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
Chiiron~
???~
~

0 0
0
#ROOMS

#901
Garnie Lane~
Off to the north you see the town wall with a small gate inset in it. 

This allows access to the hills and mountains beyond.  You have heard

rumors of dragons and goblins in those mountains, but the gate does not

seem particularly well guarded, so whatever lives there must leave the

town alone.  To the west lies the @ebank of Chiiron@n and to the east lies a

@esmall magic shop@n.  To the south you see Garnie lane and further south you

see the town square.

~
~
301465665 1 8 0
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~
~
0 -1 935 10 10 5
D1
~
~
0 -1 914 10 10 5
D2
~
~
128 -1 902 10 10 5
D3
~
~
0 -1 924 10 10 5
E
1 south~
You are a street.

~
866 9 1509949540 3 0
-1
S

#902
Garnie Lane~
This small lane was named after a once great warrior that was born in

this town.  He struggled against all odds and to his tribute this street

was named after him.  To the south lies the Town Square.  The lane

continues off towards the north where you can see the massive northern

gates rising up over the city walls.

~
~
301465665 1 8 0
D0
~
~
128 -1 901 10 10 5
D2
~
~
0 -1 903 10 10 5
E
1 south~
You see the Town Square of Chiiron.

~
E
1 east~
You see the bunk room

~
E
1 north~
You see the north gate.

~
747 9 1509949540 3 0
-1
S

#903
Village Square~
This is the center of the village of Chiiron.  The marks of commerce are

evident in the hoof scars and wheel ruts upon the road-stones.  Firmly

seated in the intersection is a cylindrical stone @efountain@n, covered

in a dark, mossy overgrowth.  Contained in the fountain is a

foul-smelling, effervescent fluid, apparently a byproduct of the moss,

sunlight and time.  On the side of the fountain is a small @esign@n.  A

small, wooden chapel is directly south of here, where the occasional

tolling of the town bell can be heard.  Garnie Lane starts to the north,

with Trader Road crossing here east to west.

~
~
301465667 1 9 0
D0
~
~
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D1
~
~
0 -1 907 10 10 5
D2
~
~
0 -1 904 10 10 5
D3
~
~
0 -1 906 10 10 5
E
Sign~
The small sign on the side of the fountain reads 'No Fishing!'.  It has

obviously been there for many years and you doubt it is too strongly

enforced.  

~
E
1 west~
You see Trader Road.

~
E
1 south~
You see a sheltered shrine glowing over there.

~
E
1 east~
You see Trader Road.

~
E
1 north~
You see a street.

~
E
fountain~
What appears to have once been a glorious centerpiece to the peaceful

town of Chiiron is now a victim of The Forest Edge's war-town economy. 

Winged-insects mill about its surface, resting easily upon a thick layer

foam and a mossy substrate.  It would be in the best interest of any

passerby to steer clear of this fountain whenever possible.

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

~
E
to_room~
Tiny bubbles rise to the surface of the fountain.

~
!
2 100 0
A
~
~
send_to_room( #to_all, room );

obj_to_room( oload( 117 ), room );

~
E
to_all~
A small fish jumps out of the water from the fountain.  It was swimming

right by the edge of the basin and lands on the stone.  It flips around

and lands right on the ground!  

~
!
2 5 0
A
catch~
fish~
if( !rflag( reset0, room ) ) {

  send_to_char( #wise, ch );

  end;

  }

if( find_stat( ch, dex ) > random( 13, 19 ) ) {

  send_to_char( #caught, ch );

  act_notchar( #hascaught, ch );

  obj_to_char( oload( 117 ), ch );

  remove_rflag( reset0, room );

  }

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  }

~
E
wise~
The fish in the fountain seem to be wise to what you are up to and are

all lurking at the bottom of the fountain, out of your reach.  

~
E
hascaught~
$n reaches into the fountain and catches a fish.

~
E
caught~
You reach down and snatch a fish from the fountain.

~
E
$n is bending over into the fountain, trying to grab a fish.~
~
E
to_room~
~
E
to_char~
You attempt to catch a fish from the fountain, but it avoids you.

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

~
E
room~
With a small splash, a fish jumps in the fountain.

~
!
2 50 0
A
1 look~
weary tired elf~
if( !is_player( Ch ) )

  end;

send_to_char( #desc, ch );

wait( 2 );

send_to_char( #intro, ch );

wait( 2 );

send_to_char( #advice, ch );

wait( 2 );

send_to_char( #advice2, ch );

~
E
desc~
The elf looks to have fought many a battle.  He has several nasty scars

long healed over.  Though obviously tired, he appears friendly.  He looks

as if he would like to talk, maybe you should tell the elf hi.

~
E
advice2~
The weary elf continues:

The immortals here have done a wonderful job of providing help files for

new players such as yourself.  You might consider starting with help

newbie.  Otherwise, game and wildlife exist out each of the gates,

although you might consider visiting the armoury or weaponsmith first. 

Good luck, my friend!

~
E
advice~
The weary elf says to you:

I have explored this area for several years now - I might be able to give

you some useful advice.  If interested ask me for it by typing 'ask elf

advice'.

~
E
intro~
An elf warrior looks up from where he is resting.

~
!
0 0 0
1 17 1509949540 -2 0
460 9 1509949540 3 0
747 9 1509949540 3 0
866 9 1509949540 3 0
866 9 1509949540 3 0
1319 17 1509949540 -2 0
756 137 1509949540 0 0
-1
S

#904
Outside of Temple to Taranth~
This is a small area of grass outside the chapel which is to the south. 

The chapel is rather old and could do with being painted.  There is a

stone slab here which is obviously used for sacrifices.  The trampled

grass leads you to believe that this is a popular place of worship.  To

the north lies the town square.  Several large guards stand along the

walls watching for people who are wanted.

~
~
301465803 1 8 0
D0
~
~
0 -1 903 10 10 5
D2
~
~
0 -1 927 10 10 5
E
bell~
The bell is made of brass and supported by a wooden frame allowing it to

swing freely.  You can see small cracks in it from many years of use. 

The wooden frame is beginning to rot and undoubtly will need fixing

soon.  

~
E
stone slab~
The stone slab is 3x4 feet in size and very worn.  It is clearly used for

sacrifices as you can see dried blood on the edges of it.

~
E
1 north~
You see the Town Square.

~
A
~
~
send_to_char( #sac, ch ); 

act_notchar( #issac, ch ); 

if( doing_quest( ch, 0 ) ) {

  update_quest( ch, 0 );

  act_room( #light, ch, obj );

  }

junk_obj( obj, 1 );

~
E
light~
A rabbit skin disappears in a burst of light!

~
E
issac~
$n sacrifices a rabbit skin to his deity.

~
E
sac~
You sacrifice a rabbit skin to your deity.

~
!
5 40 0
A
~
~
if( reputation( ch, secomber ) < 0 ) {

  act_tochar( #tochar, ch );

  act_notchar( #notchar, ch );

  transfer( ch, find_room( 903 ) );

  act_notchar( #notchar2, ch );

  }

continue;

~
E
notchar2~
$n is pushed out of the temple by several very large guards.

~
E
notchar~
One of the large guards sees $n and says, "Your type isn't liked by

Taranth!" and the guards push him back out the door to the north.

~
E
tochar~
One of the large guards sees you and says, "Your type isn't liked by

Taranth!" and the guards push you back out the door to the north.

~
!
1 -1 5
26 17 1509949540 -2 0
28 17 1509949540 -2 0
5 17 1509949540 -2 0
3000 17 1509949450 -2 0
28 17 1509949540 -2 0
49 17 1509949540 -2 0
3014 17 1509949445 -2 0
-1
S

#905
Trader Road~
You are standing on the main street of Chiiron.  To the north is an

@ealchemist's shop@n, while to the south you spy a boarded-up shop which

seems to have been deserted for awhile.  The cobbled road continues east

to the town square.

~
~
301465673 1 8 0
D0
~
~
0 -1 923 10 10 5
D1
~
~
0 -1 916 10 10 5
D2
~
~
0 -1 930 10 10 5
D3
~
~
0 -1 937 10 10 5
E
1 east~
You see Trader Road going east.

~
-1
S

#906
Trader Road~
You are standing on the main street of Chiiron. To the north and the

south lie what looks like shops. The road continues west, to the east

is what looks like the Town Square.

~
~
301465673 1 8 0
D0
~
~
0 -1 911 10 10 5
D1
~
~
0 -1 903 10 10 5
D2
~
~
0 -1 912 10 10 5
D3
~
~
0 -1 916 10 10 5
E
1 west~
You see the Trader Road.

~
E
1 south~
You see a local bar called the Fighting Ferret.

~
E
1 east~
You see the Town Square

~
E
1 north~
You see the Grocery Shop.

~
866 9 1509949540 3 0
-1
S

#907
Trader Road~
You are standing in the busiest part of Chiiron which means there

are two people on the road. There are doors to the north and south

of you. The cobbled road continues east to the eastern gate and

west to the town square.

~
~
301465665 1 8 0
D0
~
~
0 -1 909 10 10 5
D1
gate~
gate~
0 -1 908 10 10 5
D2
~
~
0 -1 910 10 10 5
D3
~
~
0 -1 903 10 10 5
E
1 west~
You see the Town Square.

~
E
1 south~
You see the Fur Trading Shop.

~
E
1 east~
You see the Eastern Gates of Chiiron

~
E
1 north~
You see the Trading Post.

~
414 9 1509949540 3 0
-1
S

#908
East Gate of Chiiron~
Before you stands the east gate of Chiiron.  It is a simple gate house

between two towers.  To the north is a staircase leading into one of the

towers, and to the side of the gate itself, is a @elever@n which looks

like pushing it or pulling it controls the portcullis.  Main Street runs

west, and you can see shops down that way on either side.  East, the road

leads out of Chiiron and into dangers unknown.

~
~
301465665 1 8 0
D0
door~
door~
135 62 934 10 10 5
D1
portcullis~
gate~
195 -1 933 10 10 5
D3
~
~
0 -1 907 10 10 5
E
lever~
The lever's set into the wall here control whether the portcullis is

opened or closed. 

~
E
1 west~
You see Trader Road.

~
A
pull~
lever~
if( is_open( room, east  ) )

  send_to_char( #nothing, ch );

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  act_room( #to_all, ch );

  open( room, east );

  }

~
E
to_all~
The portcullis opens with a grinding of gears.

~
E
to_room~
$n pulls the lever.

~
E
to_char~
You pull the lever.

~
E
nothing~
You pull the lever but nothing happens.

~
!
0 0 0
A
push~
lever~
if( !is_open( room, east ) )

  send_to_char( #nothing, ch );

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch, obj );

  act_room( #to_all, ch, obj );

  close( room, east );

  }

~
E
to_all~
The portcullis drops shut with a loud clang!

~
E
to_room~
$n pushes the lever.

~
E
to_char~
You push the lever.

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

~
!
0 0 0
866 137 1509949540 3 0
866 9 1509949540 3 0
747 137 1509949540 3 0
-1
S

#909
The Trading Post~
You are standing in a shop with a little bit of everything. There

is almost anything you could ever want here. It is designed to be

a one stop shopping place.

~
~
335024215 0 5 0
D2
~
~
0 -1 907 10 10 5
E
1 south~
You see Trader Road.

~
A
1 order~
~
act_tochar( #no, ch );

~
E
no~
You can't do that here.

~
!
0 -1 0
1013 9 1509949540 3 0
26 17 1509949540 -1 0
6 17 1509949510 -1 0
229 17 1509949540 -1 0
25 17 1509949540 -1 0
229 17 1509949490 -1 0
230 17 1509949510 -1 0
948 17 1509949470 -1 0
330 17 1509949540 -1 0
27 17 1509949465 -1 0
-1
S

#910
Fur Trader's Shop~
Never before have you seen so many dead animals.  Pelts and furs line the

shelves, counters and even the floor.  Even though the owner has more

pelts than he could ever want, the owner still looks eager to buy more.

~
~
335024199 0 5 0
D0
~
~
0 -1 907 10 10 5
E
1 north~
You see Trader Road.

~
A
1 order~
~
act_tochar( #no, ch );

~
E
no~
You can't do that here.

~
!
0 -1 0
1014 9 1509949540 3 0
40 17 1509949465 -1 0
43 17 1509949450 -1 0
-1
S

#911
The Grocery Shop~
You are in the center of a neatly managed shop that caters to the more

practical side of the adventure.  Bags and rations line the shelves along

the wall.  A heavy cabinet has been pushed against one wall in an attempt

to cover a large crevice in the floor.

~
~
335024135 0 6 0
D2
~
~
0 -1 906 10 10 5
D5
crevice in the floor~
crevice floor~
106 -1 985 10 10 5
E
1 south~
You see Trader Road.

~
E
down crevice floor cabinet~
The floor is littered with small bits of string, food crumbs and

butcher's paper.  In one corner, you see a large crevice that the grocer

has pushed a heavy cabinet over to try to block it up.

~
A
1 order~
~
act_tochar( #no, ch );

~
E
no~
You can't do that here.

~
!
0 -1 0
1002 9 1509949540 3 0
4 17 1509949520 -1 0
28 17 1509949540 -1 0
28 17 1509949515 -1 0
3004 17 1509949540 16 0
55 17 1509949490 -1 0
5 17 1509949515 -1 0
-1
S

#912
The Fighting Ferret~
Every town needs a place to unwind after a long day at work.  This bar

caters to those adventurers that go out and hunt for a living with

stuffed animal heads lined above the wall.  There is a joyous mood in the

air, since the forest has treated them well.  On the right side is a

stair which lead upstairs to a sparring center.

~
~
335024207 0 6 0
D0
~
~
0 -1 906 10 10 5
D2
~
~
0 -1 981 10 10 5
D4
~
~
0 -1 928 10 10 5
E
group men~
Several residents of Chiiron sit around a small table drinking beer and

talking of lands near and far.

~
E
1 north~
You see Trader Road.

~
E
stuffed animal heads wall~
There seems to be quite a variety of stuffed animal heads adorning the

wall.  Among them you see a grizzly and even a green dragon head. 

Whoever managed to hunt all these things down must have been quite

formidable.

~
A
~
~
ch = rand_player( room );

send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

~
E
to_room~
The bartender whispers something to $n.

~
E
to_char~
The bartender leans over the counter and whispers, 'Not meaning to

intrude, but ye look a bit confused.  Care to ask me anything to help ye

on yer way?' 

~
!
2 30 0
A
~
~
ch = rand_char( room );

send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

~
E
to_room~
One of the men in the corner peers over his shoulder at $n.

~
E
to_char~
One of the men in the corner glares at you.

~
!
2 10 0
A
ask~
boulder~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

~
E
to_room~
The bartender whispers something to $n.

~
E
to_char~
The bartender says, 'That thing?  Don't be ridiculous.  Did ye attempt to

climb the thing?' 

~
!
0 0 0
A
ask~
waterfall~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

~
E
to_room~
The bartender whispers something to $n.

~
E
to_char~
The bartender whispers to you, 'Not that I've been listening', but the band

in the corner there been mutterin' something about a waterfall and caves

for on half a day.' 

~
!
0 0 0
A
~
~
send_to_room( #all, room );

~
E
all~
A hushed group of men in the corner discuss a recent expedition.  ' ... 

caves ...  Not me!  ...  waterfall ...  dang bats ...' 

~
!
2 30 0
A
say~
barkeep bartender~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

~
E
to_room~
The bartender shoots a half-interested glance at $n.

~
E
to_char~
The bartender glances in your direction.

~
!
0 0 0
A
~
~
i = random( 1, 6 );

if( i == 1 )

  send_to_room( #pennan, room );

if( i == 2 )

  send_to_room( #swamp, room );

if( i == 3 )

  send_to_room( #rogues, room );

if( i == 4 )

  send_to_room( #hobgobs, room );

if( i == 5 )

  send_to_room( #gyard, room );

if( i > 5 )

  send_to_room( #book, room );

~
E
gyard~
You overhear someone talking about the old town graveyard, northeast of

town.  Apparently, some strange things have been going on there lately.

~
E
hobgobs~
"Yeah...so I'm tryin' to make it through the ol' Greened Way corridor to

Narak, when I sees a buncha big - I mean big, and nasty, and I MEAN

nasty, goblins...  they was all over me, I could barely get away from dem... 

" 

~
E
rogues~
Someone grumbles about those clanless rogues, who are worse even than

@bOutcasts@n, and deserve to be hanged.  At least.

~
E
swamp~
You overhear a bit of conversation between two weary travelers, and

something about them heading back east past medienne to continue making a

path through the swamps towards Sos-kul.

~
E
pennan~
You overhear a bit of a conversation between two farmers, and something

about them heading back west toward Pennan early tomorrow morning.

~
E
book~
Did you see that fellow in here the other day?  Said he was writing a

book and we'd be in it.  Said it'd be called the Taverns of the Realm.

I bet we rate higher than the Cardinal over in Pennan.

~
!
2 75 0
A
1 order~
~
act_tochar( #no, ch );

~
E
no~
You can't do that here.

~
!
0 -1 0
212 9 1509949540 3 0
23 17 1509949540 -1 1
24 17 1509949540 -1 1
912 49 1509949540 -2 0
912 16 1509949440 -2 0
28 80 1509949440 -2 0
1127 17 1509949540 -2 0
1127 17 1509949540 -2 0
-1
S

#914
The Chiiron Magic Shoppe~
You are standing in a small room.  There is a small counter in front of

you.  Behind it are shelves lined with small bottles and bowls.  There

are small tables lining the other walls and they contain various small

trinkets, herbs and potions.  There is a small chest in one corner, the

top is open and it is filled with brown parchment rolled up and tied with

string.  In the opposite corner is a small end table, on it is a small,

clear @bbox@n filled with dust.  Above the table is a @bsign@n suspended in mid

air.  

~
~
335024199 0 5 0
D3
~
~
0 -1 901 10 10 5
D4
~
~
0 -1 921 10 10 5
E
sign~
This box contains the remains of the last person who broke the merchandise

and refused to pay for it.  Consider yourself warned and have a nice day. 

~
E
box~
You examine a small, clear box carefully.  You notice it is suspended

in mid air.  Inside is a small pile of gray dust.  You reach for the

box, but find you cannot touch it.  Something prevents you from getting

too close to it. 

~
E
1 west~
You see a small street.

~
1000 9 1509949540 3 0
1020 17 1509949515 -1 0
1008 17 1509949515 -1 0
1021 17 1509949515 -1 0
9 17 1509949540 -1 0
1025 17 1509949540 -1 0
1018 17 1509949515 -1 0
305 17 1509949445 -1 0
38 17 1509949443 -1 0
-1
S

#916
Trader Road ~
You are standing on a small road in the middle of the town of Chiiron. 

To the north lies a @eleather shop@n and to the south a @eweapons shop@n.  The

road continues to the east and west.  Off to the west you can see the

town wall after another row of shops.  

~
~
301465665 1 8 0
D0
~
~
0 -1 917 10 10 5
D1
~
~
0 -1 906 10 10 5
D2
~
~
0 -1 918 10 10 5
D3
~
~
0 -1 905 10 10 5
E
1 west~
You see the west gate of chiiron.

~
E
1 south~
You see a weapon's shop.

~
E
1 east~
You see Trader Road.

~
E
1 north~
You see the Chiiron Leather Shop.

~
-1
S

#917
The Chiiron Leather Shop~
This place is filled with a variety of different leather goods at

different stages of completion.  The craftmanship is evident by looking

at the quality of the merchandise.  On the back wall of the shop is a

small ladder which obviously leads to a loft above the shop.  

~
Now characters can not climb the ladder, only mobs, the only one of which

that will try is Alslaad.

~
335024199 0 5 0
D2
~
~
0 -1 916 10 10 5
E
sign~
Keepen Sie Fingeren ausen die Merchandise!

Oilen destroyen das Leather.

~
E
1 south~
You see Trader Road.

~
A
3 climb~
3 ladder~
if( !is_player( ch ) )

  end;

if( mob_in_room( 1010, room ) ) {

  send_to_char( #nope, ch );

  end;

  }

if( is_player( ch ) ) {

  send_to_char( #climb, ch );

  act_notchar( #rclimb, ch );

  transfer( ch, find_room( 936 ) );

  act_notchar( #arr, ch );

  loop( followers ) {

    act_notchar( #f_leave, rch );

    transfer( rch, find_room( 936 ) );

    act_notchar( #f_arr, rch );

    }

  }

~
E
f_arr~
$n also climbs up from the ladder.

~
E
f_leave~
$n also climbs the ladder.

~
E
arr~
$n climbs up from the ladder.

~
E
nope~
You do not belong in the loft.  That is Alslaad's home.

~
E
rclimb~
$n climbs the wooden ladder up to the loft.

~
E
climb~
You climb the wooden ladder up to the loft.

~
!
0 0 0
A
1 order~
~
act_tochar( #no, ch );

~
E
no~
You can't do that here.

~
!
0 -1 0
1010 9 1509949540 3 0
2001 17 1509949540 -1 0
2002 17 1509949540 -1 0
2003 17 1509949515 -1 0
2020 17 1509949540 -1 0
2000 17 1509949540 -1 0
2040 17 1509949540 -1 0
2021 17 1509949540 -1 0
2022 17 1509949490 -1 0
2041 17 1509949540 -1 0
2042 17 1509949490 -1 0
2080 17 1509949540 -1 0
2081 17 1509949465 -1 0
2101 17 1509949490 -1 0
2121 17 1509949540 -1 0
2120 17 1509949540 -1 0
2122 17 1509949490 -1 0
2180 17 1509949540 -1 0
2181 17 1509949515 -1 0
2182 17 1509949465 -1 0
2123 17 1509949465 -1 0
2060 17 1509949490 -1 0
644 17 1509949465 -1 0
2022 17 1509949490 -1 0
645 17 1509949465 -1 0
646 17 1509949465 -1 0
1109 17 1509949540 -1 0
488 17 1509949515 -1 0
-1
S

#918
The Chiiron Weapon Shop~
This place is not stocked with every weapon known, but it has a good 

selection at reasonable prices. This shop has very few decorations

or pleasantries. 

~
[Rue] set other flag to false

~
335024199 0 5 0
D0
~
~
0 -1 916 10 10 5
E
1 north~
You see Trader Road.

~
A
1 order~
~
act_tochar( #no, ch );

~
E
no~
You can't do that here.

~
!
0 -1 0
1003 9 1509949540 3 0
3000 17 1509949540 -1 0
3001 17 1509949490 -1 0
3002 17 1509949460 -1 0
3003 17 1509949450 -1 0
3018 17 1509949540 -1 0
3019 17 1509949490 -1 0
3005 17 1509949540 -1 0
3006 17 1509949460 -1 0
3007 17 1509949449 -1 0
3008 17 1509949443 -1 0
3028 17 1509949470 -1 0
34 17 1509949540 -1 0
3034 17 1509949480 -1 0
890 17 1509949460 -1 0
3012 17 1509949445 -1 0
3032 17 1509949450 -1 0
968 17 1509949445 -1 0
1056 17 1509949450 -1 0
1059 17 1509949445 -1 0
3035 17 1509949450 -1 0
3104 17 5 -1 0
-1
S

#921
A Laboratory~
You are standing in a long room filled with bookcases.  The bookcases

are filled with many books dedicated to the field of magic.  Small desks

and chairs await the visiting scholar.

~
~
335020097 0 5 0
D5
~
~
0 -1 914 10 10 5
-1
S

#922
A Small Alley~
This is a small alley leading into a darker section of town.  You see the

Alchemist Shop to the south and a vacant lot to the north.  

~
~
301465601 0 6 0
D0
~
~
0 -1 926 10 10 5
D1
~
~
0 -1 904 10 10 5
-1
S

#923
The Chiiron Alchemist Shop~
You see various containers filled with strange liquids, powders and other

things you'd rather not think about.  Nothing is labeled, and things seem

to be placed randomly about the room.  You'd better ask for help if you

plan to actually find what you are looking for.  On the north wall is a

bookshelf holding various tomes of strange recipes.  

~
pick berry reset from 70 until pick fuixed

~
335024199 0 5 0
D2
~
~
0 -1 905 10 10 5
E
1 south~
You see Trader Road.

~
A
~
~
if( find_stat( ch, level ) < 5 )

  end;

if( !has_quest( ch, 1 ) ) {

  if( random( 0, 10 ) < 3 ) {

    if( mob_in_room( 1006, room ) )

      act_tochar( #mumble, ch );

    }

  }

~
E
mumble~
@b@WAs you enter the shop, you hear the alchemist mumbling about needing a

feather and not sure who to ask for it.  

~
!
1 -1 4
A
custom~
4 healing potion red green~
mob = mob_in_room( 1006, room );

if( !has_quest( ch, 10 ) )

  tell( mob, ch, #no );

else {

  tell( mob, ch, #ch );

  continue;

  }

~
E
ch~
Due to the cause, I will create this potion for you...at a much

discounted price.

~
E
no~
You have no need for this potion so I will not waste my time making it

for you.

~
!
0 0 0
A
1 order~
~
act_tochar( #no, ch );

~
E
no~
You can't do that here.

~
!
0 -1 0
1006 9 1509949540 3 0
78 17 1509949540 -1 0
37 17 1509949540 -1 0
98 17 1509949490 -1 0
221 17 1509949540 -1 0
258 17 1509949540 -1 0
284 17 1509949490 -1 0
243 17 1509949540 -1 0
246 17 1509949465 -1 0
280 17 1509949510 -1 0
304 17 1509949465 -1 0
206 17 1509949465 -1 0
81 17 1509949540 -1 0
872 17 1509949490 -1 0
78 17 1509949540 -1 0
977 17 1509949490 -1 0
79 17 1509949490 -1 0
1182 17 1509949540 -1 0
1194 17 1509949455 -1 0
1269 17 1509949490 -1 0
189 17 1509949465 -1 0
210 17 1509949465 -1 0
474 17 1509949540 -1 0
-1
S

#924
Chiiron Savings and Loan~
This is the fiduciary center of the bustling town of Chiiron.  Merchants

and townsfolk alike entrust their livelihoods to the impenetrable vaults

herein.  The walls here are a dark, rich wood from the Alternifolia

Melealuca trees of the High Mountains.  Woven rugs adorn a cold, solid

marble floor.  Great pillars support the high ceiling above, on which an

intricate mosaic of nonsectarian icons can be found.  Several tellers,

each skilled in the many languages of the area, await your transaction

from behind brass grating.

~
~
335022181 0 5 0
D1
~
~
0 -1 901 10 10 5
E
vault~
This door is cleverly recessed into the wall in a way which hides it from

the casual observer.  Every indication you see leads you to believe this

door is probably not easily opened.  

~
747 137 1509949540 3 0
866 9 1509949540 3 0
-1
S

#925
Vault Room~
Empty space.

~
~
301467653 0 6 0
-1
S

#926
Transition Area~
This spot is a transitionary location between Chiiron and a new city,

Voaleth.  Feel free to explore Voaleth, and see it grow over the next few

weeks.  We encourage you to provide feedback on this totally new,

completely different area, which is considerably more indicitive of the

type of world we wish to build than Chiiron.  

~
~
301465601 0 6 0
-1
S

#927
Temple of Taranth~
As you look around the temple, you notice how bare and empty it is. 

Taranth obviously does not demand sacrifices of wealth.  To the south you

see a statue of Taranth with a small number of flowers strewn at the base. 

In the south west corner is a small spiral staircase which winds upwards

to the bell tower.  In the opposite corner is a large @ecauldron@n

sitting on some hot coals with some type of soup which smells delicious.

~
~
335020107 0 6 0
D0
~
~
0 -1 904 10 10 5
D4
~
~
0 -1 931 10 10 5
E
statue~
The statue of Taranth is meticulously crafted out of granite.  Despite

the rough stone it is a beautiful peace of work.  Taranth is a tall woman

with flowing hair.  She is depicted as wearing a loose gown with a belt at

the waist.  Her face is wrinkled from age, but still extremely

attractive.  

~
A
kneel pray~
~
acode( room, 3 );

~
E
nod~
The priestess nods in welcome to you.

~
E
quest~
The priestess walks over to you and tells you, "I see you have sinned -

get the skin of a rabbit and sacrifice it on the stone to north of here

to redeem yourself." 

~
E
pray~
You kneel down and start praying.

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

~
E
aggr~
The image of Taranth appears before you and a voice fills your mind ... 

How @b@RDARE@n you attempt violence in my holy shrine! Begone, ill-doer!

~
!
7 0 0
A
~
~
send_to_char( #char, ch );

wait( 1 );

mob = mob_in_room( 179, room );

if( !mob )

  end;

send_to_char( #nod, ch );

if( has_quest( ch, 0 ) )

  end;

else {

  tell( mob, ch, #quest );

  assign_quest( ch, 0 );

  }

~
E
nod~
The priestess nods in welcome to you.

~
E
char~
You kneel upon the ground.

~
E
quest~
I see you have sinned.  Find the skin of a rabbit and sacrifice it on the

stone altar to the north of here to redeem yourself.

~
!
0 0 0
A
~
~
continue;

~
E
to_room~
$n climbs up the stairs.

~
E
to_char~
You climb up the stairs.

~
!
3 0 16
460 17 1509949540 -2 16
179 9 1509949540 3 0
2425 17 1509949540 -2 0
-1
S

#928
The Swordsman's~
You enter the room and see several warrior-like people practicing their

skills.  There are several practice dummies, and mock weapons, to protect

those choosing to spar.

~
~
335024201 0 7 0
D5
~
~
0 -1 912 10 10 5
A
2 list 2 custom~
~
send_to_char( #char, ch );

~
E
char~
This doesn't look like a shop to you at all.  Instead it appears to be a

training room.  And you doubt the swordman would appreciate you trying to

buy his equipment.  

~
!
0 0 0
178 9 1509949540 3 0
-1
S

#930
Deserted Shop~
The shop looks deserted except there isn't much dust on the floor as if a

reasonable amount of traffic goes through here.  There is no furniture

and only a small amount of debris lying around.

~
~
335020105 0 5 0
D0
~
~
0 -1 905 10 10 5
D5
trapdoor~
trapdoor door~
131 -1 932 10 10 5
E
1 north~
You see Trader Road.

~
A
2 list~
~
send_to_char( #char, ch );

~
E
char~
The shop looks very deserted and there is no shopkeeper or merchandise to

be seen.  

~
!
0 0 0
A
~
~
continue;

~
E
to_room~
$n pulls the brass ring opening the $t $T.

~
E
to_char~
You pull the brass ring opening the trapdoor.

~
!
8 0 32
-1
S

#931
Bell Tower~
This is a small tower above the temple.  More a loft than a tower.

Inside is a large bronze @bbell@n which is rung to announce special

occasions.  Out a small window to the north you can see into the town

square and down Garnie Lane.  A small trough and hitching post lie by the

west wall, providing a spot for you to safely leave your pets.

~
~
335020235 0 6 0
D5
~
~
0 -1 927 10 10 5
E
bell bronze~
The bell hangs just within your reach.  It is made of bronze and appears

very heavy.  

~
A
ring strike hit~
bell~
if( rflag( reset0, room ) ) {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  act_area( #to_area, ch );

  remove_rflag( reset0, room );

  }

else

  send_to_char( #no, ch );

~
E
no~
Out of courtesy, you must wait for the bell's echos to fade before

ringing it again.

~
E
to_area~
You hear a bell tolling in the distance.

~
E
to_room~
$n strikes the bell causing it to ring loudly.

~
E
to_char~
You strike the bell causing it to ring loudly.

~
E
to_char~
No description

new to_room

~
E
to_room~
No description~
E
to_area~
No description~
E
no~
No description~
!
0 0 0
A
~
~
continue;

~
E
to_char~
You walk down the stairs.

~
!
3 0 32
A
blow horn~
~
~
!
0 0 0
-1
S

#932
The Locksmith's~
This is a rather small basement which has been converted into a shop of

sorts.  On the north wall is a large table with a blanket covering it, on

top of which are an assortment of strange items.  

~
~
335024207 0 5 0
D4
trapdoor~
trapdoor~
131 -1 930 10 10 5
A
~
~
room = find_room( 932 );

open( room, up );

~
!
2 250 0
195 9 1509949540 3 0
126 17 1509949515 -1 0
3028 17 1509949540 -1 0
127 17 1509949490 -1 0
133 17 1509949445 -1 0
128 17 1509949490 -1 0
3104 17 1509949450 -1 0
-1
S

#933
Before the East Gate of Chiiron~
To the west stands a stone gate house, flanked by two towers.  Compared

to some of the great fortresses of the realm, Chiiron is not impressive,

but it looks like a safe haven, with its single curtain wall stout and

well-maintained.  A path leads away east, winding through the hills.  It

looks well worn and should not be too dangerous.  South of here, a small

path winds its way between the town wall and a range of hills east of

town.

~
~
301465673 0 6 0
D0
~
~
0 -1 982 10 10 5
D1
~
~
0 -1 24006 10 10 5
D2
~
~
0 -1 40573 10 10 5
D3
portcullis~
gate~
195 -1 908 10 10 5
A
bash knock pound bang~
portcullis gate west~
if( !is_open( room, west ) ) {

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

    act_tochar( #to_char, ch );

    act_notchar( #to_room, ch );

    open( room, west );

    act_room( #to_all, ch );

    }

  else {

    act_tochar( #clan_char, ch );

    act_notchar( #clan_room, ch );

    act_room( #clan_all, ch );

    }

  }

else

  act_tochar( #nothing, ch );

~
E
clan_all~
@b@W"You are not welcome here, go back to where you came from!"

~
E
clan_room~
As $n bangs on the gate a guard comes, looks $m over, and yells,

~
E
clan_char~
As you bang on the gate a guard comes, looks you over, and yells,

~
E
to_room~
$n bangs loudly on the portcullis.

~
E
to_all~
The portcullis clambers open.

~
E
to_char~
You bang loudly on the portcullis.

~
E
nothing~
It's hard to do that when the portcullis is already open.

~
!
0 0 2
-1
S

#934
Tower Room~
You are inside a small tower.  To the south is a heavy door which is

closed in times of attack.  The tower is rather cramped but has several

cots used by the watchmen.  An overwhelming sense of peace and

tranquility fills the room.

~
~
335020111 0 6 0
D2
door~
door~
135 -1 908 10 10 5
-1
S

#935
North Gate of Chiiron~
You stand at the northern entrance to Chiiron; a simple gate inset in the

town wall.  The town wall is made of stone blocks of granite, painfully

fitted together, scared in one area from the acid breath of a long dead

dragon.  The scar and the smoke rising from the town bring feelings of

security and comfort to returning adventurers.  By the side of the gate

is a large @elever@n.  Perhaps pushing or pulling it will open and

close the gate.

~
~
301465673 1 6 0
D0
gate~
gate~
195 -1 25000 10 10 5
D2
~
~
0 -1 901 10 10 5
E
lever~
You see a large wooden lever that is obviously pulled and pushed to open

and close the gate.  

~
A
pull~
lever~
if( is_open( room, north ) )

  send_to_char( #nothing, ch );

else {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  act_room( #to_all, ch );

  open( room, north );

  };

~
E
to_all~
The gate opens with a grinding of gears.

~
E
to_room~
$n pulls the lever.

~
E
to_char~
You pull the lever.

~
E
nothing~
You pull the lever and nothing happens.

~
!
0 0 0
A
push~
lever~
if( !is_open( room, north ) )

  send_to_char( #fail, ch );

else {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  act_room( #all, ch );

  close( room, north );

  };

~
E
all~
The gate to the north grinds closed with a loud CLANG!

~
E
room~
$n pushes the lever down.

~
E
char~
You push on the lever.

~
E
fail~
Nothing happens.

~
!
0 0 0
747 137 1509949540 3 0
-1
S

#936
Loft Above Leather Shop~
This is a simple room with a bed in one corner and not much else.  The

bed is basically a pile of furs which are too worn to be of any value. 

The floor is made out of wooden planks which creak slightly as you walk

on them.  

~
~
301469701 0 5 0
D5
~
~
0 -1 917 10 10 5
-1
S

#937
West Gate of Chiiron~
Before you stands the west gate of Chiiron, a simple gate house between

two towers.  To the side of the gate is a @elever@n which looks like it

controls the gate.  You might want to push it or pull it.  Main street

runs east, and shops line the Main street runs east, and shops line the

street on either side.

~
~
301465665 1 9 0
D1
~
~
0 -1 905 10 10 5
D3
gate~
gate~
195 -1 938 10 10 5
A
pull~
lever~
if( is_open( room, west ) )

  act_tochar( #nothing, ch );

else {

  act_tochar( #pull, ch );

  act_notchar( #rpull, ch );

  send_to_room( #room, room );

  open( room, west );

  }

~
E
room~
The portcullis opens with a grinding of gears.

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

~
E
rpull~
$n pulls the lever.

~
E
pull~
You pull the lever.

~
!
0 0 0
A
push~
lever~
if( !is_open( room, west ) )

  act_tochar( #nothing, ch );

else {

  act_tochar( #to_char, ch );

  act_notchar( #to_room, ch );

  send_to_room( #to_all, room );

close( room, west );

  }

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

~
E
to_all~
The gate drops shut with a loud clang!

~
E
to_room~
$n pushes the lever.

~
E
to_char~
You push the lever.

~
!
0 0 0
866 137 1509949540 3 0
866 9 1509949540 3 0
866 9 1509949540 3 0
747 137 1509949540 3 0
-1
S

#938
Before the Gates of Chiiron~
The west gate of Chiiron stands off to the east of here, its thick stone

gatehouse protecting the city from whatever dangers lurk in the

surrounding forest.  A small dirt path leads off to the south, alongside

a gentle stream.

~
no_mob

~
301465608 12 9 0
D0
~
~
0 -1 40500 10 10 5
D1
gate~
gate~
195 -1 937 10 10 5
D2
~
~
0 -1 939 10 10 5
D3
~
~
0 -1 979 10 10 5
A
knock pound bash bang~
gate portcullis e east~
if( !is_open( room, east ) ) {

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

    act_tochar( #to_char, ch );

    act_notchar( #to_room, ch );

    open( room, east );

    act_room( #to_all, ch );

    }

  else {

    act_tochar( #clan, ch );

    act_notchar( #rclan, ch );

    }

  }

else

  act_tochar( #nothing, ch );

~
E
rclan~
The guard looks $n over and says, "Go away, earth scum!"

~
E
clan~
The guard looks you over and says, "Go away, earth scum!"

~
E
to_all~
The portcullis clambers open.

~
E
to_room~
$n bangs loudly on the portcullis.

~
E
to_char~
You bang loudly on the portcullis.

~
E
nothing~
It's hard to do that when the portcullis is already open!

~
!
0 0 0
-1
S

#939
By a Shady Brook~
A brook runs northeast to southwest through this cozy section of the

forest.  Several leafy trees spread out overhead, giving the entire area

shade.  A cool breeze blows, and all is at peace.  A small grass-covered

hill rises gently to the west.

~
~
301465600 3 9 0
D0
~
~
0 -1 938 10 10 5
D2
~
~
0 -1 40515 10 10 5
D3
~
~
0 -1 940 10 10 5
880 17 1509949540 -2 0
-1
S

#940
Atop A Knobby Hill~
You are on a small hill that rises barely above the trees, allowing you

to catch a glimpse of the Chiiron sky.  A small hole leads down into the

hill itself while a path meanders down to a shaded brook to the east.  A

seldom-traveled trail, barely visible, disappears into the thick forest

to the west.

~
~
301465608 4 9 0
D0
~
~
0 -1 979 10 10 5
D1
~
~
0 -1 939 10 10 5
D2
~
~
0 -1 980 10 10 5
D3
~
~
0 -1 942 10 10 5
D5
~
~
0 -1 941 10 10 5
E
hole~
The hole is small and dark, just large enough for a human to squeeze into.

~
E
1 west trail~
A faint trail leads into the thick woods to the west.

~
E
1 east~
You see an open area and the walls of Chiiron off to the east.  A

gatehouse stands close by.

~
E
1 north 1 south~
You see trees.

~
A
~
~
send_to_char( #down, ch );

continue;

~
E
down~
You climb down into the hole.

~
!
3 -1 32
-1
S

#941
Inside a Gopher Hole~
You are in a very small hole, large enough barely to stand in.  It looks

like this hole was dug here by man, but then abandoned, as bits of fur

announce that some forest denizen has taken up home here.

~
in my opinion, this room doesn't make sense, "a hole dug by a man"

wouldn't it be a ditch instead of a "tunnelish kind of hole"?  and since

it is only big enough for a human, is it tube shape(about 2 ft across)? 

just wondering - D 

rextra on fur - D

~
301465600 0 4 0
D4
~
~
0 -1 940 10 10 5
A
~
~
send_to_char( #up, ch );

continue;

~
E
up~
You climb up and out of the hole.

~
!
3 -1 16
622 9 1509949540 3 0
-1
S

#942
Edge of a Dense Forest~
You are standing at the edge of a thick forest.  A faint trail leads up a

hill to the east while dense underbrush makes passage south into the

forest barely passable.  The forest floor does seem to clear out in the

distance, but you cannot see too far into the trees as they are so

densely packed.

~
~
301465600 3 9 0
D1
~
~
0 -1 940 10 10 5
D2
~
~
0 -1 943 10 10 5
755 9 1509949540 3 0
755 9 1509949540 3 0
-1
S

#943
Faint Path Through a Dense Forest~
Mighty trees rise high overhead and a dense canopy of leaves blocks sight

of the sky above.  The trees to the west are even tighter, but there is a

faint path leading in that direction.  Thick underbrush nearly blocks

passage north toward the edge of the forest.

~
~
301465600 3 9 0
D0
~
~
0 -1 942 10 10 5
D1
~
~
0 -1 980 10 10 5
D2
~
~
0 -1 40523 10 10 5
D3
~
~
0 -1 944 10 10 5
2509 9 1509949540 3 0
2509 9 1509949540 3 0
-1
S

#944
Faint Path Through a Dense Forest~
The trees are very tightly packed here, and the canopy of leaves above

remains unbroken.  However, you see that the trees seem to disappear,

forming a clearing to the west, a stark contrast to the life and health

of the forest around you.  A narrow path leads toward the clearing, and

back into the forest to the east.

~
~
301465600 3 9 0
D1
~
~
0 -1 943 10 10 5
D3
~
~
0 -1 945 10 10 5
203 9 1509949540 3 0
-1
S

#945
A Small Clearing~
The forest clears out, as if the trees purposely avoid this area for some

strange reason.  A pair of mighty oaks mark somewhat of a doorway into a

valley to the north and a faint trail leads west toward the sound of a

rushing river, and to the east a small trail leads into a dense forest.

~
north used to be 947. this is on long-term hold

~
301465600 3 9 0
D1
~
~
0 -1 944 10 10 5
D3
~
~
0 -1 946 10 10 5
A
~
~
send_to_room( #sound, room );

~
E
sound~
You seem to hear words being chanted, evil words of power no longer

spoken by mortal tongue, but they seem faint, like a faded memory.  And,

like leaves on the wind, they soon fade back into the forest.

~
!
2 50 0
-1
S

#946
Before a Raging River~
A river rages savagely to the west, much too violent to cross.  The water

rushes and surges about, flowing fast enough to create whitecaps across

its surface.  A faint trail leads east into the forest.

~
~
301465600 2 9 0
D1
~
~
0 -1 945 10 10 5
D3
~
~
0 -1 37000 10 10 5
755 9 1509949540 3 0
755 9 1509949540 3 0
217 9 1509949540 3 0
-1
S

#947
Entrance to a Small Valley~
The ground slopes sharply downward and opens up into what appears to be a

large valley.  The trees and underbrush are thick, but do not make

passage impossible.  Ahead in the valley you detect a thin fog, while

there is an unusual clearing to the south.

~
south used to be 945

~
301465600 3 9 0
D0
~
~
0 -1 948 10 10 5
D2
~
~
0 -1 945 10 10 5
-1
S

#948
Mouth of a small valley~
This is the southern mouth of a small valley, as it appears to open up

broadly to the north.  A thin fog fills the air, meandering like a

serpent through the boughs and trunks of the large trees.  You can exit

the valley to the south.  A small trail leads north toward a strange

pool, and small muddy streams run toward it on both the east and west.

~
~
301465600 3 9 0
D0
~
~
0 -1 953 10 10 5
D1
~
~
0 -1 949 10 10 5
D2
~
~
0 -1 947 10 10 5
D3
~
~
0 -1 950 10 10 5
-1
S

#949
mouth of a small valley~
A muddy stream runs along the valley's edge to the east, flowing

northwest toward a pool in the center of the valley.  Ferns and moss grow

in this moist area, as well as some wide-leafed bushes and

thinly-branched trees.  A small trail to the west leads south and out of

the valley.

~
~
301465600 3 9 0
D0
~
~
0 -1 951 10 10 5
D3
~
~
0 -1 948 10 10 5
-1
S

#950
Mouth of a small valley~
A small muddy stream runs down the side of the valley to the west,

flowing toward a small pool in the center of the valley to the northeast. 

Tall leafy trees rise proudly in the rich, dark, moist soil.  While

footing on the loose earth appearcs treacherous, small passable trails

lead north and south away from this edge of the valley.

~
~
301465600 3 9 0
D0
~
~
0 -1 952 10 10 5
D1
~
~
0 -1 948 10 10 5
-1
S

#951
In a small valley~
You stand amidst an ecosystem in renewal.  Pines and evergreens ring a

mystical pool to the west, while ferns and willows grow near the valley

walls to the east, north, and south.  A river flows into the pool from a

trickling stream to the south that flows down the hillside.

~
~
301465600 3 9 0
D0
~
~
0 -1 959 10 10 5
D1
~
~
0 -1 954 10 10 5
D2
~
~
0 -1 949 10 10 5
D3
~
~
0 -1 953 10 10 5
-1
S

#952
In a small valley~
You stand at the edge of what seems to be two worlds, one in might, one

in renewal.  To the east, a gentle pool sends its lifeforce streaming

about it, fed by four rivers from four corners of the valley.  Tall

evergreens and pines ring the pool, but to the north, south, and west

smaller ferns and willows struggle to bring life to the edges of the

valley, apparently devastated by fire and erosion.

~
~
301465600 3 9 0
D0
~
~
0 -1 957 10 10 5
D1
~
~
0 -1 953 10 10 5
D2
~
~
0 -1 950 10 10 5
D3
~
~
0 -1 955 10 10 5
-1
S

#953
Center of a small valley~
A small, yet strangely clear pool lies in the exact center of the valley,

with four muddy streams feeding it from the southeast, northeast,

southwest, and northwest.  Small trails lead away from the pool in all

compass directions.  While it is obviously not manmade, the valley's

strange symmetry is curious, as if some being had sculpted it perfectly.

~
~
301465600 3 9 0
D0
~
~
0 -1 958 10 10 5
D1
~
~
0 -1 951 10 10 5
D2
~
~
0 -1 948 10 10 5
D3
~
~
0 -1 952 10 10 5
-1
S

#954
A corner of a small valley~
Steep valley hills nearly box in this moist, fertile corner of the valley. 

Rich black soil feeds life into several ferns and small trees, several of

them slender willows.  The only passable trail leads down into the heart

of the valley to the west.

~
~
301465600 3 9 0
D3
~
~
0 -1 951 10 10 5
-1
S

#955
A corner of a small valley~
Mud lines the steep hills that surround you, dotted by several fallen

trees slowly starting to rot.  Small ferns grow underneath, and life

still abounds, but the life is changing from the tall evergreens and

pines to slender willows and ferns.  A trail leads into the heart of the

valley to the east.

~
~
301465600 3 9 0
D1
~
~
0 -1 952 10 10 5
-1
S

#957
The edge of a small valley~
This crude path curves around to the east and south, crossing through the

mud of a shallow brook flowing toward the center of the valley to the

southeast.  A few ferns and small willow trees dot the moist area near

the valley wall, and mosses climb a large stone surface to the northwest,

disappearing over the rim.

~
~
301465600 3 9 0
D1
~
~
0 -1 958 10 10 5
D2
~
~
0 -1 952 10 10 5
-1
S

#958
The edge of a small valley~
This gentle trail through the scarce underbrush stands amidst two shallow

streams, one to the east, on to the west.  To the south a small pool lies

in the center of the valley, while to the north a strange little glade

opens up.

~
~
301465600 3 9 0
D0
~
~
0 -1 960 10 10 5
D1
~
~
0 -1 959 10 10 5
D2
~
~
0 -1 953 10 10 5
D3
~
~
0 -1 957 10 10 5
-1
S

#959
The edge of a small valley~
This faint trail bends south and west, crossing a shallow mud-filled

stream.  The stream flows southwest into a strange circular pool.  To the

north and west the moss-covered walls of the valley sport sparse

vegetation, mostly ferns.

~
~
301465600 3 9 0
D2
~
~
0 -1 951 10 10 5
D3
~
~
0 -1 958 10 10 5
-1
S

#960
A small shrine to Cynnis~
Amidst the untouched perfect nature of this corner of the valley, someone

has constructed a simple shrine to Cynnis, the goddess of nature.  A

large tree grows close to a vertical rise that marks the end of the

valley, a tree larger than all others in the area.  The valley opens up

to the south.

~
is safe... can make it not so

~
301465731 3 9 0
D2
~
~
0 -1 958 10 10 5
E
shrine~
A simple pile of round stones, this shrine has been dedicated to Celeste,

the goddess of nature.

~
E
tree~
This tree is huge, and someone has carefully chiseled steps into its

large trunk, being careful not to damage the tree.  The steps lead around

the tree and end in the branches above.

~
A
climb~
tree u up~
act_tochar( #climb, ch );

act_notchar( #rclimb, ch );

transfer( ch, find_room( 973 ) );

act_notchar( #rclimbs, ch );

~
E
nope~
The tree can not be climbed right now.

~
E
rclimb~
$n clambers up the large tree and over the valley rim.

~
E
climb~
You clamber up the large tree and over the valley rim.

~
E
rclimbs~
$n comes climbing up the tree.

~
!
0 0 0
-1
S

#973
The edge of a small cliff~
You are standing on the edge of a small cliff that overhangs a valley. 

Trees of all description and size line your vision in all directions.  A

small trail leads into the trees to the north, and there is a tree to the

south that can be climbed down.

~
what is with this little section? - D

~
301465600 0 9 0
D0
~
~
0 -1 978 10 10 5
A
climb~
d down tree~
act_tochar( #climb, ch );

act_notchar( #rclimb, ch );

transfer( ch, find_room( 960 ) );

act_notchar( #rclimbs, ch );

~
E
rclimb~
$n slowly scrambles down the tree.

~
E
climb~
You slowly scramble down the tree.

~
E
rclimbs~
$n comes climbing down the tree.

~
!
0 0 0
-1
S

#978
A dense forest~
Under Construction.

~
~
301465600 0 9 0
D2
~
~
0 -1 973 10 10 5
-1
S

#979
Edge of the Woods~
A few young trees mix with thick stands of brush here, the cleared space

to the east giving way to the thick woods which dominate the area to the

north and west.

~
~
301465608 3 9 0
D0
~
~
0 -1 40512 10 10 5
D1
~
~
0 -1 938 10 10 5
D2
~
~
0 -1 940 10 10 5
755 9 1509949490 3 0
210 17 1509949465 -2 0
-1
S

#980
A Dense Forest~
The trees are old and their trunks thick and weathered here.  Little

light makes its way through the thick forest canopy, and while the

surrounding area is quiet and still, you sense a great deal of life all

around you.  You spy a faint trail winding its way through the trees off

to the north and west.  A small but well-wooded hill rises above you to

the south.

~
~
301465600 3 7 0
D0
~
~
0 -1 940 10 10 5
D1
~
~
0 -1 40515 10 10 5
D2
~
~
0 -1 40518 10 10 5
D3
~
~
0 -1 943 10 10 5
2506 9 1509949490 3 0
2506 9 1509949540 3 0
-1
S

#981
The Backroom~
Several wooden stalls line the worn wooden walls of this room, and a few

round tables are arranged in an uneven pattern about the middle of the

area.  A thin veil of smoke hovers in the air here, for this is where

locals come to discuss recent events, and strangers to exchange coin and

news of the dark and sinister in low, hushed whispers.

  

A small @bsign@n adorns the wall beside a dartboard.

~
how about a chance of not hitting the board at all, or hitting somebody

standing in the room accidently if it is crowded - D

we'll do that in different places :)

hitting newbies and starting fights is probably not the best of ideas

[Lirisse] drunk assigns quest before waiting for you to say yes.

~
335024193 0 5 0
D0
~
~
0 -1 912 10 10 5
E
dartboard~
The dartboard has a few small holes in it, but looks relatively new. 

Three darts with red feathers rest in holders beside the dartboard. 

There are five scorings areas, 4 concentric rings centered around the

bullseye.  A small sign beside the dartboard may give hints as to how to

play.

  

NOTE :: Darts are under construction.

~
E
sign~
The flimsy piece of paper tacked onto the wall reads:

 

To play darts simply type 'play darts'.  Try not to hurt anyone.  The

scores are totalled for the 3 scores, so keep track amongst your group of

dart-throwers.  Feel free to place bets, although the house would like a

10% royalty if you are sober enough to remember.

  

NOTE :: darts are under construction.

~
A
play~
darts~
act_tochar( #play, ch );

act_notchar( #rplay, ch );

if( find_stat( ch, level ) > 90 ) {

  acode( room, 4 );

  end;

  }

j = 1;

loop( j < 4 )

  acode( room, 3 );

~
E
rplay~
$n grabs three darts from the dart holder and steps back to the line to

play.

~
E
play~
You grab the three darts from the dart holder and step back to the line.

~
!
0 0 0
A
pay~
royalty~
act_tochar( #laugh, ch );

act_notchar( #rlaugh, ch );

~
E
rlaugh~
$n tries to pay the barkeep some royalties on $s bets, but the barkeep

laughs and refuses.  "It was a joke!!" 

~
E
laugh~
The barkeep refuses your money and laughs.  "It was a joke!!"

~
!
0 0 0
A
~
~
if( j == 3 ) {

  act_tochar( #third, ch );

  act_notchar( #rthird, ch );

  j = 4;

  }

if( j == 2 ) {

  act_tochar( #second, ch );

  act_notchar( #rsecond, ch );

  j = 3;

  }

if( j == 1 ) {

  act_tochar( #first, ch );

  act_notchar( #rfirst, ch );

  j = 2;

  }

i = random( 1, 50 );

if( i == 1 ) {

  act_tochar( #bull, ch );

  act_notchar( #rbull, ch );

  }

else {

  if( i < 6 ) {

    act_tochar( #ring1, ch );

    act_notchar( #rring1, ch );

    }

  else {

    if( i < 16 ) {

      act_tochar( #ring2, ch );

      act_notchar( #rring2, ch );

      }

    else {

      if( i < 31 ) {

        act_tochar( #ring3, ch );

        act_notchar( #rring3, ch );

        }

      else {

        act_tochar( #ring4, ch );

        act_notchar( #rring4, ch );

        }

      }

    }

  }

~
E
rthird~
$n tosses the third dart.....

~
E
third~
You toss the third dart.....

~
E
rsecond~
$n tosses the second dart.....

~
E
second~
You toss the second dart.....

~
E
rring4~
$n's toss is a poor one, catching the outermost ring for a measly 1 point.

~
E
ring4~
Your toss is a poor one, catching the outermost ring for a measly 1 point.

~
E
rring3~
$n's toss goes off course, hitting the third ring.  Only 3 points.

~
E
ring3~
Your toss goes off course, hitting the third ring.  Only 3 points.

~
E
rring2~
$n's toss hits the second ring for 5 points.

~
E
ring2~
Your toss hits the second ring for 5 points.

~
E
rring1~
$n's toss hits the first ring!  10 points!

~
E
ring1~
Your toss hits the first ring!  10 points!

~
E
rbull~
$n's toss hits the bullseye!!  20 points!!

~
E
bull~
You hit the bullseye!!  20 points!!

~
E
rfirst~
$n tosses the first dart.....

~
E
first~
You toss the first dart.....

~
E
rplay~
$n grabs three darts from the dart holder and steps back to the line to

~
E
play~
You grab the three darts from the dart holder and step back to the line.

~
E
notyet~
The dart game is not yet ready to be played.

~
!
0 0 0
A
~
~
wait( 1 );

act_tochar( #prepare, ch );

act_notchar( #rprepare, ch );

wait( 1 );

act_notchar( #win, ch );

~
E
prepare~
Accompanied by a slight pop as air rushes in to fill a sudden void, the

darts disapear from your hand only to reapear a moment later in the

bullseye of the dartboard.

~
E
rprepare~
Accompanied by the pop of air rushing in to fill a sudden void, all three

darts disapear from $n's hand.

~
E
win~
Suddenly you notice all three darts are now sticking in the bullseye of

the dartboard.  Amazing!

~
!
0 0 0
912 17 1509949540 -2 0
864 9 1509949540 3 0
466 17 1509949540 -2 0
466 17 1509949540 -2 0
1145 17 1509949540 -2 0
-1
S

#982
Field ~
Carefully tended fields vie with one another for space in the shadow of

Chiiron's fortified wall.  To the east, the soil becomes more barren,

with rocky hills rising above the flat, rich soil of the fields.  To the

south, you spy the East Gate of Chiiron.

~
~
301465609 2 9 0
D0
~
~
0 -1 983 10 10 5
D2
~
~
0 -1 933 10 10 5
-1
S

#983
Fields Near Chiiron~
A series of carefully-tended fields cluster about the base of the town

wall here, their rows neatly tended by the residents of the small,

fortified village.  The town wall looms over you to the west, and a

series of rocky hills and gullies begins off to the east, a few scant

feet from the edge of the last field.

~
~
301465609 2 9 0
D0
~
~
0 -1 984 10 10 5
D2
~
~
0 -1 982 10 10 5
755 9 1509949540 3 0
755 9 1509949540 3 0
-1
S

#984
Shallow Brook, Field~
You stand in a cultivated field in the shadow of the walls of Chiiron.  A

small stream bisects the area, running north to southeast, leading into a

rocky gully at the base of a steep hill, and then disappearing from view,

perhaps flowing into some unseen underground repository.

~
~
301465609 2 9 0
D0
~
~
0 -1 40511 10 10 5
D1
~
~
0 -1 26006 10 10 5
D2
~
~
0 -1 983 10 10 5
398 17 1509949540 -2 0
880 17 1509949540 -2 0
-1
S

#985
Beneath the Grocery Shop~
Under Construction.

~
climb/enter wall/crevice/ceiling to get into grocer's shop in Chiiron. 

--Caer 

[Slip] rdesc attempt

~
335024135 11 5 0
D2
~
~
0 -1 986 10 10 5
D4
~
~
106 -1 911 10 10 5
A
enter climb~
ceiling crevice wall~
send_to_char( #climb, ch );

act_notchar( #rclimb, ch );

transfer( ch, find_room( 911 ) );

~
E
climb~
You grab hold of the rough sides of the cavern wall and hoist yourself up.

~
E
rclimb~
$n grabs the rough sides of the cavern wall and hoists $mself up and out

of sight.

~
!
0 0 0
-1
S

#986
Sandy Tunnel~
Under Construction.

~
~
335024135 11 5 0
D0
~
~
0 -1 985 10 10 5
D1
~
~
0 -1 987 10 10 5
-1
S

#987
Sandy Tunnel~
Under Construction.

~
~
335024135 11 5 0
D0
~
~
0 -1 988 10 10 5
D3
~
~
0 -1 986 10 10 5
-1
S

#988
Sandy Tunnel~
Under Construction.

~
~
335024135 11 5 0
D1
~
~
0 -1 989 10 10 5
D2
~
~
0 -1 987 10 10 5
-1
S

#989
Sandy Tunnel~
Under Construction.

~
~
335024135 11 5 0
D2
~
~
0 -1 990 10 10 5
D3
~
~
0 -1 988 10 10 5
-1
S

#990
Sandy Tunnel~
Under Construction.

~
~
335024135 11 5 0
D0
~
~
0 -1 989 10 10 5
D2
~
~
0 -1 991 10 10 5
-1
S

#991
Sandy Tunnel~
Under Construction.

~
~
335024135 11 5 0
D0
~
~
0 -1 990 10 10 5
D2
~
~
0 -1 992 10 10 5
-1
S

#992
Sandy Tunnel~
Under Construction.

~
~
335024135 11 5 0
D0
~
~
0 -1 991 10 10 5
D1
~
~
0 -1 993 10 10 5
-1
S

#993
Sandy Tunnel~
Under Construction.

~
~
335024135 11 5 0
D1
~
~
0 -1 994 10 10 5
D3
~
~
0 -1 992 10 10 5
-1
S

#994
Sandy Tunnel~
Under Construction.

~
~
335024135 11 5 0
D0
~
~
0 -1 995 10 10 5
D3
~
~
0 -1 993 10 10 5
-1
S

#995
Sandy Tunnel~
Under Construction.

~
~
335024135 11 5 0
D1
~
~
0 -1 996 10 10 5
D2
~
~
0 -1 994 10 10 5
-1
S

#996
Sandy Tunnel~
Under Construction.

~
~
335024135 11 5 0
D1
~
~
0 -1 997 10 10 5
D3
~
~
0 -1 995 10 10 5
-1
S

#997
Sandy Tunnel~
Under Construction.

~
~
335024135 11 5 0
D2
~
~
0 -1 998 10 10 5
D3
~
~
0 -1 996 10 10 5
-1
S

#998
Sandy Tunnel~
Under Construction.

~
~
335024135 11 5 0
D0
~
~
0 -1 997 10 10 5
D2
~
~
0 -1 999 10 10 5
-1
S

#999
Sandy Tunnel~
Under Construction.

~
~
335024135 11 5 0
D0
~
~
0 -1 998 10 10 5
D2
~
~
434 -1 685 10 10 5
-1
S

#0