21139 10 10 5
D2
~
~
0 -1 21137 10 10 5
D3
~
~
0 -1 21242 10 10 5
-1
S

#21139
Faint Forest Path~
You take a deep breath, so deep that your lungs almost hurt.  The spicy

smell of pine resin is in the air, and the needles lie thick under your

feet, muting your steps as you walk along the pathway.  The mountains are

towards your east, and to the west lies more trail.  

~
~
301465600 4 6 0
D1
~
~
0 -1 21140 10 10 5
D3
~
~
0 -1 21138 10 10 5
-1
S

#21140
Faint Forest Path~
You sit down for a moment to catch your breath and take in the dark

greens and browns of this forest path.  Pine trees reach up to the sky

all around you like living pillars.  The pathway continues northwards

from here.  

~
~
301465600 4 6 0
D0
~
~
0 -1 21141 10 10 5
D3
~
~
0 -1 21139 10 10 5
-1
S

#21141
Faint Forest Path~
You are on a slope at the base of the mountain directly east of here. 

Chilling breezes blow all around you, and the trees are thinning out once

again.  Further up the hill you see a small plateau and a huge cave

entrance.  

~
~
301465600 4 6 0
D1
~
~
0 -1 21142 10 10 5
D2
~
~
0 -1 21140 10 10 5
-1
S

#21142
Faint Forest Path~
The slope here is steep, and the few trees that stand here serve you as

resting points to lean against on your climb.  You can see the Northern

Sea over the tops of the trees to your west, and to your east and up the

slope, you see a cave entrance yawning open in the massive rock face of

the mountain.  

~
~
301465600 4 6 0
D1
"Warlock Coven Mine Area"~
"Warlock Coven Mine Area"~
0 -1 31279 10 10 5
D3
~
~
0 -1 21141 10 10 5
-1
S

#21143
Western Sea Trail~
The trail continues on to the north and south.  To the north you

see what appears to be a fork in the trail.  Wind blows in from the sea

to the east covering your face with drops of salty water.

~
north exit will be even to 21000

~
301465600 2 6 0
D2
~
~
0 -1 21144 10 10 5
-1
S

#21144
Western Sea Trail~
Climbing slightly upward to the south, the trail tightens a bit as the

mountains begin to grow higher around you.  Looking eastward, you can

still make out the great expanse of the sea.  

~
~
301465600 2 6 0
D0
~
~
0 -1 21143 10 10 5
D2
~
~
0 -1 21145 10 10 5
-1
S

#21145
Western Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21144 10 10 5
D1
~
~
0 -1 21146 10 10 5
-1
S

#21146
Western Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D2
~
~
0 -1 21147 10 10 5
D3
~
~
0 -1 21145 10 10 5
-1
S

#21147
Western Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21146 10 10 5
D2
~
~
0 -1 21148 10 10 5
-1
S

#21148
Western Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21147 10 10 5
D1
~
~
0 -1 21149 10 10 5
-1
S

#21149
Western Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D2
~
~
0 -1 21150 10 10 5
D3
~
~
0 -1 21148 10 10 5
-1
S

#21150
Western Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21149 10 10 5
D2
~
~
0 -1 21151 10 10 5
-1
S

#21151
Western Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21150 10 10 5
D1
~
~
0 -1 21152 10 10 5
-1
S

#21152
Western Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21153 10 10 5
D3
~
~
0 -1 21151 10 10 5
-1
S

#21153
Western Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21154 10 10 5
D3
~
~
0 -1 21152 10 10 5
-1
S

#21154
Western Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D2
~
~
0 -1 21155 10 10 5
D3
~
~
0 -1 21153 10 10 5
-1
S

#21155
Western Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21154 10 10 5
D2
~
~
0 -1 21156 10 10 5
-1
S

#21156
Western Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21155 10 10 5
D1
~
~
0 -1 21157 10 10 5
-1
S

#21157
Western Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D2
~
~
0 -1 21158 10 10 5
D3
~
~
0 -1 21156 10 10 5
-1
S

#21158
Western Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21157 10 10 5
D2
~
~
0 -1 21159 10 10 5
-1
S

#21159
Western Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21158 10 10 5
D1
~
~
0 -1 21160 10 10 5
-1
S

#21160
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21161 10 10 5
D3
~
~
0 -1 21159 10 10 5
-1
S

#21161
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21162 10 10 5
D3
~
~
0 -1 21160 10 10 5
-1
S

#21162
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D2
~
~
0 -1 21163 10 10 5
D3
~
~
0 -1 21161 10 10 5
-1
S

#21163
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21162 10 10 5
D1
~
~
0 -1 21164 10 10 5
-1
S

#21164
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21165 10 10 5
D3
~
~
0 -1 21163 10 10 5
-1
S

#21165
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21166 10 10 5
D2
~
~
0 -1 21164 10 10 5
-1
S

#21166
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21167 10 10 5
D3
~
~
0 -1 21165 10 10 5
-1
S

#21167
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D2
~
~
0 -1 21168 10 10 5
D3
~
~
0 -1 21166 10 10 5
-1
S

#21168
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21167 10 10 5
D1
~
~
0 -1 21169 10 10 5
-1
S

#21169
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D2
~
~
0 -1 21170 10 10 5
D3
~
~
0 -1 21168 10 10 5
-1
S

#21170
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21169 10 10 5
D2
~
~
0 -1 21171 10 10 5
-1
S

#21171
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21170 10 10 5
D1
~
~
0 -1 21172 10 10 5
-1
S

#21172
Great Southern Crossroads~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21173 10 10 5
D3
~
~
0 -1 21171 10 10 5
-1
S

#21173
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21174 10 10 5
D3
~
~
0 -1 21172 10 10 5
-1
S

#21174
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21175 10 10 5
D2
~
~
0 -1 21173 10 10 5
-1
S

#21175
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21176 10 10 5
D2
~
~
0 -1 21174 10 10 5
-1
S

#21176
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21177 10 10 5
D3
~
~
0 -1 21175 10 10 5
-1
S

#21177
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21178 10 10 5
D3
~
~
0 -1 21176 10 10 5
-1
S

#21178
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21179 10 10 5
D3
~
~
0 -1 21177 10 10 5
-1
S

#21179
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D2
~
~
0 -1 21180 10 10 5
D3
~
~
0 -1 21178 10 10 5
-1
S

#21180
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21179 10 10 5
D1
~
~
0 -1 21181 10 10 5
-1
S

#21181
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21182 10 10 5
D3
~
~
0 -1 21180 10 10 5
-1
S

#21182
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21183 10 10 5
D2
~
~
0 -1 21181 10 10 5
-1
S

#21183
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21184 10 10 5
D3
~
~
0 -1 21182 10 10 5
-1
S

#21184
Southern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21185 10 10 5
D2
~
~
0 -1 21183 10 10 5
-1
S

#21185
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21186 10 10 5
D3
~
~
0 -1 21184 10 10 5
-1
S

#21186
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21187 10 10 5
D2
~
~
0 -1 21185 10 10 5
-1
S

#21187
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21188 10 10 5
D2
~
~
0 -1 21186 10 10 5
-1
S

#21188
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21189 10 10 5
D2
~
~
0 -1 21187 10 10 5
-1
S

#21189
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21190 10 10 5
D3
~
~
0 -1 21188 10 10 5
-1
S

#21190
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21191 10 10 5
D2
~
~
0 -1 21189 10 10 5
-1
S

#21191
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21192 10 10 5
D2
~
~
0 -1 21190 10 10 5
-1
S

#21192
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21193 10 10 5
D3
~
~
0 -1 21191 10 10 5
-1
S

#21193
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21194 10 10 5
D2
~
~
0 -1 21192 10 10 5
-1
S

#21194
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21195 10 10 5
D2
~
~
0 -1 21193 10 10 5
-1
S

#21195
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D1
~
~
0 -1 21196 10 10 5
D3
~
~
0 -1 21194 10 10 5
-1
S

#21196
Eastern Sea Trail~
Under Construction.

~
n 21197

~
301465600 2 6 0
D0
~
~
0 -1 21277 10 10 5
D3
~
~
0 -1 21195 10 10 5
-1
S

#21197
Eastern Sea Trail~
Under Construction.

~
s 21196

~
301465600 2 6 0
D0
~
~
0 -1 21198 10 10 5
D2
~
~
0 -1 21284 10 10 5
-1
S

#21198
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 6 0
D0
~
~
0 -1 21268 10 10 5
D2
~
~
0 -1 21197 10 10 5
-1
S

#21199
Eastern Sea Trail~
Less traveled upon than the rutted road just to the north, the Eastern sea

trail leads southwards from here.  Rich grass nourished by the sea

breezes threatens to overwhelm this unused track.  However, the woods on

either side of the path have been cut back a good distance to provide

protection for the casual wayfarer.

~
no woods, but brush to e

~
301465600 2 6 0
D0
~
~
0 -1 21106 10 10 5
D2
~
~
0 -1 21200 10 10 5
-1
S

#21200
Eastern Sea Trail~
Emerging from the sheltered portions of the woods, the Eastern Sea Trail

turns and heads for the sea here.  No longer sheltered from the chilling

shore breezes, the trees become smaller, warped and shriveled in

response to the salt-filled breezes and stormy winter gales.

~
copse woods to e

~
301465600 2 6 0
D0
~
~
0 -1 21199 10 10 5
D3
~
~
0 -1 21201 10 10 5
-1
S

#21201
Eastern Sea Trail~
Leaning precariously, boulders of various shapes and sizes jut up through

the undergrowth along the trail.  Some enterprising Medienne public works

official desired a smooth dirt road for the Eastern Sea Trail, guess that

explains the muddy path you now walk upon.

~
rewrite this

~
301465600 2 6 0
D1
~
~
0 -1 21200 10 10 5
D2
~
~
0 -1 21252 10 10 5
D3
~
~
0 -1 21113 10 10 5
-1
S

#21202
Small Trail Into The Brush~
You are traveling along a small but well used path leading through sparse

forest.  The ground is very hilly and you are getting tired of climbing

up and down the gentle hills. 

~
~
301465600 5 9 0
D0
~
~
0 -1 21124 10 10 5
D2
~
~
0 -1 21203 10 10 5
-1
S

#21203
Trail Through The Brush~
Under Construction.

~
~
301465600 5 9 0
D0
~
~
0 -1 21202 10 10 5
D1
~
~
0 -1 21204 10 10 5
-1
S

#21204
Trail Through The Brush~
Under Construction.

~
~
301465600 5 9 0
D1
~
~
0 -1 21205 10 10 5
D3
~
~
0 -1 21203 10 10 5
-1
S

#21205
Trail Through The Brush~
Under Construction.

~
~
301465600 5 9 0
D2
~
~
0 -1 21206 10 10 5
D3
~
~
0 -1 21204 10 10 5
-1
S

#21206
Trail Through The Brush~
Under Construction.

~
~
301465600 5 9 0
D0
~
~
0 -1 21205 10 10 5
D1
~
~
0 -1 21207 10 10 5
-1
S

#21207
Trail Through The Brush~
Under Construction.

~
~
301465600 5 9 0
D1
~
~
0 -1 21208 10 10 5
D3
~
~
0 -1 21206 10 10 5
-1
S

#21208
Trail Through The Brush~
Under Construction.

~
~
301465600 5 9 0
D1
~
~
0 -1 21209 10 10 5
D3
~
~
0 -1 21207 10 10 5
-1
S

#21209
Trail Through The Brush~
Under Construction.

~
[Fenlyn] these rdesc suck

~
301465600 5 9 0
D2
~
~
0 -1 21210 10 10 5
D3
~
~
0 -1 21208 10 10 5
-1
S

#21210
Trail Through The Brush~
Under Construction.

~
~
301465600 5 9 0
D0
~
~
0 -1 21209 10 10 5
D1
~
~
0 -1 21211 10 10 5
-1
S

#21211
Trail Through The Brush~
Under Construction.

~
~
301465600 5 9 0
D2
~
~
0 -1 21212 10 10 5
D3
~
~
0 -1 21210 10 10 5
-1
S

#21212
Trail Through The Brush~
You are tarveling along a small but well used path leading through sparse

forest.  The ground is very hilly and you are getting tired of climbing

up and down the gentle hills.  To the east a little bit the trail seems

to end suddenly.

~
~
301465600 5 9 0
D0
~
~
0 -1 21211 10 10 5
D1
~
~
0 -1 31104 10 10 5
-1
S

#21213
Before a mighty sea~
The sea beats firmly on the shore, as if this exact spot is the symbolic

example of the power and might of the sea.  The wind also whips through

this area, as if trying to blow you away from the sea.  It would take a

brave soul indeed to attempt to swim into those waves.

~
complaints should be mailed to phule - and please, no threats of bodily

injury this time.

---

you might want the terrain to be water or river here

room is now locked.

[Mantispid] This room should not be a water room.

used to go s to 21113

~
301465600 8 9 0
D0
~
~
0 -1 21214 10 10 5
A
~
~
act_tochar( #CLOSED, ch );

end;

act_tochar( #start, ch );

act_notchar( #rstart, ch );

wait( 2 );

if( char_in_room( ch, find_room( 21213 ) ) ) {

  if( find_stat( ch, con ) > 14 ) {

    act_tochar( #this, ch );

    transfer( ch, find_room( 21214 ) );

    acode( find_room( 21214 ), 1 );

    }

  else {

    if( random( 1, 4 ) < 4 )

      act_tochar( #weak, ch );

    else {

      act_tochar( #this, ch );

      transfer( ch, find_room( 21214 ) );

      acode( find_room( 21214 ), 1 );

      }

    }

  }

~
E
rstart~
$n starts to swim against the strong waves.

~
E
start~
You start to swim into the strong waves.

~
E
weak~
After struggling against the waves in an attempt to push out to sea, your

aching muscles finally tire out and you return to the shore.

~
E
this~
@BYou struggle against the waves with all your might, and eventually find

yourself swimming in a strange sea.

~
E
CLOSED~
You try to swim north, but violent waves push you back.

~
!
3 0 1
-1
S

#21214
A strange and violent sea~
While waves crash and strong winds blow all around, this small patch of

water seems protected from the elements.  A light breeze brings the fresh

smell of the sea to your nose, and the sounds of the sea around you fill

your ears.

~
add data to prog 4 on him, no need to tell benefits, just tell what

followers believe in 

---

I made the room safe for the moment, his attack is really weak.  You

might want to add some special summoning of the powers of osse or the sea.

Shouldn't this(and the room before) be set water or even river(more mv).

sanc

room is now locked.

Reset removed waiting for religions and for a name not taken from Tolkien.

~
335024290 8 9 0
D2
~
~
0 -1 21213 10 10 5
A
~
~
room = find_room( 21214 );

if( !mob_in_room( 642, room ) ) {

  wait( 2 );

  if( char_in_room( ch, room ) )

    act_tochar( #this, ch );

  wait( 2 );

  if( char_in_room( ch, room ) )

    act_tochar( #this2, ch );

  wait( 2 );

  if( char_in_room( ch, room ) ) {

    act_tochar( #this3, ch );

    mload( 642, room );

    }

  }

~
E
this3~
@MA large mer-man, dressing in the blue robes of a priest of Osse,

surfaces with a large dispersion of water and comes to a rest in the

water before you.

~
E
this2~
@CSoon the water bubbles and you can see a large figure coming towards

the surface.

~
E
this~
@BThe water begins to swirl and a bright light shines from deep below the

waves.

~
!
0 0 0
-1
S

#21215
Rutted Road~
This travel worn road is generally the last voyage for many goods before

they are sold in the town of Medienne.  The loose packed dirt of the road

forms nasty mud holes during the winter months of this northern clime. 

On either side of the road, you see groves of wood and uninteresting

underbrush.  

~
west will be 21106

~
301465600 2 9 0
D1
~
~
0 -1 21086 10 10 5
D3
~
~
0 -1 21106 10 10 5
-1
S

#21216
Rutted Road~
This travel worn road is generally the last voyage for many goods before

they are sold in the town of Medienne.  The loose packed dirt of the road

forms nasty mud holes during the winter months of this northern clime. 

On either side of the road, you see groves of wood and uninteresting

underbrush.  

~
~
301465600 2 9 0
-1
S

#21217
Below the Medienne Town Wall~
You stand in an open field, the grass underfoot kept short by the animals

grazed in this area.  The thick walls of Medienne tower over you to the

east, their fortifications weathered and scarred from scores of sieges

and fierce battles fought on them.  To the west and south, the open

spaces continue, while a road processes by to the north of here.

~
rewrite

~
301465600 2 9 0
D2
~
~
0 -1 21218 10 10 5
D3
~
~
0 -1 21220 10 10 5
-1
S

#21218
Below the Medienne Town Wall~
Short, stubbly grass grows in the shadow of the town wall to the east. 

To the west, the open, grassy area continues, while off to the north you

spy a formidable gatehouse and a road leading into the town.

~
wall of g'yard to south

~
301465600 2 9 0
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~
~
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D2
~
~
0 -1 21229 10 10 5
D3
~
~
0 -1 21219 10 10 5
-1
S

#21219
Field Outside Medienne~
The grass here grows a bit thicker as you move further away from the

security offered by the walls of Medienne.  In the distance to the

northeast, you can see the West Gate of Medienne, while up a slight

incline to the south you spy the Medienne Town Graveyard, surrounded by

an old stone wall.

~
~
301465600 2 9 0
D0
~
~
0 -1 21220 10 10 5
D1
~
~
0 -1 21218 10 10 5
D3
~
~
0 -1 21221 10 10 5
755 9 1509949540 3 0
-1
S

#21220
Field Outside Medienne~
You spy the West Gate of Medienne off to the northeast of this field of

verdant green.  The grass about you is short, and shows a few signs of

animals being grazed here.

~
r/w

~
301465600 2 9 0
D0
~
~
0 -1 21075 10 10 5
D1
~
~
0 -1 21217 10 10 5
D2
~
~
0 -1 21219 10 10 5
D3
~
~
0 -1 21222 10 10 5
-1
S

#21221
Thick Brush~
Dense bushes grow in ever-thickening clusters as you proceed west and

south here, moving away from the scarred walls of Medienne in the

distance to the east.  Far to the south, you spy a lone, round hill rise

above the brush, and as you pause for a moment you smell the sea in the

air, somewhere far off to the west.

~
~
301465600 2 9 0
D0
~
~
0 -1 21222 10 10 5
D1
~
~
0 -1 21219 10 10 5
D3
~
~
0 -1 21224 10 10 5
755 9 100 3 0
-1
S

#21222
Field and Scattered Brush~
A few low scattered bushes grow in small, windswept clusters in this

field of waist-high grass.  The ground is rough and uneven, and even as

you look to the east and distant walls of Medienne you sense that you

have stepped beyond the pale of civilization.

~
~
301465600 2 9 0
D0
~
~
0 -1 21223 10 10 5
D1
~
~
0 -1 21220 10 10 5
D2
~
~
0 -1 21221 10 10 5
D3
~
~
0 -1 21225 10 10 5
-1
S

#21223
Grassy Field~
The grass here is higher, due to less frequent use for grazing animals,

and the earth here soft underfoot, traveled by few other than the

occasional intrepid traveler and the wild creatures who find comfort in

the windswept fields and forgotten places of the realms.  Off to the

north, a rutted road passes obliviously by, following a downward slope

from east to west toward the source of an everpresent breeze which smells

of oceans and distant lands.

~
~
301465600 2 9 0
D0
~
~
0 -1 21085 10 10 5
D1
~
~
0 -1 21075 10 10 5
D2
~
~
0 -1 21222 10 10 5
D3
~
~
0 -1 21226 10 10 5
755 9 1509949540 3 0
-1
S

#21224
Windswept Brush~
The ground rises here, even as the brambles and snaggly branches grow

more and more cloying, harrying your progress until it becomes almost

negligible.  Standing on the small promontory, you can see a shimmering

arc of refracted light slung low below the horizon to the west - the sea. 

To the northeast, a small copse of wizened and bent trees clings to an

odd rise.  A small path leads down a steep slope to the west.

~
~
301465600 2 9 0
D0
~
~
0 -1 21225 10 10 5
D1
~
~
0 -1 21221 10 10 5
D3
~
~
0 -1 21285 10 10 5
755 9 1509949540 3 0
-1
S

#21225
Copse and Brambles~
Thick brush and brambles clog the sloped ground here, which leads down to

the south and east and up a steady rise to the north and west toward a

small copse of trees.  Between the bushes, a few tufts of waist-high

grass rise up, and you spy a few wind-smoothed boulders scattered about

the area.

~
~
301465600 2 9 0
D0
~
~
0 -1 21226 10 10 5
D1
~
~
0 -1 21222 10 10 5
D2
~
~
0 -1 21224 10 10 5
D3
~
~
0 -1 21227 10 10 5
130 9 100 3 0
2516 9 1509949465 3 0
-1
S

#21226
Brush~
Twisted bushes choke the meadow grasses here, until the open spaces begin

to close in on you as you pick your way between dark, thorned brush and a

few low-growing trees.  Beneath a drop to the north, a deeply rutted road

ambles its way down to the west, and up a slope east and back toward

Medienne.  West of here, a small but dense copse of trees clings to a

windy hilltop.

~
gypsy camp/train here?

r/w

~
301465600 2 9 0
D1
~
~
0 -1 21223 10 10 5
D2
~
~
0 -1 21225 10 10 5
D3
~
~
0 -1 21228 10 10 5
755 9 100 3 0
-1
S

#21227
Windswept Copse~
You stand inside a small copse which lies on a slight rise.  To the east,

scrub bushes grow in the lee side of the hill as the ground falls away

toward the meadowy open spaces directly west of Medienne.  To the west,

the ground plunges downward toward the shore of the sea, and in the

distance you spy a road snake its way down to the waterline, where

several piers jut out into the choppy waters.

~
~
301465600 2 6 0
D0
~
~
0 -1 21228 10 10 5
D1
~
~
0 -1 21225 10 10 5
-1
S

#21228
Windswept Copse~
Weatherworn limbs intertwine like gnarled and ageless wooden fingers

overhead in the shadowy dimness created by the dense cluster of trees. 

The air strangely calm within this small grove, with incessant gusts of

wind whistling by unable to penetrate the screen of thick branches and

brush.  You stand at the highest point in the area, with a rutted dirt

road passing by to the north, at the foot of a steep, grassy slope.  To

the west, the ground falls away toward the distant shoreline, while to

the east it leads back through the brush a fields toward Medienne at a

more reasonable, gentle angle.  The copse continues off to the south.

~
no mob safe

[Cucho] third line...should be The air is

~
301465610 2 6 0
D1
~
~
0 -1 21226 10 10 5
D2
~
~
0 -1 21227 10 10 5
-1
S

#21229
Below the Medienne Town Wall~
A few small bushes grow up against the battle-scarred walls here, life

already renewing itself so soon following the recent siege.  The town

wall continues to the north and south of here, while you spy more fields

continuing off to the west.

~
[Zot] look bush should do something like "Just your average bushes.

~
301465600 2 9 0
D0
~
~
0 -1 21218 10 10 5
D2
~
~
0 -1 21230 10 10 5
A
~
~
~
!
0 0 0
-1
S

#21230
Below the Medienne Town Wall~
The damaged remains of a high tower loom over this section of dusty

earth, the watchtower somehow managing to remain standing through the

siege of Medienne.  A number of rocks, fragments of the walls presumably,

lie scattered about the ground nearby.  The wall leads north and east

from here, while to the west you spy some open lands where the residents

of Medienne graze their animals in peaceful times.  To the south, a

gentle slope leads up toward a small hilltop.

~
graveyard to south

~
301465600 2 9 0
D0
~
~
0 -1 21229 10 10 5
D1
~
~
0 -1 21231 10 10 5
755 8 100 3 0
-1
S

#21231
Below the Medienne Town Wall~
The charred and battle-damaged town wall runs east and west here,

parallel to a small dusty track which seems to emerge out of nowhere,

only to disappear from whence it came only a few feet later.  The ground

rises slightly to the south, and at the top of the countour you spy an

old wall.

~
r/w

~
301465600 2 9 0
D1
~
~
0 -1 21232 10 10 5
D3
~
~
0 -1 21230 10 10 5
-1
S

#21232
Below the Medienne Town Wall~
The ground is a bit rocky here, and the wall to the north visibly damaged

as a result of the recent strife.  To the south you spy what appears to

be a graveyard atop a small rise.

~
~
301465600 2 9 0
D1
~
~
0 -1 21233 10 10 5
D3
~
~
0 -1 21231 10 10 5
-1
S

#21233
Below the Medienne Town Wall~
The wall runs east to west here, continuing on its straight line course. 

To the south, the ground rises leading toward what appears to be an old

graveyard. 

~
~
301465600 2 9 0
D1
~
~
0 -1 21234 10 10 5
D3
~
~
0 -1 21232 10 10 5
-1
S

#21234
Below the Medienne Town Wall~
The wall continues along its way here, while the ground dips a bit to the

south, descending from the looming form of Medienne's great wall to the

north and down this slight hill to the south where the old town graveyard

is located.

~
~
301465600 2 9 0
D3
~
~
0 -1 21233 10 10 5
D5
~
~
0 -1 1750 10 10 5
-1
S

#21235
Wooded Foothills~
The ground rises steadily here as you move away from the rough trail. 

The air is fresh, with the pungent, salty sea breezes rolling in against

the rough hills and their stands of trees which grow grow in close,

tightly-packed clusters along the steep hillsides.  The ground continues

to rise off to the east and north, and you spy a trail off to the west.

~
~
301465600 4 9 0
D0
~
~
0 -1 21240 10 10 5
D2
~
~
0 -1 21236 10 10 5
D3
~
~
0 -1 21061 10 10 5
-1
S

#21236
Wooded Foothills~
Sheltered from the brisk winds which come off the sea from the west grow

low but surprisingly dense stands of mixed vegitation.  A few large

boulders offer protection, but the scrub grows increasingly dense as the

ground continues to rise as one continues east and north from here,

eventually culminating in a range of steeply wooded hills, far off from

the trail which snakes its way about the edge of a cliff.

~
~
301465600 4 9 0
D0
~
~
0 -1 21235 10 10 5
D2
~
~
0 -1 21241 10 10 5
D3
~
~
0 -1 21060 10 10 5
-1
S

#21237
Battlements~
You stand on a small platform, hidden by the battlements of the watch

tower.  While you are unable to see all of the valley, you can look far

to the south and west, where great ripples of earth - huge hills - rise

up toward the horizon.  Close at hand, and far below you to the northeast

are the rough, choppy waters of the Inner Sea.  Finally, to the northwest

you spy densely forested mountains.


A large bronze bell is suspended from a wooden stand near the center of

the tower's roof, an alarm for the sentry to use should danger approach.

~
~
301465600 1 5 0
D5
~
~
0 -1 21084 10 10 5
E
bell~
The bell looks to be very old.  It is also large enough that all of the

surrounding area hears it when it is rung.  It would probably be best not

to ring the bell unless you really need help.  

~
A
ring strike hit~
bell~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

act_area( #to_all, ch );

~
E
to_all~
The bell tolls loudly.

~
E
to_room~
$n strikes the bell with all $s might.

~
E
to_char~
With all your might you strike the bell.

~
!
0 0 0
871 9 1509949540 3 0
-1
S

#21238
Wooded Slope~
A few stately oaks and elms cover the area here, and some bushes and

scattered tufts of grass grow where the sun pokes through the forest

canopy.  The terrain here is rough, and the air fresh, with the sea not

too far off to the south.

~
~
301465600 4 9 0
D0
~
~
0 -1 21011 10 10 5
D3
~
~
0 -1 21007 10 10 5
2509 9 1509949540 3 0
-1
S

#21239
Wooded Slope~
A few stately oaks and elms cover the area here, and some bushes and

scattered tufts of grass grow where the sun pokes through the forest

canopy.  The terrain here is rough, and the air fresh, with the sea not

too far off to the south.

~
~
301465600 4 9 0
D0
~
~
0 -1 21007 10 10 5
D3
~
~
0 -1 21005 10 10 5
755 9 1509949540 3 0
-1
S

#21240
Wooded Foothills~
The ground rises steadily here as you move away from the rough trail. 

The air is fresh, with the pungent, salty sea breezes rolling in against

the rough hills and their stands of trees which grow grow in close,

tightly-packed clusters along the steep hillsides.  The ground continues

to rise off to the east and north, and you spy a trail off to the west. 

An almost negligible path cuts into the hills to the east.

~
~
301465600 4 9 0
D1
~
~
0 -1 57083 10 10 5
D2
~
~
0 -1 21235 10 10 5
D3
~
~
0 -1 28000 10 10 5
2509 9 1509949540 3 0
-1
S

#21241
Wooded Foothills~
Sheltered from the brisk winds which come off the sea from the west grow

low but surprisingly dense stands of mixed vegetation.  A few large

boulders offer protection, but the scrub grows increasingly dense as the

ground continues to rise as one continues east and north from here,

eventually culminating in a range of steeply wooded hills, far off from

the trail which snakes its way about the edge of a cliff.

~
~
301465600 4 9 0
D0
~
~
0 -1 21236 10 10 5
D1
~
~
0 -1 21242 10 10 5
D2
~
~
0 -1 21024 10 10 5
D3
~
~
0 -1 21059 10 10 5
2509 9 1509949540 3 0
-1
S

#21242
Forested Slope~
The ground here is rough, with boulders and stands of thick deciduous

trees interspersed with groups of firs and pine trees.  Though it is not

visible here, you can smell the sea, and hear the faint rumble of the

waves crashing into the shore, somewhere down the twisting slopes to the

west.  The ground continues to rise off to the north, eventually leading

to a steep mountain range, while a narrow path winds its way through a

thick forest to the east.

~
~
301465600 4 9 0
D1
~
~
0 -1 21138 10 10 5
D2
~
~
0 -1 21026 10 10 5
D3
~
~
0 -1 21241 10 10 5
-1
S

#21243
Wooded Grove~
The trail winds around this small, secluded forest clearing.  Off to the

north, steep, forested slopes rise up into a range of steep, rough

mountains.  The air here is fresh, with an occasional wash of salty air

penetrating the ring of trees about you.

~
~
301465610 3 9 0
D1
~
~
0 -1 21022 10 10 5
D2
~
~
0 -1 21020 10 10 5
D3
~
~
0 -1 21016 10 10 5
-1
S

#21244
Rocky Lookout~
You stand on the top of a sheer cliff, looking out onto the rough grey

waters of the Inner sea below you to the south.  Every few moments, a

stiff breeze rushes off the waters, sending a fine spray into your face

as the waves thunder and crash against the rocks far below where you

stand.  To the north and west, a trail processes by, hugging the edge of

the cliff, while far off to the east you see a river flow into the sea.

~
~
301465600 2 9 0
D0
~
~
0 -1 21070 10 10 5
D3
~
~
0 -1 21072 10 10 5
-1
S

#21245
Windswept Marsh~
Pools of water compete with brown grasses and stunted bushes for space. 

To the north and east, steep hills rise up about the marsh, presumably

providing the source of much of this small area's still, foul water. 

Considering this, you are suddenly thankful for the swift sea wind which

rushes in time and again from the east, to clear the swamp air from your

lungs, providing a well-needed momentary respite.

~
swampy

~
301465600 5 9 0
D0
~
~
0 -1 21250 10 10 5
D1
~
~
0 -1 21246 10 10 5
D2
~
~
0 -1 21258 10 10 5
D3
~
~
0 -1 21121 10 10 5
210 9 1509949540 3 0
-1
S

#21246
Windswept Marsh - Near a Cliff~
Dominating the eastern sky, large hills present sheer cliff faces,

blocking travel.  Rivulets plunge down the cliff face only to dissappear

in the boggy ground underfoot.  Reeds and cottontails lie strewn along

the ground threatening to trip the anyone unwary in their passage.

~
bog

this needs to be expanded into overgrown tangled, terrain type bog

~
301465600 5 9 0
D0
~
~
0 -1 21254 10 10 5
D2
~
~
0 -1 21257 10 10 5
D3
~
~
0 -1 21245 10 10 5
-1
S

#21247
Windswept Moor - Jagged Stone Mounds~
A pocket of grass grows amid the jagged stone mounds which spread out in

all directions.  This large plateau, surrounded on three sides by taller

hills, looks out to find a surrounding area stunted by constant winds and

sea air, the few trees here are gnarled and bent over like aged,

rheumatic men.

~
~
301465600 5 9 0
D0
~
~
0 -1 21255 10 10 5
-1
S

#21248
Edge of a Marsh~
Dense bushes grow here, their tight clusters crowding the small rises and

bits of soil which peek above the waterline.  Elsewhere, brown grasses

vie with pools of dank water for space in this unforgiving environment.

~
~
301465600 13 9 0
D0
~
~
0 -1 21249 10 10 5
D1
~
~
0 -1 21250 10 10 5
D2
~
~
0 -1 21121 10 10 5
D3
~
~
0 -1 21117 10 10 5
1 9 1509949540 3 0
-1
S

#21249
Edge of a Marsh~
Grasses and the odd dry spot give way to larger and larger patches of mud

and foul water.  To the east, what appears to be a marsh or moor opens

up, slung low against the horizon even as the ground rises up a bit

toward the northeast, where a steep ridge towers over the area.

~
~
301465600 13 9 0
D0
~
~
0 -1 21114 10 10 5
D1
~
~
0 -1 21251 10 10 5
D2
~
~
0 -1 21248 10 10 5
D3
~
~
0 -1 21116 10 10 5
-1
S

#21250
Windswept Marsh~
Though the water is deep in parts, one might pick his way though the

terrain, with sufficient care.  A few odd bushes grow on islands in this

sea of mud and water, signaling to you that this is not a place to remain

for long.

~
~
301465600 13 9 0
D0
~
~
0 -1 21251 10 10 5
D1
~
~
0 -1 21254 10 10 5
D2
~
~
0 -1 21245 10 10 5
D3
~
~
0 -1 21248 10 10 5
E
blocks cracked stone~
The blocks seem to be singular, ancient, sunken pieces of some sort of

forgotten structure, now submerged beneath the mud and water of the bog.

~
E
bushes~
The bushes seem to grow around the bases of several large, cracked stone

blocks.

~
-1
S

#21251
Windswept Marsh ~
A strong wind periodically rushes through the area, buffeting the stands

of tall, brownish grass which eke out an existence in this inhospitable

area.  To the northeast, a steep ridge climbs up towards the horizon,

toward more dry terrain.  To the west, the incessant crash of water on

stone signals the presence of the ocean.

~
~
301465600 13 9 0
D0
~
~
0 -1 21252 10 10 5
D1
~
~
0 -1 21253 10 10 5
D2
~
~
0 -1 21250 10 10 5
D3
~
~
0 -1 21249 10 10 5
215 8 1509949540 3 0
-1
S

#21252
Edge of a Marsh~
The ground sucks at anyone attempting movement here, its pungent mud and

pools of dark water slowing your progress.  Here and there, small islands

of grass and brush rise above the wetter, boggy areas, while all the

while a steady sea wind blows in from the west.  To the north and east,

you spy a road while to the east a steep ridge rises over you.

~
~
301465600 13 9 0
D0
~
~
0 -1 21201 10 10 5
D2
~
~
0 -1 21251 10 10 5
D3
~
~
0 -1 21114 10 10 5
-1
S

#21253
Windswept Brush - South of a Ridge~
To the north lies a tall rocky ridge, its scattered stones projecting

from the ground like the backbone of some immense, partially buried

dragon.  A dull landscape of tussocky grass and brush thickets grows amid

small, fetid ponds and patches of deep, pungent mud. 

~
~
301465600 5 9 0
D1
~
~
0 -1 21256 10 10 5
D2
~
~
0 -1 21254 10 10 5
D3
~
~
0 -1 21251 10 10 5
-1
S

#21254
Windswept Marsh - Edge, Hillock and Moor~
The moor and hillocks are bare, windswept.  Occasionally reedy grasses

bravely poke above the land.  Where the ground dips lower black water

accumulates, topped by a greenish scum.  A large ridge topped by jutting

stones lies to the east.

~
~
301465600 4 9 0
D0
~
~
0 -1 21253 10 10 5
D1
~
~
0 -1 21255 10 10 5
D2
~
~
0 -1 21246 10 10 5
D3
~
~
0 -1 21250 10 10 5
203 9 1509949540 3 0
-1
S

#21255
Windswept Moor - Brush~
The terrain is rough here, with odd mounts of stone and thick clusters of

brush rising out of swampy, murky areas and patches of open, grassy

meadow.  To the south, a wide slope rises, curving around the generous

smooth shoulder of a tall hill.


A new, but flimsy, sign is here.

~
[Cynthia] I think the orogs have been moved for long enuff that the flimsy sign is no longer needed and has been reduced to rubble by the elements :)    Also, at time of writing this, Orogs need a area description, and perhaps a better name? :)

~
301465600 5 9 0
D0
~
~
0 -1 21256 10 10 5
D2
~
~
0 -1 21247 10 10 5
D3
~
~
0 -1 21254 10 10 5
E
sign~
The orogs had to move for OOC reasons.

Head west.

~
-1
S

#21256
Windswept Brush and Meadow~
Dull grasses lie in windswept fields, beneath the steep slopes to the

north.  An occasional hummock breaks the monotony.  Large animals have

left their marks in the grass like standing waves in the ocean.  A large

ridge, broken and tumbled, lies to the northeast and curves southward.

~
~
301465600 5 9 0
D0
~
~
0 -1 21285 10 10 5
D2
~
~
0 -1 21255 10 10 5
D3
~
~
0 -1 21253 10 10 5
755 9 1509949540 3 0
210 9 1509949490 3 0
-1
S

#21257
Windswept Brush - Near a Shallow Depression~
The land broadens into a shallow depression, filled along its center with

a stinking marsh set around with blackened reeds.  Beyond the edges of

the marsh grasses spread over the ground, brown and unhealthy.  To the

south, a copse of dead and dying trees surrounds an enormous grey

building.

~
~
301465600 4 9 0
D0
~
~
0 -1 21246 10 10 5
D2
~
~
0 -1 57569 10 10 5
D3
~
~
0 -1 21258 10 10 5
-1
S

#21258
Windswept Marsh~
A marsh dominates the area, pools of foul water surrounding stands of

unhealthy brown grasses and the odd stand of dense bushes.  To the east

and south, a ring of steep hills encloses the little, but foul, marsh.

~
~
301465600 13 9 0
D0
~
~
0 -1 21245 10 10 5
D1
~
~
0 -1 21257 10 10 5
D3
~
~
0 -1 21260 10 10 5
-1
S

#21259
Swampy Brush~
Under Construction.

~
~
301465600 5 9 0
D0
~
~
0 -1 21245 10 10 5
-1
S

#21260
Windswept Marsh - Brush~
A few stands of brush and dark bushes grow here, in odd spots in this

foul moor.  Large pools of water flow about as the grass bends, buffeted

by the strong gusts of winds coming in off of the ocean.

~
~
301465600 13 9 0
D0
~
~
0 -1 21121 10 10 5
D1
~
~
0 -1 21258 10 10 5
D3
~
~
0 -1 21261 10 10 5
-1
S

#21261
Edge of a Marsh~
The air here smells of ocean, even as a dull odor rises up from the muddy

ground and foul water which trickles about underfoot.  You stand in a

small bog, fed by some unseen stream or nearby spring, presumably toward

the sea off to the west.

~
~
301465600 13 9 0
D0
~
~
0 -1 21120 10 10 5
D1
~
~
0 -1 21260 10 10 5
-1
S

#21262
Northern Sea Trail~
You are on a well-worn mountain path that leads to the north and south. 

To the east a wide and very deep chasm cuts down from the mountains to

the sea.  Looking down into the chasm, you can barely see the small river

that carved it.

~
~
301465600 12 9 0
D0
~
~
0 -1 21067 10 10 5
D2
~
~
0 -1 21263 10 10 5
-1
S

#21263
Northern Sea Trail~
You are on a well-worn mountain path that leads to the north and south. 

To the east a wide and very deep chasm cuts down from the mountains to

the sea.  Looking down into the chasm, you can barely see the small river

that carved it.

~
~
301465600 12 9 0
D0
~
~
0 -1 21262 10 10 5
D2
~
~
0 -1 21264 10 10 5
-1
S

#21264
Northern Sea Trail~
You are on a well-worn mountain path that leads to the north and south. 

To the east a wide and very deep chasm cuts down from the mountains to

the sea.  Looking down into the chasm, you can barely see the small river

that carved it.  You see the faintest of trails leading down over the

cliff edge.

~
link to eagle's perch

is room 43750

might want to make the climb check a bit more diff? 

~
301465600 12 9 0
D0
~
~
0 -1 21263 10 10 5
D2
~
~
0 -1 21265 10 10 5
E
cliff~
It looks like it could be a difficult climb, though with perseverence you

could possibly make your way down the cliff face.  Farther below you can

make out movement as large birds fly to or from nests built in along the

natural ledges of the cliffs.

~
A
climb~
d down~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #flying, ch );

  transfer( ch, find_room( 43750 ) );

  act_notchar( #flying2, ch );

  end;

  }

if( find_skill( ch, climb ) > random( 0, 7 ) ) {

  send_to_char( #success, ch );

  act_notchar( #success1, ch );

  transfer( ch, find_room( 43750 ) );

  act_notchar( #success2, ch );

  }

else {

  send_to_char( #fail, ch );

  act_notchar( #failed, ch );

  end;

  }

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
closed~
The cliff of eagles is closed for repairs. Sorry.

~
E
nomount~
You cant do that while mounted.

~
E
flying2~
$n flies in from above and lands on the ledge.

~
E
flying~
$n flies down along the cliff.

~
E
fly~
You fly down the cliff.

~
E
failed~
$n slips while trying to climb down the cliff face.

~
E
fail~
You start to climb but lose your grip and return to the relative safety

of the ledge.

~
E
success2~
$n comes climbing in from the ledge above.

~
E
success1~
$n finds a few handholds and climbs down the cliff face.

~
E
success~
Finding several handholds you climb down the cliff face.

~
!
0 0 0
-1
S

#21265
Northern Sea Trail~
The trail continues to follow the edge of the chasm to the east.  To the

north, the trail heads straight for the forest which trims the trail.  To

the south, the trail winds its way back to the west.

~
~
301465600 12 9 0
D0
~
~
0 -1 21264 10 10 5
D2
~
~
0 -1 21069 10 10 5
-1
S

#21266
Eastern Sea Trail~
Under Construction.

~
~
301465600 5 9 0
D0
~
~
0 -1 21127 10 10 5
D2
~
~
0 -1 21268 10 10 5
-1
S

#21267
Eastern Sea Trail~
Under Construction.

~
s is 21268

~
301465600 5 9 0
D0
~
~
0 -1 21266 10 10 5
D2
~
~
0 -1 21268 10 10 5
-1
S

#21268
Eastern Sea Trail~
Under Construction.

~
~
301465600 5 9 0
D0
~
~
0 -1 21266 10 10 5
D2
~
~
0 -1 21198 10 10 5
-1
S

#21269
Northern Sea Trail~
You are on a well-worn trail that leads south and north.  To the north

lie moutains that are covered in dense and eerie woods.  As you walk

along you feel very unsafe, maybe it's all the people that walk by you

with their heads down and hoods up.  This area is known for the outlaws

and thieves that frequent here.  

~
~
301465600 12 9 0
D0
~
~
0 -1 21072 10 10 5
D2
~
~
0 -1 21270 10 10 5
-1
S

#21270
Northern Sea Trail~
You are on a well-worn trail that leads south and north.  To the north

lie mountains that are covered in dense and eerie woods.  As you walk

along you feel very unsafe; maybe it's all the people that walk by you

with their heads down and hoods up.  This area is known for the outlaws

and thieves that frequent here.  

~
~
301465600 12 9 0
D0
~
~
0 -1 21269 10 10 5
D2
~
~
0 -1 21271 10 10 5
-1
S

#21271
Northern Sea Trail~
You are on a well-worn trail that leads south and north.  To the north

lie moutains that are covered in dense and eerie woods.  As you walk

along you feel very unsafe, maybe it's all the people that walk by you

with their heads down and hoods up.  This area is known for the outlaws

and thieves that frequent here.  

~
~
301465600 12 9 0
D0
~
~
0 -1 21270 10 10 5
D2
~
~
0 -1 21272 10 10 5
-1
S

#21272
Northern Sea Trail~
You are on a well-worn trail that leads south and north.  To the north

lie moutains that are covered in dense and eerie woods.  As you walk

along you feel very unsafe, maybe it's all the people that walk by you

with their heads down and hoods up.  This area is known for the outlaws

and thieves that frequent here.  

~
~
301465600 12 9 0
D0
~
~
0 -1 21271 10 10 5
D2
~
~
0 -1 21273 10 10 5
-1
S

#21273
Northern Sea Trail~
You are on a well-worn trail that leads south and north.  To the north

lie moutains that are covered in dense and eerie woods.  As you walk

along you feel very unsafe, maybe it's all the people that walk by you

with their heads down and hoods up.  This area is known for the outlaws

and thieves that frequent here.  

~
~
301465600 12 9 0
D0
~
~
0 -1 21272 10 10 5
D2
~
~
0 -1 21274 10 10 5
-1
S

#21274
Northern Sea Trail~
You are travelling a path that is well worn and runs north and south.  To

the north lie wood covered mountains that have an eerie mist rising from

them.  You do not find yourself feeling very safe while travelling this

path, as most of the people on it are walking with their heads down and

their hoods up.  This is a higher-crime area, as indicated by the obvious

thieves and outlaws that are around.

~
~
301465600 12 9 0
D0
~
~
0 -1 21273 10 10 5
D2
~
~
0 -1 21275 10 10 5
-1
S

#21275
Northern Sea Trail~
You are on a well-worn trail that leads south and north.  To the north

lie moutains that are covered in dense and eerie woods.  As you walk

along you feel very unsafe, maybe it's all the people that walk by you

with their heads down and hoods up.  This area is known for the outlaws

and thieves that frequent here.  

~
~
301465600 12 9 0
D0
~
~
0 -1 21274 10 10 5
D2
~
~
0 -1 21276 10 10 5
D3
~
~
0 -1 21300 10 10 5
-1
S

#21276
Northern Sea Trail~
You are on a well-worn trail that leads west and north.  To the north

lie moutains that are covered in dense and eerie woods.  As you walk

along you feel very unsafe, maybe it's all the people that walk by you

with their heads down and hoods up.  This area is known for the outlaws

and thieves that frequent here.  

~
[Liana] In every one of these rooms, it should be a semi-colon before maybe, not a comma.

~
301465600 12 9 0
D0
~
~
0 -1 21275 10 10 5
D3
~
~
0 -1 21073 10 10 5
-1
S

#21277
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 9 0
D0
~
~
0 -1 21278 10 10 5
D2
~
~
0 -1 21196 10 10 5
-1
S

#21278
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 9 0
D0
~
~
0 -1 21279 10 10 5
D2
~
~
0 -1 21277 10 10 5
-1
S

#21279
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 9 0
D0
~
~
0 -1 21280 10 10 5
D2
~
~
0 -1 21278 10 10 5
-1
S

#21280
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 9 0
D0
~
~
0 -1 21281 10 10 5
D2
~
~
0 -1 21279 10 10 5
-1
S

#21281
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 9 0
D0
~
~
0 -1 21282 10 10 5
D2
~
~
0 -1 21280 10 10 5
-1
S

#21282
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 9 0
D0
~
~
0 -1 21283 10 10 5
D2
~
~
0 -1 21281 10 10 5
-1
S

#21283
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 9 0
D0
~
~
0 -1 21284 10 10 5
D2
~
~
0 -1 21282 10 10 5
-1
S

#21284
Eastern Sea Trail~
Under Construction.

~
~
301465600 2 9 0
D0
~
~
0 -1 21197 10 10 5
D2
~
~
0 -1 21283 10 10 5
-1
S

#21285
Sheltered From the Wind~
You stand in a nook, sheltered from the constant buffeting of the sea

breezes.  To the north and east, the ground climbs steeply upwards, too

steep to the north to even attempt to scale.  To the south, the brush

continues, with small hints of overgrown paths darting here and there

through a swampy area of brush and open meadow.

~
no mob

~
301465608 2 9 0
D1
~
~
0 -1 21224 10 10 5
D2
~
~
0 -1 21256 10 10 5
-1
S

#21286
Crumbled Stair~
A crumbled, spiral stone stairway cuts through the earth here, ancient

stone cracked with age.  The air is cool and damp, and you hear the

distant dripping of water falling against stone somewhere in the darkness

below.

~
~
301465600 5 5 0
D4
~
~
0 -1 21287 10 10 5
D5
~
~
0 -1 21123 10 10 5
-1
S

#21287
Crumbled Stair~
A crumbled, spiral stone stairway cuts through the earth here, ancient

stone cracked with age.  The air is cool and damp, and you hear the

distant dripping of water falling against stone somewhere in the darkness

below.

~
~
301465600 5 5 0
D4
~
~
0 -1 21288 10 10 5
D5
~
~
0 -1 21286 10 10 5
-1
S

#21288
Crumbled Stair~
A crumbled, spiral stone stairway cuts through the earth here, ancient

stone cracked with age.  The air is cool and damp, and you hear the

distant dripping of water falling against stone somewhere in the darkness

below.  At the top of the stair is small opening.

~
~
301465600 5 5 0
D4
vegetation~
vegetation~
251 -1 21122 10 10 5
D5
~
~
0 -1 21287 10 10 5
E
vegetation~
The vegetation that grows around the opening is thick and tangled, though

it looks as if could be easily moved aside.

~
A
1 look~
1 up opening top~
if( is_open( room, up ) )

  act_tochar( #open, ch );

else

  act_tochar( #rclosed, ch );

act_notchar( #looking, ch );

~
E
open~
The dark opening above you is lined by moss and lichens.  It is easily

wide enough for you to squeeze through it.

~
E
rclosed~
The dark opening above you is covered over by a tangle of vegetation.

~
E
looking~
$n peers upward toward the top of the stairs.

~
!
0 0 0
A
move~
vegetation plants~
if( is_open( room, up ) ) {

  act_tochar( #closing, ch );

  act_notchar( #rclosing, ch );

  close( room, up );

  send_to_room( #bush_closed, find_room( 21122 ) );

  end;

  }

else {

  act_tochar( #move_bush, ch );

  act_notchar( #rmove_bush, ch );

  open( room, up );

  send_to_room( #bush_opened, find_room( 21122 ) );

  }

~
E
closing~
You reach outside and pull some vegetation over the entrance to conceal

it.

~
E
rclosing~
$n pulls some vegetation over the entrance to conceal it.

~
E
bush_closed~
The branches of vegetation mysteriously move over to conceal the opening. 

Though its not a fluid movement, being more jerky as if a person were

inexpertly concealing the opening.

~
E
move_bush~
You push the vegetation away from the opening, making it possible to

leave.

~
E
rmove_bush~
$n pushes some vegetation aside making it possible to leave.

~
E
bush_opened~
A patch of vegetation rustles softly at first, then suddenly move harshly

aside to reveal an opening.

~
!
0 0 0
A
1 up~
~
if( is_open( room, up ) ) {

  continue;

  end;

  }

else {

  act_tochar( #cant, ch );

  act_notchar( #rcant, ch );

  }

~
E
cant~
A tangle of vegetation prevents you from leaving through the opening at

the top of the stairs.

~
E
rcant~
$n walks headlong into a tangle of branches at the top of the stairs.

~
!
0 0 0
A
open~
vegetation plants 1 up~
act_tochar( #no, ch );

~
E
no~
Opening the vegetation would be messy, how about moving it instead?

~
!
0 0 0
-1
S

#21289
Storage Chamber~
Judging from the rotted sacks, boxes and shattered barrels intermixed

with the bits of general refuse and fallen stones, this was once a

grather storage room of some sort.

~
~
301465600 0 9 0
D2
~
~
0 -1 21123 10 10 5
E
boxes rotted barrels~
Old and ravaged by time, they contain little of interest or value.

~
78 17 1509949460 -2 0
-1
S

#21290
Storage Chamber~
Judging from the rotted sacks, boxes and shattered barrels intermixed

with the bits of general refuse and fallen stones, this was once a

gather storage room of some sort.

~
~
301465600 0 9 0
D0
~
~
0 -1 21123 10 10 5
16 9 1509949540 3 0
-1
S

#21291
Storage Chamber~
Judging from the rotted sacks, boxes and shattered barrels intermixed

with the bits of general refuse and fallen stones, this was once a

storage room of some sort.

~
~
301465600 0 9 0
D3
~
~
0 -1 21123 10 10 5
79 17 1509949445 -2 0
16 9 1509949490 3 0
-1
S

#21292
Great Cellar~
Judging from the rotted sacks, boxes and shattered barrels intermixed

with the bits of general refuse and fallen stones, this was once a

grather storage room of some sort.

~
secret door is in western wall, checks search

needs to set a reset flag to check that the player has searched and found the stone each time

[Rue] really should be a code

~
301465600 0 9 0
D1
~
~
0 -1 21123 10 10 5
D3
discolored stone~
'discolored stone' stone discolored~
139 -1 602 10 10 5
E
discolrored stone~
The oddly discolored stone looks like it has been worn down by being

rubbed countless times.

~
A
1 look search~
west~
if( find_skill( ch, searching ) > random( 3, 7 ) ) {

  act_tochar( #find, ch );

  act_notchar( #find2, ch );

show( ch, room, west );

  end;

  }

else

  act_tochar( #nada, ch );

~
E
nada~
You see nothing of interest in that direction.

~
E
find2~
$n cries out, apparently having discovered something!

~
E
find~
Looking more closely at the western wall, you notice a slightly

discolored stone!

~
!
0 0 0
16 9 1509949540 3 0
16 9 1509949490 3 0
-1
S

#21293
Dark Alcove~
You are in a small, dark alcove, off to the side of the main section of

the caves.  It is slightly damp here, and the walls, floor and ceiling

are rough.  A bit of rubbish lies on the floor here, giving off a foul

odor, one which does not compliment the already stale underground air.

~
~
301465600 0 6 0
D2
~
~
0 -1 602 10 10 5
402 9 1509949540 3 0
411 9 1509949490 3 0
-1
S

#21294
Large Cavern~
In this large cavern dwells the majority of the various clan.  This is

where they rest, divide up loot and play with slaves.  In the center of

the room is a large bonfire pit, the flames from the fire reach nearly to

the ceiling.  To the west is another cave leading into the darkness. 

Hanging about this cavern are large war banners for the various bands

that are represented in this raiding party.  Hanging in the center of the

southern wall is a huge tapestry.  

~
cauldron? campfire?

tapestry for only 1 part of cavern

~
301465600 0 6 0
D0
~
~
0 -1 21295 10 10 5
D3
~
~
0 -1 605 10 10 5
326 9 1509949540 3 0
326 9 1509949540 3 0
411 9 1509949540 3 0
402 9 1509949540 3 0
-1
S

#21295
Large Cavern~
In this large cavern dwells the majority of the various clan.  This is

where they rest, divide up loot and play with slaves.  In the center of

the room is a large bonfire pit, the flames from the fire reach nearly to

the ceiling.  To the west is another cave leading into the darkness. 

Hanging about this cavern are large war banners for the various bands

that are represented in this raiding party.  Hanging in the center of the

southern wall is a huge tapestry.  

~
~
301465600 0 6 0
D0
~
~
0 -1 607 10 10 6
D2
~
~
0 -1 21294 10 10 6
D3
~
~
0 -1 21296 10 10 6
411 9 1509949540 3 0
411 9 1509949540 3 0
-1
S

#21296
Large Cavern~
In this large cavern dwells the majority of the various clan.  This is

where they rest, divide up loot and play with slaves.  In the center of

the room is a large bonfire pit, the flames from the fire reach nearly to

the ceiling.  To the west is another cave leading into the darkness. 

Hanging about this cavern are large war banners for the various bands

that are represented in this raiding party.  Hanging in the center of the

southern wall is a huge tapestry.  

~
name?

~
301465600 0 6 0
D1
~
~
0 -1 21295 10 10 6
D2
~
~
0 -1 605 10 10 6
D3
~
~
0 -1 606 10 10 6
411 9 1509949540 3 0
326 9 1509949490 3 0
410 9 1509949490 3 0
-1
S

#21297
Dark Cavern~
The tunnel contines here, boring its way through dark rock.  You think

you see a larger chamber up ahead, more by feel than by actual sight; you

sense a space, and the coolness of dark air up ahead.

~
~
301465600 0 6 0
D0
~
~
0 -1 605 10 10 5
D2
~
~
0 -1 604 10 10 5
410 9 1509949540 3 0
-1
S

#21298
Side Cavern~
The cavern is small here, and slick with condensation.  Slabs of rock

force you to bend and move slowly, as you note the the main passage is

off to the east and the room continues to narrow off to the south.

~
~
301465600 0 5 0
D1
~
~
0 -1 604 10 10 5
D2
~
~
0 -1 21299 10 10 5
-1
S

#21299
Side Cavern - Dead End~
The side cavern comes to an end here, in a small, but round, end chamber. 

The floor and ceiling here are rough and uneven, with the walls

zigzagging back and forth in a tacit expresson of nature's past primal

fury.

~
~
301465600 0 4 0
D0
~
~
0 -1 21298 10 10 5
411 9 1509949540 2 0
411 9 1509949540 3 0
-1
S

#21300
Woods~
You are in some dense woods.  To the east and south the trail winds by,

snaking its way along the clifftop.  To the north, the woods thicken as

mountains rise up around you.

~
~
301465600 12 9 0
D1
~
~
0 -1 21275 10 10 5
D2
~
~
0 -1 21073 10 10 5
-1
S

#21301
Rutted Road~
From this vantage point you can see the Inner-Sea to the west.  Many

ships travel to this port to trade goods and restock.  The road leading

down to the docks is well worn with many deep ruts from heavy wagon

travel, with the woods to the north and south providing excellent cover

from the cold winds from the sea.  

~
rewrite this - is same as room to e

~
301465600 2 9 0
D1
~
~
0 -1 21106 10 10 5
D3
~
~
0 -1 21107 10 10 5
-1
S

#21302
Northern Sea Trail~
Under Construction.

~
~
301465600 12 9 0
-1
S

#21303
Narrow Path~
This is a narrow path between high bushes, extending to the north and

east.  In the distance to the west, you can faintly hear the roaring of

what sounds like waves on a coastline.

~
~
301465600 2 9 0
D0
~
~
0 -1 21304 10 10 5
D1
~
~
0 -1 21032 10 10 5
-1
S

#21304
Narrow Path~
This is a narrow path between high bushes, extending to the south and

west.  In the distance to the west, you can faintly hear the roaring of

what sounds like waves on a coastline.

~
~
301465600 2 9 0
D2
~
~
0 -1 21303 10 10 5
D3
~
~
0 -1 21305 10 10 5
-1
S

#21305
Narrow Path~
This is a narrow path between high bushes, extending to the west and

east.  In the distance to the west, you can faintly hear the roaring of

what sounds like waves on a coastline.

~
~
301465600 2 9 0
D1
~
~
0 -1 21304 10 10 5
D3
~
~
0 -1 21306 10 10 5
-1
S

#21306
Narrow Path~
This is a narrow path between high bushes, extending to the west and

east.  In the distance to the west, you can faintly hear the roaring of

what sounds like waves on a coastline.

~
~
301465600 2 9 0
D1
~
~
0 -1 21305 10 10 5
D3
~
~
0 -1 21307 10 10 5
-1
S

#21307
Narrow Path~
This is a narrow path between high bushes, extending to the west and

east.  In the distance to the west, you can faintly hear the roaring of

what sounds like waves on a coastline.

~
~
301465600 2 9 0
D1
~
~
0 -1 21306 10 10 5
D3
~
~
0 -1 21308 10 10 5
-1
S

#21308
Narrow Path~
This is a narrow path between high bushes, extending to the south and

east.  In the distance to the west, you can faintly hear the roaring of

what sounds like waves on a coastline.

~
~
301465600 2 9 0
D1
~
~
0 -1 21307 10 10 5
D2
~
~
0 -1 21309 10 10 5
-1
S

#21309
Narrow Path~
This is a narrow path between high bushes, extending to the north and

west.  In the distance to the west, you can faintly hear the roaring of

what sounds like waves on a coastline.

~
~
301465600 2 9 0
D0
~
~
0 -1 21308 10 10 5
D3
~
~
0 -1 21029 10 10 5
-1
S

#21310
Northern Sea Trail - Cliff Overlooking the Sea of Stars~
The road twists and turns here between the edge of a sheer cliff which

drops away hundreds of feet just south of you and the rugged climb of the

mountains north and up.  The view is breathtaking, with the chasm

dropping steeply away to meet the glittering inland sea to the far south. 

A large boulder has fallen from the mountains to the north, and rests

next to the trail.

~
~
301465600 12 9 0
D1
~
~
0 -1 21089 10 10 5
D3
~
~
0 -1 21311 10 10 5
E
1 north boulder~
A large rock, just a shade over three feet at its largest point.  It

looks as if it fell from the mountains some time back as weathering has

already started to round its jagged edges.

~
-1
S

#21311
Above the Cliff~
The road twists and turns here between the edge of a sheer cliff which

drops away hundreds of feet just south of you and the rugged climb of the

mountains north and up.  The view is breathtaking, with the chasm

dropping steeply away to meet the glittering inland sea to the far south. 

Tiny shrubs and trees grow along the edge of the chasm, hanging on with

twisted roots.  To the west a sturdy old stone bridge spans the gap

carved over the ages by a tiny river that pours down from the mountains. 

Far to the south, the river empties into the Northern Sea.

~
~
301465600 12 9 0
D1
~
~
0 -1 21310 10 10 5
D3
~
~
0 -1 21312 10 10 5
A
~
~
continue;

~
E
to_char~
@GYou step onto the sturdy bridge to the west.@n

~
E
to_room~
@G$n steps onto the sturdy bridge to the west.@n 

~
!
3 0 8
2196 9 1509949540 3 0
-1
S

#21312
Eastern End of the Bridge~
The bridge rises up here from the edge of a sheer cliff to the east that

drops away hundreds of feet below you.  The view is breathtaking, with

the chasm descending steeply away to meet the glittering inland sea to

the south.

~
~
301465600 12 9 0
D1
~
~
0 -1 21311 10 10 5
D3
~
~
0 -1 21313 10 10 5
-1
S

#21313
Center of Eagle's Eye Bridge~
The peak of the stone bridge spans the chasm here, reinforced all along

its length by heavy, squared timbers cut from the nearby forest.  At each

end of the bridge stand heavy wooden arches, weather-beaten and

salt-stained, making this something of a border between the human lands

to the east and west.  The view is breathtaking and obviously the reason

for the bridge's name, with the chasm below dropping steeply away to meet

the glittering inland sea to the south.

~
[Fraelith] no look bridge?

[Rue] Guilt code for murdering emaciated man in wererats.  only affects

good aligned people that murdered him in cold blood.

~
301465600 12 9 0
D1
~
~
0 -1 21312 10 10 5
D3
~
~
0 -1 21314 10 10 5
A
~
~
if( cflag( 89, ch ) ) {

  act_tochar( #sadness, ch );

  drain_stat( ch, con, 10, -1 );

  end;

  }

else

  end;

~
E
sadness~
@GAs you cross the bridge, you look out across the beautiful landscape

before you, and are suddenly gripped with sadness.  You remember the poor

man you murdered.

You stripped from him any hope of ever enjoying a view like this, crushed

the hearts of his family and stained your own self-image.

Someday perhaps, you will be able to clean this dark cloud from your

conscience, but that day has not yet come.@n 


@YYou feel weakened by guilt.@n

~
!
1 0 10
-1
S

#21314
Western End of the Bridge~
The bridge rises up here from the edge of a sheer cliff to the west that

drops away hundreds of feet below you.  The view is breathtaking, with

the chasm descending steeply away to meet the glittering inland sea to

the south.

~
bridge room

~
301465600 12 9 0
D1
~
~
0 -1 21313 10 10 5
D3
~
~
0 -1 21315 10 10 5
-1
S

#21315
Northern Sea Trail - Cliff Overlooking the Sea of Stars~
The trail winds east and west here, across a sloped hillside.  To the

southeast, the cliff drops away to the sea while directly to the east a

small, nameless river has cut a deep chasm, spanned by a sturdy bridge. 

On the other side of the chasm, the path seems to continue, wandering

along under under the shadow of the Cairn Mountains to the north.  A

large building sits to the south of the trail.

~
Vnum: 21318

The Eagle Eye Cafe is south

no.mob to prevent boy from walking out of his job

[Caenthe Lyrr] Graffiti on doorjamb:  Job sucks, name not "boy."  I'm outta here, man.  --Billie

~
301465608 12 9 0
D1
~
~
0 -1 21314 10 10 5
D2
swinging doors~
swinging doors~
0 -1 21318 10 10 5
D3
~
~
0 -1 21316 10 10 5
E
cafe building~
Long a favorite place to rest your weary legs and sit with friends and

other adventurers, the Eagle Eye Cafe overlooks the bridge that spans the

Great Divide.  Nestled in the shadows of the Cairn Mountains and

overlooking the Northern Sea, it provides a wonderful view and a nice

selection of foods and coffees for travelers.

~
A
~
~
continue;

~
E
to_char~
@GYou step onto the sturdy bridge to the east.@n

~
E
to_room~
@G$n steps onto the sturdy bridge to the east.@n

~
!
3 0 2
A
~
~
act_tochar( #swing, ch );

act_notchar( #rmswings, ch );

send_to_room( #otherswing, find_room( 21318 ) );

continue;

~
E
swing~
You push the swinging doors open and head inside.

~
E
rmswings~
$n heads south, leaving the doors swinging gently behind $m.

~
E
otherswing~
The doors swing open.

~
!
3 0 4
-1
S

#21316
Northern Sea Trail - Cliff Overlooking the Sea of Stars~
The trail continues, following a fairly sure east-west line along the

cliff.  South of here, the sea stretches out before you: calm, but quite

daunting.  To the north loom the Cairn Mountains whose chill waters feed

the hidden river that has carved the deep chasm that lies to the east.

~
~
301465600 12 9 0
D1
~
~
0 -1 21315 10 10 5
D3
~
~
0 -1 21317 10 10 5
-1
S

#21317
Northern Sea Trail - Cliff Overlooking the Sea of Stars~
The well-worn path continues east and west here, following the winding

edge of the cliff.  The sounds of the sea rise to your ears from the

chasm to east: waves crashing, birds squawking, and the occasional toll

of a ship's bell. To the north and west lie the mist-shrouded,

densely-wooded eastern arm of the Cairn mountains.

~
~
301465600 12 9 0
D1
~
~
0 -1 21316 10 10 5
D3
~
~
0 -1 21052 10 10 5
-1
S

#21318
The Eagle Eye Cafe~
The smell of coffee and smoke, the clanking of dishes, and the murmur of

patrons talking fills the air of the Eagle Eye Cafe.  A long counter runs

along the west wall, and several employees run back and forth attending

to the needs of running the establishment.  Chairs and a long bench are

scattered about the room, inviting you to rest your weary feet.  Two open

doorways almost fill the south and eastern walls, leading out to a

balcony that overlooks the Sea.  To the north, a pair of green swinging

doors hang on heavy iron hinges.

~
~
301469735 12 5 0
D0
swinging doors~
swinging doors~
0 -1 21315 10 10 5
D1
~
~
0 -1 21320 10 10 5
D2
~
~
0 -1 21319 10 10 5
E
counter~
The long wooden counter has survived decades of service.  It is scratched

and stained, but is still quite serviceable.

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

~
E
clinking~
The sounds of clinking dishes and glasses comes from behind the counter.

~
!
2 10 0
A
~
~
act_tochar( #swing, ch );

act_notchar( #rmswings, ch );

send_to_room( #otherswing, find_room( 21315 ) );

continue;

~
E
swing~
You push the swinging doors open and head outside.

~
E
rmswings~
$n heads north, leaving the doors swinging gently behind $m.

~
E
otherswing~
The doors swing open.

~
!
3 0 1
A
~
~
mob = mob_in_room( 1902, room );

interpret( mob, "put all trash" );

~
!
1 0 6
A
~
~
if( find_stat( ch, level ) < 49 ) {

  if( !is_player( ch ) ) {

    send_to_char( #ch, ch );

    act_notchar( #no, ch );

    transfer( ch, find_room( 21315 ) );

    }

  }

~
E
ch~
A magical force prevents you from entering.

~
E
no~
$n refuses to enter the shack.

~
!
1 0 1
466 17 1509949540 -2 0
1145 17 1509949540 -2 0
1901 9 1509949540 3 0
794 17 1509949490 -1 16
1631 17 1509949490 -1 10
1688 17 1509949460 -1 33
2687 17 1509949490 -1 12
2687 17 1509949505 -1 11
1688 17 1509949460 -1 5
2704 17 1509949490 -1 0
2707 17 1509949490 -1 0
2708 17 1509949490 -1 0
1902 9 1509949540 3 0
2697 17 1509949540 -2 0
-1
S

#21319
Eagle Eye Cafe - Southern End of the Balcony~
The balcony overlooks a steep cliff that leads far down to the Northern

Sea.  As far as you can see, the cool waters of the Sea stretch, silently

waving in the distance.  Thick wooden railings and sturdy planks make up

the balcony, preventing you from falling over the side, and only slightly

worn by time.  The wooden porch roof provides some shelter from the

elements, while leaving the view open to the south and east.

~
~
301469731 12 5 0
D0
~
~
0 -1 21318 10 10 5
D1
~
~
0 -1 21321 10 10 5
E
planks guardrails beams~
The thick beams and railings of the balcony are painted with magical

symbols and intricate scrollwork.

~
E
magical symbols~
The magical symbols are ancient, perhaps they have something to do with

the lack of magical energy here.

~
E
Northern sea~
The grand expanse of the Northern Sea spreads out to the southeast.  From

here you cannot hear the movement of the water, but you can smell it and

its brackish waters.

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

~
E
eagle~
Off in the distance, you hear the screeching call of an eagle.

~
!
2 10 0
466 17 1509949540 -2 0
-1
S

#21320
Eagle Eye Cafe - Eastern Side of the Balcony~
The balcony overlooks the Great Divide, and the tiny river that flows at

its bottom.  Just to the north, the famous Eagle Eye Bridge spans the

gap, bridging the human lands to the east and west.  To the east, on the

other side of the Divide, the forest spreads out and up the Cairn

Mountains.  The floor is comprised of thick and sturdy wooden planks, and

the balcony is covered by a porch-roof.  Thick beams support the roof,

and also the heavy railing along the eastern edge.  An open doorway leads

into the cafe itself.

~
~
301469731 12 5 0
D2
~
~
0 -1 21321 10 10 5
D3
~
~
0 -1 21318 10 10 5
E
great divide chasm~
The Great Divide leads down hundreds of feet.  At its bottom winds a

small river that comes down from the Cairn Mountains to the north.

~
E
eagle eye bridge~
This grand bridge spans the width of the Great Divide.  Built of stone

and massive wooden timbers, it finally allowed travel from the human

lands to the east to the human lands to the west.  It is a wonderful

achievement of engineering, and is covered its distance by a wooden roof

that allows travelers to look out over the edge.

~
E
floor planks~
The thick wooden planks of the balcony are ancient and sturdy.  The tops

are rounded slightly from wear, and stained by countless spilled drinks.

~
E
beams roof railing~
The thick beams and railings of the balcony are painted with magical

symbols and intricate scrollwork.

~
E
magical symbols~
The magical symbols are ancient, perhaps they have something to do with

the lack of magical energy here.

~
466 17 1509949540 -2 0
-1
S

#21321
Eagle Eye Cafe - Balcony Corner~
The view from here is spectacular; you can see an arc from the Eagle Eye

Bridge all the way to the western shore of the Northern Sea.  Far to the

southeast, the outline of a large keep set along the eastern shore of the

Sea can be seen.  And just south of that, the wooden docks of Medienne. 

From here, the water is silent, and the only sounds are those of the wind

whistling through the trees and the conversation from the cafe itself. 

Wooden planks make up the floor, and thick beams support the ceiling and

the guardrail.

~
~
301469731 12 5 0
D0
~
~
0 -1 21320 10 10 5
D3
~
~
0 -1 21319 10 10 5
E
bridge eagle eye~
This grand bridge spans the width of the Great Divide.  Built of stone

and massive wooden timbers, it finally allowed travel from the human

lands to the east to the human lands to the west.  It is a wonderful

achievement of engineering, and is covered its distance by a wooden roof

that allows travelers to look out over the edge.

~
E
planks beams guardrail~
The thick beams and railings of the balcony are painted with magical

symbols and intricate scrollwork.

~
E
magical symbols~
The magical symbols are ancient, perhaps they have something to do with

the lack of magical energy here.

~
E
Northern Sea~
The grand expanse of the Northern Sea spreads out to the southeast.  From

here you cannot hear the movement of the water, but you can smell it and

its brackish waters.

~
466 17 1509949540 -2 0
-1
S

#21322
Northern Sea Trail~
Under Construction.

~
~
301465600 12 9 0
-1
S

#0