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
The Vaasa~
Athyle, Amon, Talis~
The Vaasa~

1 0
0
#ROOMS

#19000
Crown Of The World~
This is the single highest tree in all of the Great Vaasa, and from it

you can see much of the sea of green.  Spread out before you is the

beautiful canopy of the mighty forest with the rare spire lancing out of

it, toward the sun.  Mounted nearby on a large branch is the Horn of

Ral'airdn.  A blow from this @bhorn@n can be heard for miles through the

forest.  Below you the branches form a natural ladder leading down to the

altar of Tarafas.  

~
~
301465665 3 5 0
D5
~
~
0 -1 19040 10 10 5
E
horn~
Hanging from a branch by leather straps, the horn is a beautiful tool. 

The ends are bound in silver and engraved along it's length are elven and

forest scenes.  The horn is said to come from the Ral'airdn.  A rare and

dangerous beast that roams only the deepest parts of the great forest.  

~
E
5 spires stone~
The spires of stone are the only things that interupt the sea of green,

besides perhaps the enclosing mountains to the west and south.  The

spires are sharp points of rock, thousands of feet tall, conical

formations pointing toward the heavens.  

~
A
blow~
horn~
send_to_char( #char, ch );

act_notchar( #room, ch );

act_area( #area, ch );

~
E
area~
Suddenly, a loud lone horn can be heard, somewhere up and away, seeming

to echo off the great trees.  It fades and an expectant hush follows.


~
E
room~
$n steps over to the the horn and blows a loud long note through it.  The

sound is strange, and it echos away through the wood.  Afterwhich a hush

falls.  

~
E
char~
Taking a huge breath ....  you blow the horn!  The sound of it echos

around you and then off through the forest.  After the last echos fade,

the forest seems hushed, as if a collective breath is held.  

~
!
0 0 0
A
~
~
i = random( 1, 10 );

if( i == 1 ) {

  send_to_area( #bird, room );

  end;

  }

if( i == 2 ) {

  send_to_area( #laugh, room );

  end;

  }

if( i == 3 ) {

  send_to_area( #insect, room );

  end;

  }

if( i == 4 ) {

  send_to_area( #life, room );

  end;

  }

~
E
life~
The life sounds of the forest can be heard all around you.

~
E
insect~
Some kind of huge insect thing goes buzzing by.

~
E
laugh~
You could swear you just heard laughter nearby.

~
E
bird~
You hear a lilting birdcall in the distance.

~
!
4 30 0
-1
S

#19001
Weapon Smithy~
You stand in a large hut with walls of leather, covered in some substance

that must protect it from the stray spark.  The floor is a huge flat slab

of stone, and standing in the middle is a great open hearth.  It is quite

hot in here, and lit by the hearth in shifting yellows and reds.  The

trunk of the tree composes the north east wall, and hanging from it and

from many branches that crisscross the room, are items of war.  

~
[Ingra] ask him longsword

[Ingra] He says "She knows knows ...:

[Ingra] I really don't know how this works *blush*

~
301469767 0 6 0
D5
~
~
0 -1 19004 10 10 5
E
platform~
The platform appears to be woven from living wood.

There is no obvious way that it was made, perhaps some lost skill of the elves.

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

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

~
!
0 -1 0
A
sit touch get go enter take steal~
fire hearth open~
act_tochar( #idiot, ch );

act_notchar( #ridiot, ch );

do_spell( burning hands, ch );

interpret( ch, "hop" );

acode( room, 3 );

interpret( ch, "hop" );

acode( room, 3 );

interpret( ch, "hop" );

acode( room, 3 );

~
E
idiot~
As you lean against the hearth you quickly come in contact with the

blazing fire.

~
E
ridiot~
$n leans against the hearth and into the blzing fire burning $mself.

~
!
0 0 0
A
~
~
i = 1d6;

if( i == 1 )

interpret( ch; "yell ouch!" );

if( i == 2 )

interpret( ch; "say aaaaaugh!  That burns!" );

if( i == 3 )

interpret( ch; "say Ow!  Get me some water, QUICK!" );

if( i == 4 )

interpret( ch; "say Ow, I'm gonna feel that one in the morning!" );

if( i > 5 )

interpret( ch; "say ow ow ow ow ow" );

~
!
0 0 0
331 9 1509949540 3 0
3000 17 1509949540 -1 0
3001 17 1509949540 -1 0
3032 17 1509949540 -1 0
3028 17 1509949540 -1 0
33 17 1509949540 -1 0
3032 17 1509949540 -1 0
3006 17 1509949540 -1 0
3080 17 1509949540 -2 0
-1
S

#19003
Armor Shoppe~
You have entered a well-lit elven shop.  Two walls are near-flat trunks,

while the other two are tightly woven branches and living wood and look

woven well enough to keep the warmth in and the cold winds out.  Covering

the walls are articles of armor, suits of leather, cloaks for protection

and warmth.  Cases with delicate crystal panes hold suits of metal, some

bronze, some chain.  Others hold glinting helms and shiny plates.

~
~
335024199 0 6 0
D4
~
~
0 -1 19006 10 10 5
E
platform~
Examining the platform does no solve the mystery of it's making any more

than before.  Perhaps it is just an old elf secret.  

~
335 9 1509949540 3 0
499 17 1509949540 -1 0
503 17 1509949540 -1 0
504 17 1509949540 -1 0
502 17 1509949540 -1 0
498 17 1509949540 -1 0
1640 17 1509949540 -1 0
1644 17 1509949540 -1 0
1641 17 1509949540 -1 0
1642 17 1509949540 -1 0
1643 17 1509949540 -1 0
1629 17 1509949540 -1 0
1649 17 1509949540 -1 0
1650 17 1509949540 -1 0
1651 17 1509949540 -1 0
1652 17 1509949540 -1 0
1653 17 1509949540 -1 0
-1
S

#19004
Base Of Branch~
You come to the base of a large branch that grows from the trunk, and

runs away to the south.  Above you, secured on three huge branches, is a

stone floored building, built against the side of the trunk.  How they

got that huge slab of stone up here is beyond you.  There is a flap

covering an opening, which you could go up and use to enter.

~
~
301465665 3 5 0
D2
~
~
0 -1 19019 10 10 5
D4
~
~
0 -1 19001 10 10 5
-1
S

#19005
Tree Top, Above Weapon Smithy~
You are standing on a good sized branch far above the forest floor, with

the sound of banging metal drifting up from just below you.  Above you

the massive trunk of this enormous tree reaches toward the sky, though

the size and frequency of the limbs do not allow you to ascend any

further.  From this vantage point you can look out over much of the vast

forest, and it is truly breathtaking.  Far off in the distance to the

east, you can see one of the great rock spires vaulting from the sea of

green and spearing towards the sky.  

~
~
301465600 3 6 0
E
rock spire~
The top of the forest is a sea of green, as far as the eye can see,

undulating only a little.  But here and there, grey spires of stone, like

spears, jab upward out of the sea, reaching toward the sky.  Their slopes

are too steep for much foliage, but there is some.  

~
-1
S

#19006
Base Of Branch~
You are standing at the base of a branch that leads away to the south. 

Two enormous trunks stand close together here, limbs gnarled together. 

Below you is a very sturdy looking shop of sorts, built between the two

trunks and putting the gnarled limbs to good use.  

~
~
301465665 3 5 0
D2
~
~
0 -1 19009 10 10 5
D5
~
~
0 -1 19003 10 10 5
-1
S

#19007
Main Level - Below Armor Shoppe~
Under Construction.

~
~
301465609 3 6 0
D5
~
~
0 -1 19008 10 10 5
-1
S

#19008
Tree Top, Above General Store~
Under Construction.

~
~
301465609 3 6 0
D4
~
~
0 -1 19007 10 10 5
-1
S

#19009
Huge Branch~
You stand on a huge branch that extends from the main trunk to the east

and runs away through the foliage to the west.  There is another branch

nearby that you could use to get to a pair of trees to the north, from

where come sounds of clinking metal.  Looking over the side, you catch a

rare glimpse of the ground far below and guess you are at least 250 ft

up.  

~
~
301465665 3 5 0
D0
~
~
0 -1 19006 10 10 5
D1
~
~
0 -1 19010 10 10 5
D3
~
~
0 -1 19012 10 10 5
-1
S

#19010
Base Of Branch~
You have come to the massive trunk from which the huge branch you stand

upon, sprouts and extends west.  All around is leafy greenery and the

sounds of life.  You can't even see the sky from this world of green. 

There is a small oval opening into the trunk here.  

~
~
301465665 3 5 0
D3
~
~
0 -1 19009 10 10 5
E
opening hole 1 east~
The opening is oval and just big enough for you to enter.  Inside you see

a small room with dim light comming down from above.  

~
A
enter~
tree hole opening trunk~
send_to_char( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 19049 ) );

act_notchar( #arr, ch );

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 19049 ) );

  act_notchar( #f_arr, rch );

  }

~
E
f_arr~
$n comes in through the hole.

~
E
f_leave~
$n leaves into the hole.

~
E
arr~
$n comes climbing in through the hole from outside.

~
E
room~
$n leaves into the hole.

~
E
char~
You duck into the hole and enter the tree.

~
!
0 0 0
A
~
~
if( !obj_in_room( 288, room ) ) {

  send_to_room( #all, room );

  obj_to_room( oload( 288 ), room );

  }

~
E
all~
Something from above chitters down at you and drops some acorns at you!

~
!
2 90 0
481 9 1509949540 3 0
-1
S

#19011
Main Level - South East Corner~
You are standing on a broad walkway that leads from tree to tree.  The

platform appears to be made totally of living wood.  Far below you, you

can almost see the forest floor.  To the north the walkway continues, and

above you the branches form stairs leading up.  

~
maybe connect to 19388, furrier's shop?

ok, probably move shop to Vaasa forest floor somewhere.

south to vintner (room 19396)

~
301465665 3 5 0
D0
~
~
0 -1 19012 10 10 5
D2
~
~
0 -1 19396 10 10 5
D4
~
~
0 -1 19044 10 10 5
-1
S

#19012
High Walkway~
You are standing on a large walkway made entirely of living wood.  The

signs of a prosperous village are rare, with only the amount of elves to

show that this is a village.  The walkway leads north and south where you

can see exceptionaly large trees, while to the east is a huge branch

leading away through the foliage.  

~
~
301465665 3 5 0
D0
~
~
0 -1 19013 10 10 5
D1
~
~
0 -1 19009 10 10 5
D2
~
~
0 -1 19011 10 10 5
-1
S

#19013
North Walkway~
You are standing on a broad walkway that leads from tree to tree.  The

platform appears to be made totally of living wood.  Far below you, you

can almost see the forest floor.  The walkway leads in three directions

from here, north, west, and south.  

~
~
301465665 3 5 0
D0
~
~
0 -1 19014 10 10 5
D2
~
~
0 -1 19012 10 10 5
D3
~
~
0 -1 19017 10 10 5
D4
~
~
0 -1 19042 10 10 5
481 9 1509949540 3 0
-1
S

#19014
Near Herbalist and Lembas Shop~
You are standing on what looks like a walkway made of living wood, and

looking over the side, you decide you are at least 150 ft above the

forest floor.  To the west you see a large tree, with the sounds of elves

bartering.  To the east lies another tree, from where comes the

mouth-watering smell of fresh baked bread.  The walkway also branches

south from here where it looks as if it is intersected by another.  

~
~
301465665 3 5 0
D1
~
~
0 -1 19031 10 10 5
D2
~
~
0 -1 19013 10 10 5
D3
~
~
0 -1 19016 10 10 5
-1
S

#19015
????~
Under Construction.

~
~
301465601 3 6 0
-1
S

#19016
Below the Herbalist~
You are standing on a platform of living wood.  To the east the platform

continues to meet another, and the branches above you form a nice ladder. 

From above, the smell of herbs and the sounds of chanting drift down.  

~
~
301465665 3 5 0
D1
~
~
0 -1 19014 10 10 5
D4
~
~
0 -1 19029 10 10 5
-1
S

#19017
Main Level - North Walkway~
You are on a walkway that leads to the east and west from here.  The

walkway appears to made entirely of living wood, branches all woven

together.  The foliage here is very dense, not allowing you to view much

of the area around.  

~
~
301465665 3 6 0
D1
~
~
0 -1 19013 10 10 5
D2
~
~
0 -1 19043 10 10 5
D3
~
~
0 -1 19018 10 10 5
-1
S

#19018
North Walkway~
You are standing on a wide platform that runs from tree to tree.  The

platform appears to made entirely from living wood, and makes you wonder

at the skill to shape its growth.  The main walkway continues east and

west from here.  Above the branches look easy to climb, spaced much like

huge steps.  

~
~
301465665 3 6 0
D1
~
~
0 -1 19017 10 10 5
D3
~
~
0 -1 19045 10 10 5
D4
~
~
0 -1 19039 10 10 5
-1
S

#19019
End Of Branch~
You stand at the end of a narrow walkway which comes through the thin

leafy branches east, and ties onto a big thick branch here.  There are no

other large branches near, and if it wasn't for the smaller branches with

the many leaves, you might feel dizzy and unstable balancing here.  If

you keep your eyes on where you walk, to avoid vertigo, you may follow

the branch north or the walkway east.  

~
~
301465665 3 5 0
D0
~
~
0 -1 19004 10 10 5
D1
~
~
0 -1 19039 10 10 5
481 9 1509949540 3 0
-1
S

#19020
Upper Level~
You are standing on a small platform made from living wood.  All about you

are dense branches, but a few larger ones that lead upwards look well

used.  

~
~
301465665 3 5 0
D3
~
~
0 -1 19042 10 10 5
D4
~
~
0 -1 19033 10 10 5
-1
S

#19021
The Glade~
This is the meeting place of the elves, though not many of them seem to

be here.  Large barrels of various liquids are placed on the far side of

the outdoor area.  All about the platform, benches and seats are

arrayed.  As you look up you notice a large opening above you that allows

viewing of the stars or sky.  

~
~
335024195 3 8 0
D1
~
~
0 -1 19043 10 10 5
E
barrels liquids~
The barrels appear to be filled with a dark wine.  A smaller barrel to

one side contains a liquid of much thicker consistancy.  

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

~
E
tasloi_rumor~
You overhear an elf in the corner complaining about goblins in the Vaasa

attacking him and his narrow, heroic escape.  One of his drinking

companions laughs freely, exclaiming how it was probably a Zuralduur and

one too many bottles of ale that really attacked him.

~
!
2 30 0
A
~
~
send_to_room( #elven_longsword, room );

~
E
elven_longsword~
Two patrons walk by you on their way out.  As they walk by, you overhear

something about the fine longswords made by the High Druid.

~
!
2 30 0
A
~
~
send_to_room( #tasloi, room );

~
E
tasloi~
Catching a bit of conversation from nearby patrons you learn that a local

citizen was accosted by strange goblinoids in the forest.  It seems he

lost a fine dagger and a few prized mithril rings to the goblinoids in

the escape though.

~
!
2 40 0
458 9 1509949540 3 0
236 17 1509949515 -1 0
114 17 1509949540 -1 2
24 17 1509949540 -1 15
49 17 1509949540 -1 0
50 17 1509949540 -1 0
1198 17 1509949540 -1 0
-1
S

#19022
Southern Walkway~
You are standing on a broad walkway that leads from tree to tree.  The

platform appears to be made totally of living wood.  The branches here

look worn in spots, and you notice that they are used to go up from

here.  The walkway leads away to the east.  

~
~
301465665 3 5 0
D1
~
~
0 -1 19026 10 10 5
D4
~
~
0 -1 19041 10 10 5
-1
S

#19023
Green Leaves~
You are standing on a large platform of living wood.  To the west you

hear chanting drifting through the trees.  As you listen to the soft

incantations drifting through the trees you ponder on the meaning of

life.  The chanting seems to have calmed you nerves and you feel at peace

with the world.  To the north you see a large platform, but it's far out

of jumping range.  Above you large vines hang, some large enough to

support you.  

~
~
301465665 3 5 0
D3
~
~
0 -1 19025 10 10 5
E
vines~
The vines look large enough for you to swing on.

~
A
2 swing~
1 north~
send_to_char( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 19041 ) );

send_to_char( #carr, ch );

act_notchar( #arr, ch );

~
E
carr~
You made it to a tree a good ways to the north of where you where.

~
E
arr~
$n comes swinging in from the south on a vine.

~
E
room~
$n grabs hold of a vine and swings to the north.

~
E
char~
You grab hold of a vine a swing north towards another tree.

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

~
E
ch~
You need to @bswing@n on the @bvines@n to get there.

~
!
0 0 0
A
2 swing~
~
act_tochar( #ch, ch );

~
E
ch~
Either you can't swing that way or it's not a direction.

Looking around you see that you can swing to the north.

~
!
0 0 0
-1
S

#19024
The Celestial Observatory~
This large area made of tied and woven tree branches works as an

observatory.  About the room there are three large tables strewn with

charts and information about the heavens.  This area, however, does not

serve as the actual observation area, there is a large branch leading

through a hide covered archway to the observation platform.  

~
~
301465665 3 8 0
D1
~
~
0 -1 19041 10 10 5
D3
~
~
0 -1 19054 10 10 5
A
2 climb~
1 up tree 5 branches~
if( race( ch ) == elf ) {

  if( find_skill( ch, climb ) > 1 ) {

    send_to_char( #k_c, ch );

    act_notchar( #k_r, ch );

    transfer( ch, find_room( 19035 ) );

    act_notchar( #arrive, ch );

    }

  }

else

  send_to_char( #n_c, ch );

~
E
fail~
You hear a large amount of noise coming from below you.

~
E
n_c~
You attempt to climb the branches but fail and cause a great deal of

noise.  

~
E
arrive~
$n comes climbing up from the branches below.

~
E
k_r~
As you glance around you notice $n is no longer with you.

~
E
k_c~
You easily climb up into the branches above.

~
!
0 0 0
415 9 1509949540 3 0
-1
S

#19025
Main Level - Below Magic Shop~
You are standing below a shop on a large platform.  The platform is made

of living wood woven into a dense mat.  About you the branches form a

sort of wall allowing passage only to the east where a walkway runs.  The

branches above you form a ladder that leads up to the shop.  Sounds of

chanting incantations drift down from above.  

~
~
301465665 3 5 0
D1
~
~
0 -1 19023 10 10 5
D4
~
~
0 -1 19037 10 10 5
-1
S

#19026
Main Level - South Walkway~
You stand upon a walkway that leads toward a huge tree to the north and

west where it intersects another walkway.  Living branches are molded and

and prodded to grow the right directions, then woven together to make

these walkways.  The foliage about you is very dense, however you are

able to get glances of the nearby areas.

~
~
301465665 3 5 0
D0
~
~
0 -1 19043 10 10 5
D3
~
~
0 -1 19022 10 10 5
-1
S

#19027
Elven General Items Shop~
The room is quite large for being inside a tree, and is warm and

comfortable.  The colors are predominantly brown, in all of it's homely

shades.  All about, on shelves and in displays are various items,

pouches, torches and other general staples.  There is a hide covering an

oval opening to the east, and a spiral stair leading down off in the

corner.  

~
~
301465669 0 6 0
D1
~
~
0 -1 19028 10 10 5
D5
~
~
0 -1 19049 10 10 5
A
~
~
send_to_char( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 19028 ) );

act_notchar( #arr, ch );

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 19028 ) );

  act_notchar( #f_arr, rch );

  }

~
E
f_arr~
$n arrives from the west.

~
E
f_leave~
$n leaves east.

~
E
arr~
The hide is pushed aside and $n comes out.

~
E
room~
$n pushes past the hide and leaves.

~
E
char~
You push aside the hide and go out on the deck.

~
!
3 1 2
334 9 1509949540 3 0
6 17 1509949540 -1 0
20 17 1509949540 -1 0
55 17 1509949540 -1 0
27 17 1509949515 -1 0
26 17 1509949540 -1 0
5 17 1509949540 -1 0
25 17 1509949540 -1 0
229 17 1509949540 -1 0
230 17 1509949540 -1 0
330 17 1509949540 -1 0
948 17 1509949540 -1 0
1135 17 1509949540 -1 0
1681 17 1509949490 -1 0
-1
S

#19028
Deck - Side Of Trunk~
You are standing on a semicircle platform built on the side of this

enormous trunk.  There are no branches nearby and a lot of open space. 

In the daytime the light trickles down and shines on this spot, and in

the evening there is dusky shade.  It seems to be some sort of short

deck, and with its two chairs, it looks like a great place just to sit

back and watch the great depths of the forest.

~
~
301465664 3 5 0
D3
~
~
0 -1 19027 10 10 5
E
5 chairs~
The chairs are crafted of wood, and look sturdy, and laid-back.  They

look like great chairs to lounge back in.  Comfortable.  

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

act_notchar( #room, ch );

transfer( ch, find_room( 19027 ) );

act_notchar( #arr, ch );

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 19027 ) );

  act_notchar( #f_arr, rch );

  }

~
E
f_arr~
$n arrives from the east.

~
E
f_leave~
$n leaves west.

~
E
arr~
The hide is pushed aside, and $n enters.

~
E
room~
$n pushes aside the hide, and goes inside.

~
E
char~
You push aside the hide and go inside.

~
!
3 3 8
-1
S

#19029
The Herbalist Shop~
This shop is formed by the dense branches all about you and a woven

platform of living wood.  There is a small hole in the platform near the

trunk of the tree that leads below to the main level of town.  Above you

the branches form a ladder that leads above the shop.  Herbs are hung to

dry on branches all about this room, and the sweet smell of delicate

incense fills the air.  

~
~
335024199 0 6 0
D4
~
~
0 -1 19030 10 10 5
D5
~
~
0 -1 19016 10 10 5
333 9 1509949540 3 0
9 17 1509949510 -1 0
243 17 1509949540 -1 0
221 17 1509949540 -1 0
98 17 1509949540 -1 0
37 17 1509949540 -1 0
78 17 1509949540 -1 0
230 17 1509949540 -1 0
81 17 1509949490 -1 0
284 17 1509949540 -1 0
1194 17 1509949490 -1 0
98 17 1509949540 -1 0
415 17 1509949465 -1 0
-1
S

#19030
Tree Top, Above the Herbalist~
You are standing on a large branch far above the forest floor.  Below you

the smell of drying herbs rises.  And as you look out across the emerald

sea of tree tops, you feel a great peace.

~
~
301465664 3 4 0
D5
~
~
0 -1 19029 10 10 5
-1
S

#19031
The Lembas Wafer Shop~
The dense branches on all sides of you form the walls of this shop.  The

floor is made of densely woven branches and the branches above part to

form a ladder leading up.  This shop sells lembas wafers, though they are

not cooked there.  To the west you see a walkway made of the same woven

living branches.  

~
~
335020103 0 6 0
D3
~
~
0 -1 19014 10 10 5
D4
~
~
0 -1 19032 10 10 5
332 9 1509949540 3 0
236 17 1509949540 -1 0
-1
S

#19032
Tree Top, Above the Lembas shop~
You are standing on a large branch above the lembas shop.  The branches

have opened up and you can see all about the top of the forest.  Far out 

in the distance you can see a tall rock spire piercing through the

emerald sea of tree tops.  

~
~
301465665 3 4 0
D5
~
~
0 -1 19031 10 10 5
-1
S

#19033
Secluded Area~
This area of the tree appears to have been fashioned into a large room. 

The floor is a huge, flat part of a branch wide enough for several people

to sit comfortably.  The walls and ceiling are formed from woven branches

and wood held together by careful design and supple vines.

~
~
335022183 3 6 0
D4
~
~
0 -1 19034 10 10 5
D5
~
~
0 -1 19020 10 10 5
A
3 deposit 3 withdrawl~
~
if( mob_in_room( 388, room ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

continue;

  };

else

  send_to_char( #dead, ch );

~
E
dead~
The Sailor isn't here to do it.

~
E
room~
The Sailor helps $n.

~
E
char~
The Sailor closes his eyes an hums.  His hands appear to be pushing or

moving something you can't see and after a moment a black rectangle

opens in reality, wherein lies your money.

~
!
0 0 0
388 9 1509949540 3 0
-1
S

#19034
High Tree Top~
You are standing on a good sized branch far above the forest floor. 

Above you the massive trunk of this enormous tree reaches toward the sky,

though the size and frequency of the limbs do not allow you to ascend any

further.  From this vantage point you can look out over much of the vast

forest, and it is truly breathtaking.  Far off in the distance to the

east, you can see one of the great rock spires vaulting from the sea of

green and spearing towards the sky.  

~
~
301465664 3 4 0
D5
~
~
0 -1 19033 10 10 5
E
rock spire~
The top of the forest is a sea of green, as far as the eye can see,

undulating only a little.  But here and there, grey spires of stone, like

spears, jab upward out of the sea, reaching toward the sky.  Their slopes

are too steep for much foliage, but there is some.

~
-1
S

#19035
Above the Celestial Observatory~
From this large branch the world opens up to your eyes.  The trees far

below form not a forest but a sea of emerald green.  Off in the distance

spears of solid stone can be seen piercing through the canopy and jutting

into the sky.  All about you the signs of peace an harmony are present;

there are song birds chirping, the sun is glistening on the dew covered

leaves, and the slow rhythm of ceremonial drums can be heard drifting up

from the city below.  

~
~
301465669 0 4 0
D5
~
~
0 -1 19024 10 10 5
E
forest trees emerald sea~
The rolling canopies form a solid layer of branches giving the appearance

of an emerald sea of leaves.  The forests streches in all directions for

almost as far as you can see.  

~
E
rocks spires spears~
The huge stone pillars appear to have arisen from the depths of the

planet many years ago.  

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

act_room( #room, ch );

continue;

~
E
room~
$n climbs down through the branches.

~
E
char~
You skillfully climb down the branches.

~
!
3 5 32
1637 17 1509949540 -2 0
-1
S

#19036
Blank~
Under Construction.

~
~
301465601 3 6 0
-1
S

#19037
Magic Shop~
The shop area about you is formed out of the living tree.  The floor is

made of woven branches and the walls are of interwoven boughs of the

tree.  About the area articles such as potions and spell books lie in a

state of disaray.  The branches above and below form ladders leading to

other parts of the tree.  

~
add pebble to mage perhaps.  Give newbie elves the same option as newbie

humans.  -Talis 

[Rahnee] the desc of athlynius has the wrong name, and miseplls elf.

[Rahnee] disaray should be disarray

~
335024197 0 6 0
D4
~
~
0 -1 19038 10 10 5
D5
~
~
0 -1 19025 10 10 5
330 9 1509949540 3 0
1020 17 1509949540 -1 0
1025 17 1509949540 -1 0
249 17 1509949450 -1 0
38 17 1509949445 -1 0
285 17 1509949465 -1 0
1017 17 1509949540 -1 0
1182 17 1509949540 -1 0
81 17 1509949540 -1 0
1269 17 1509949490 -1 0
1246 17 1509949460 -1 0
210 17 1509949480 -1 0
189 17 1509949490 -1 0
1410 17 1509949540 -1 0
474 17 1509949540 -1 0
1974 17 1509949540 -1 0
78 17 1509949540 -1 0
-1
S

#19038
Tree Top, Above the Magic Shop~
Having risen above the mass of the tree you can see clearly across the

sea of tree tops.  Far off in the distance you spy a few large rock

spires piercing through the veil of trees.  Below you the sounds of the

local magic shop can be heard.  The branches below you also form a ladder

leading to the shop.  

~
~
301465600 3 4 0
D5
~
~
0 -1 19037 10 10 5
-1
S

#19039
Upper Level~
You have come to a small platform somewhere above the main level of the

village.  The leaves are thick here, big and green, and from the emerald

depths comes the many sounds of life.  Vines hang here, and you think

you might be able to @bswing@n across some of them, through the foliage. 

To the west, a small wooden walkway leads to another tree.  

~
~
335020097 3 5 0
D3
~
~
0 -1 19019 10 10 5
D5
~
~
0 -1 19018 10 10 5
A
1 climb~
stairs branches 1 up~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

transfer( ch, find_room( 19040 ) );

act_notchar( #arr, ch );

~
E
arr~
$n comes climbing up through the branches.

~
E
to_room~
$n climbs off through the branches towards the altar.

~
E
to_char~
You climb across the branches to the altar.

~
!
0 0 0
A
2 swing~
1 south~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

transfer( ch, find_room( 19041 ) );

act_notchar( #arrival, ch );

send_to_char( #char_arival, ch );

~
E
char_arival~
You made it to a tree south of you.

~
E
arrival~
$n comes swinging in on a vine from another tree.

~
E
to_room~
$n jumps and grabs hold of a vine and swings to another tree.

~
E
to_char~
You jump and grab hold of the vine and swing to the next tree.

~
!
0 0 0
A
2 swing~
1 east~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

transfer( ch, find_room( 19042 ) );

act_notchar( #arival, ch );

send_to_char( #char_arival, ch );

~
E
char_arival~
You made it to a tree east of where you were.

~
E
arival~
$n comes swinging in on a vine from the west.

~
E
to_room~
$n grabs hold of a vine and swings east.

~
E
to_char~
You grab hold of a vine and swing east.

~
!
0 0 0
A
swing~
~
send_to_char( #ch, ch );

~
E
ch~
You either can't swing in that direction or that isn't a direction.

You look around and see that you can swing to the east or south.

~
!
0 0 0
-1
S

#19040
Altar to the Dawnstar, Tarafas~
This area is apparently for the worship of the elven creator god the

Dawnstar, Tarafas.  It is, however, not formed by elves in any way except

for a large symbol which is painted on a large piece of bark overhead. 

Below you the branches are seperated into the form of stairs, and above

you the branches form a nice ladder leading farther up.  On all sides,

light branches obscure the view in, but allow great viewing out over the

surrounding area.

~
~
301465795 3 7 0
D4
~
~
0 -1 19000 10 10 5
D5
~
~
0 -1 19043 10 10 5
E
symbol bark tree~
Upon the bark painted in the dyes of the wild is the symbol of the

Dawnstar, Tarafas.  The symbol is a golden cresent moon with a drop of

dew falling from the lower tip.

~
-1
S

#19041
Upper Level - Southwestern Corner~
The Branches above you give way to the sky as you head west.  Directly to

the west of you there is a completely clear gap with the crystal blue sky

showing though.  The small platform you are standing on continues to the

west where it leads to a larger area.  The branches below you seem to be

in the shape of a ladder leading down.  Likewise branches form stairs

leading up.  Above you hang several large vines which you might be able

to @bswing@n on.  

~
~
301465665 3 5 0
D3
~
~
0 -1 19024 10 10 5
D5
~
~
0 -1 19022 10 10 5
A
2 swing~
1 south~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

transfer( ch, find_room( 19023 ) );

act_notchar( #arival, ch );

send_to_char( #char_arival, ch );

~
E
char_arival~
You made it to a tree a far ways to the south from where you were.

~
E
arival~
$n comes swinging in from the north on a vine.

~
E
to_room~
$n grabs hold of a vine and swings to the south.

~
E
to_char~
You grab hold of a vine and swing south towards another tree.

~
!
0 0 0
A
climb~
stairs branches 1 up~
send_to_char( #to_char, ch );

act_notchar( #to_char, ch );

transfer( ch, find_room( 19040 ) );

act_notchar( #arival, ch );

~
E
arival~
$n comes climbing up through the branches.

~
E
to_room~
$n clims off through the branches towards the altar area.

~
E
to_char~
You climb across the branches up to the altar area.

~
!
0 0 0
A
2 swing~
1 east~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

transfer( ch, find_room( 19044 ) );

act_notchar( #arival, ch );

send_to_char( #char_arival, ch );

~
E
char_arival~
You made it to a tree east of where you were.

~
E
arival~
$n comes swinging in on a vine from another tree.

~
E
to_room~
$n grabs ahold of a vine and swings to the east.

~
E
to_char~
You grab hold of a vine and swing to the east.

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

~
E
ch~
You have to @bclimb@n the @bstairs@n to get there.

~
!
0 0 0
A
swing~
~
send_to_char( #error, ch );

~
E
error~
You either can't swing in that direction or that isn't a direction.

You look around and see that you can swing to the south or east.

~
!
0 0 0
A
2 swing~
1 north~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

transfer( ch, find_room( 19039 ) );

act_notchar( #arival, ch );

send_to_char( #char_arival, ch );

~
E
char_arival~
You made it to the next tree to the north.

~
E
arival~
$n comes swinging in from a the south on a vine.

~
E
to_room~
$n grabs hold of a vine and swings to the north.

~
E
to_char~
You grab hold of a vine and swing north towards another tree.

~
!
0 0 0
481 9 1509949540 3 0
-1
S

#19042
High Platform~
You are standing on a platform somewhere higher than the main level of

the village, where dense branches prevent you from seeing far.  Many

vines hang here, some looking like they might be used to @bswing@n on.  Above

you the huge branches of the trees might be used to climb over to the

altar area, or you can use one particular branch to reach another

platform farther east.  

~
~
335020097 3 5 0
D1
~
~
0 -1 19020 10 10 5
D5
~
~
0 -1 19013 10 10 5
A
2 swing~
1 west~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

transfer( ch, find_room( 19039 ) );

act_notchar( #arival, ch );

send_to_char( #char_arival, ch );

~
E
char_arival~
You made it to a tree west of where you were.

~
E
arival~
$n comes swinging in from the east on a vine.

~
E
to_room~
$n grabs hold of a vine and swings to the west.

~
E
to_char~
You grab hold of a vine and swing to the west.

~
!
0 0 0
A
climb~
stairs branches 1 up~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

transfer( ch, find_room( 19040 ) );

act_notchar( #arival, ch );

~
E
arival~
$n comes climbing up through the branches.

~
E
to_room~
$n clims off through the branches towards the altar area.

~
E
to_char~
You climb across the branches up to the altar area.

~
!
0 0 0
A
2 swing~
1 south~
send_to_char( #to_char, ch );

 act_notchar( #to_room, ch );

transfer( ch, find_room( 19044 ) );

act_notchar( #arival, ch );

send_to_char( #char_arival, ch );

~
E
char_arival~
You made it to a tree south of you.

~
E
arival~
$n comes swinging in from the north on a vine.

~
E
to_room~
$n grabs hold of a vine and swings south.

~
E
to_char~
You grab hold of a vine and swing south.

~
!
0 0 0
A
swing~
~
send_to_char( #error, ch );

~
E
error~
You either can't swing in that direction or that isn't a direction. 

Looking around you see you can swing either west or south.  

~
!
0 0 0
-1
S

#19043
Union Chamber~
In all directions you can see the inside of a massive tree, and you

realize this must be a room inside the immense tree.  To the north,

south, and west there are large holes with walkways leading out to the

rest of the city and above you vines hang, allowing easy climbing up. 

Directly in the center of this 'town square' of sorts, is a @bspring@n

flowing from what looks like the core of the tree.

~
~
301465669 0 8 0
D0
~
~
0 -1 19017 10 10 5
D2
~
~
0 -1 19026 10 10 5
D3
~
~
0 -1 19021 10 10 5
D4
~
~
0 -1 19040 10 10 5
E
core tree spring~
Upon closer examination you can tell that the spring is the life force of

this ancient tree, without it, it would be dead and so would a part of

the core of the elven spirit.  The core of the tree is still alive and is

keeping the whole tree alive and well, and will continue doing so for

many centuries if undisturbed.  

~
481 9 1509949540 3 0
606 9 1509949540 3 0
481 9 1509949540 3 0
696 17 1509949540 -2 0
-1
S

#19044
Higher Level~
You are standing on some branches above the main level of the village. 

All about, dense leaves prevent you from seeing very far, and long vines

hang here, some which could be used to @bswing@n on.

~
~
301465673 3 5 0
D5
~
~
0 -1 19011 10 10 5
A
2 swing~
1 north~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

transfer( ch, find_room( 19042 ) );

act_notchar( #arival, ch );

send_to_char( #char_arival, ch );

~
E
char_arival~
You made it to a tree north of where you were.

~
E
arival~
$n comes swinging in on a vine from the south.

~
E
to_room~
$n grabs hold of a vine and swings north.

~
E
to_char~
You grab hold of a vine and swing north.

~
!
0 0 0
A
2 swing~
1 west~
send_to_char( #to_char, ch );

act_notchar( #to_room, ch );

transfer( ch, find_room( 19041 ) );

act_notchar( #arival, ch );

send_to_char( #char_arival, ch );

~
E
char_arival~
You made it to a tree west of where you were.

~
E
arival~
$n comes swinging in on a vine from the east.

~
E
to_room~
$n grabs hold of a vine and swings to the west.

~
E
to_char~
You grab hold of a vine and swing to the west.

~
!
0 0 0
A
swing~
~
send_to_char( #error, ch );

~
E
error~
You either can't swing in that direction or that isn't a direction.  

Looking around you see you can swing either west or north.

~
!
0 0 0
-1
S

#19045
On the Entry Platform~
This is the main entry to the largest village of the Llewyrr in the Great

Vaasa.  Not many guards are needed here, as trespassers are usually dealt

with long before getting this close.  A rope-ladder dangles over the edge

here, disappearing in the many levels of leaves and canopy foliage, and a

walkway leads away east, its planks seeming to have been shaped from the

large branch that supports it.  

~
~
301465665 3 6 0
D1
~
~
0 -1 19018 10 10 5
E
1 down ladder~
This ladder leads down to the forest floor, far below.

~
A
2 climb~
1 down ladder~
if( is_mounted( ch ) ) {

  send_to_char( #dism, ch );

  end;

  }

send_to_char( #char, ch );

wait( 1 );

if( char_in_room( ch, room ) ) {

  send_to_char( #char2, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 19053 ) );

  act_notchar( #arr, ch );

  }

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 19053 ) );

  act_notchar( #f_arr, rch );

  }

~
E
dism~
You will have to dismount.

~
E
f_arr~
$n arrives from above.

~
E
f_leave~
$n leaves down the rope.

~
E
arr~
$n comes climbing down the ladder, jumping the last couple feet.

~
E
room~
$n slips over the edge and disappears down the ladder.

~
E
char2~
After a long climb, you come to a small platform.

~
E
char~
You slip over the edge and begin the long climb down.

~
!
0 0 0
481 9 1509949540 3 0
617 9 1509949540 3 0
-1
S

#19046
Forest Floor~
The deer trail winds its way around some very large shuvanas here.  Some

very large ferns and other undergrowth grow here, with great fronds even

arching out over the trail.  Part of the trail even begins to feel like

a tunnel.  You feel watched, but can't spot the source.  

~
enter ferns to get to elf city

~
301465600 3 9 0
D1
~
~
0 -1 19047 10 10 5
D3
~
~
0 -1 19055 10 10 5
E
clearing~
Through the leafy fronds you see a small clearing.  Your eye registers

movement, but you can't spot it.  Just before you turn away, you spot a

rope ladder hagging down at the edge of the clearing.  

~
E
1 north 4 ferns~
The ferns grow huge and lush here, hemming in the trail.  Looking into the

depths of the ferns on the north side, you see a small clearing beyond. 

Maybe you can get to it from here.  

~
E
4 trees 7 shuvanas~
shuvana is the elven name for these giants.  They are truely

breathtaking, some growing to heights of almost 200 meters.  The ones

here look like some of the great ones.  

~
A
3 enter~
4 ferns~
send_to_char( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 19050 ) );

act_notchar( #arr, ch );

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 19050 ) );

  act_notchar( #arr, rch );

  }

~
E
f_leave~
$n is not here either.

~
E
arr~
$n comes pushing through the ferns to the south.

~
E
room~
Looking around, you become aware that $n is no longer with you.

~
E
char~
Walking slowly, you carefully push through the heavy ferns.

~
!
0 0 0
A
~
~
if( race( ch ) == elf ) {

if( find_stat( ch, level ) < 5 )

  act_tochar( #ch, ch );

else {

  if( find_stat( ch, level ) == 5 )

    act_tochar( #2, ch );

  }

}

~
E
2~
@bThis is the entrance to your city; type 'enter ferns' to enter.

@RThis is the last level you will be told, please remember.

~
E
ch~
@bThis is the entrance to your city; type 'enter ferns' to enter.

~
!
1 -1 63
-1
S

#19047
Forest Floor~
Large ferns arc over the trail, causing an enchanting tunnel to be

created above your head.  Far above you, past the fern fronds you see the

leafy branches of the great shuvana trees, found only in this forest. 

The deer trail continues to the east and west.

~
~
301465600 3 9 0
D1
~
~
0 -1 19155 10 10 5
D3
~
~
0 -1 19046 10 10 5
215 9 1509949540 3 0
-1
S

#19048
High in the Branches of a Massive Shuvana~
Now far up into the branches of the great shuvana tree you get a feel for

the size of these giants.  You have climbed over one hundred feet and you

still see another couple hundred feet towering far above your head into

the open sky.

~
If players complain that their "rope" is missing, tell them tough.  More

than likely another player took it.

~
335020032 3 5 0
D4
~
~
0 -1 19394 10 10 5
D5
~
~
0 -1 19395 10 10 5
E
branches tree limbs ~
Taking a closer look at some of the branches here, you notice that

several have scuff marks on them, as if something has rubbed them raw in

places.

~
E
marks scuffs~
They look like abrasions worn into the bark over time and use.  Almost as

if a rope or vine had been tied here at some point.

~
A
tie~
'rope tree' 'rope branch'~
if( has_obj( 247, ch ) ) {

  remove_rflag( status0, room );

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  junk_obj( has_obj( 247, ch ), 1 );

  obj_to_room( oload( 1623 ), room );

  };

else

  send_to_char( #fail, ch );

~
E
fail~
You don't have any rope.

~
E
to_room~
$n ties one end of the rope to a strong sturdy branch.

~
E
to_char~
You tie one end of the rope to a strong sturdy branch.

~
!
0 0 0
A
swing~
rope~
if( obj_in_room( 1623, room ) ) 

  send_to_char( #to_char, ch );

else

  send_to_char( #fail, ch );

~
E
fail~
What rope?

~
E
to_char~
Which direction do you want to swing?

~
!
0 0 0
A
swing~
south~
if( obj_in_room( 1623, room ) ) {

  if( random( 1, 4 ) < 3 ) {

    act_notchar( #to_room, ch );

    acode( room, 7 );

    transfer( ch, find_room( 19017 ) );

    act_notchar( #arrive_rm, ch );

    send_to_char( #arrive_ch, ch );

    }

  else {

    send_to_char( #fail_ch, ch );

    act_notchar( #fail_rm, ch );

    }

  }

else

  send_to_char( #no_rope, ch );

~
E
no_rope~
Swing on what?

~
E
fail_rm~
$n grabs hold of the rope and swings to the south.


$n comes swinging in from the south.

~
E
fail_ch~
You grab hold of the rope and swing to the south but are unable to reach

anything to grab hold of and swing back.  

~
E
arrive_ch~
You seem to have swung into a city in the trees!

~
E
arrive_rm~
$n comes swinging in from the north on a rope!

~
E
to_room~
$n grabs hold of the rope and swings south.

~
E
to_char~
You grab hold of the rope and swing to the south.

~
!
0 0 0
A
untie remove take get~
rope~
if( obj_in_room( 1623, room ) ) {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  junk_obj( obj_in_room( 1623, room ), 1 );

  obj_to_char( oload( 247 ), ch );

  }

else

  act_tochar( #not_here, ch );

if( !obj_in_room( 1623, room ) )

  set_rflag( status0, room );

~
E
to_room~
$n unties the rope and takes it.

~
E
to_char~
You untie the rope and take it with you.

~
E
not_here~
You see no such thing here.

~
!
0 0 0
A
swing~
east west north~
if( obj_in_room( 1623, room ) ) {

  send_to_char( #to_char, ch );

  act_notchar( #to_room, ch );

  }

else

  send_to_char( #fail, ch );

~
E
fail~
Swing on what?

~
E
to_room~
$n grabs hold of the rope and swings.


$n swings back to the tree unable to find anything to swing to.

~
E
to_char~
You grab hold of the rope and swing.

Unfortunately you are unable to grab hold of anything and swing back.

~
!
0 0 0
A
~
~
if( !rflag( status0, room ) )

  if( !obj_in_room( 1623, room ) )

  obj_to_room( oload( 1623 ), room );

~
!
4 1000 0
A
~
~
room = find_room( 19017 );


if( mob_in_room( 481, room ) || mob_in_room( 617, room ) ) {

wait( 1 );

act_tochar( #caught, ch );

send_to_char( #char, ch );

act_notchar( #room, ch );

i = 2d10;

dam_message( ch, i, #damage );

inflict( ch, mob, i, "falling down Elient pit" );

transfer( ch, find_room( 19051 ) );

act_notchar( #arr, ch );

acode( find_room( 19051 ), 3 );

end;

}


if( random( 1, 3 ) == 1 ){

if( rflag( reset0, room ) ){

  remove_rflag( reset0, room );

  end;

  }

if( rflag( reset1, room ) ){

  remove_rflag( reset1, room );

  end;

  }

wait( 2 );

send_to_room( #report, room );

mload( 617, room );

}

~
E
caught~
Looks as if one of the elven guards noticed you trying to sneak into

their city.

  

~
E
char~
You notice several guards hurrying your way.  Before they reach you, you

feel a weighted net descend on you from above, pinning you.

~
E
room~
The city guards have caught $n sneaking into the city and take immediate

action.  As several guards seem to melt out of the surrounding foliage

you realize it is to late for $n.  Unseen guards overhead have already

dropped a weighted net over $m pinning $m.

~
E
damage~
The rocky bottom of the pit rises up and

~
E
arr~
You hear a commotion above.  The locks are removed and the top swung open. 

Light lances down in dusty motes as $n falls into the pit to land with a

grunt of pain.

~
E
report~
An elven sentinel arrives with a citizen.  You briefly overhear the

citizen commenting on intruders in the city and pointing to the north,

then she hurries off.

~
!
0 0 0
A
~
~
if( is_searching( ch ) ) {

  if( find_skill( ch, searching ) > 5 ) 

    act_tochar( #notice, ch );

  }

~
E
notice~
Something seems amiss about the branches at this level.

~
!
1 0 48
-1
S

#19049
Inside Tree~
You stand in a small open area inside the tree.  The room seems to be a

spiral stair that leads upwards from where come sounds of people.  The

room is lit from light filtering from above.  

~
~
335020101 0 5 0
D3
~
~
0 -1 19010 10 10 5
D4
~
~
0 -1 19027 10 10 5
-1
S

#19050
Small Clearing~
You stand in a small clearing, about 15' across, which seems a little

brighter than the surrounding area.  The canopy above must be thinner

allowing more light to this spot.  Great ferns grow in this area which

seem to make this clearing very secluded.  You have a deep sense of

being watched here.  


@GA sturdy ladder of rope and wood hangs down at the edge of the clearing.

~
make it so mounted/ordered pets don't climb

- - - - -

Elves can bring followers.

Ents can get in, but don't get followers in for free.

(it is an elven city after all)

~
301465602 3 9 0
D2
~
~
0 -1 19046 10 10 5
E
rope ladder~
The ladder hangs down along the trunk of a mighty Shuvana which grows at

the edge of the clearing.  The branches are lower than usual on this

tree, and you see only about 40' of the ladder.  

~
E
1 up~
The canopy which is usually way above your head, is lower here, comming

down to within 40' of the ground.  You hear many birds and animals up

there, but can't spot anything specific.

~
A
~
~
if( is_mounted( ch ) ) {

  send_to_char( #dism, ch );

  end;

  }

if( cflag( 40, ch ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  i = 2d10;

  dam_message( ch, i, #damage );

  inflict( ch, mob, i, "falling down Eleint pit" );

  transfer( ch, find_room( 19051 ) );

  act_notchar( #arr, ch );

  find_room( 19050 );

  transfer_all(room, find_room( 19046 ) );

  act_notchar( #arr2, ch );

  acode( find_room( 19051 ), 3 );

  end;

  }

send_to_char( #up_ch, ch );

wait( 2 );

if( char_in_room( ch, room ) ) {

  send_to_char( #up_ch2, ch );

  act_notchar( #up_rm, ch );

  transfer( ch, find_room( 19052 ) ); 

  act_notchar( #up_ar, ch ); 

  }

loop( followers ) {

  if( is_player( rch ) ) {

    act_notchar( #f_leave, rch );

    transfer( rch, find_room( 19052 ) );

    act_notchar( #f_arr, rch );

    }

  send_to_char( #nofollow, ch );

  }

~
E
nofollow~
An ancient magic of the llewyrr meant to keep out predatory animals

disturbs your pet's senses causing it to stay outside the city itself.

~
E
dism~
You will have to dismount.

~
E
f_arr~
$n arrives from below the platform.

~
E
f_leave~
$n leaves up the ladder.

~
E
up_ar~
$n comes climbing up the ladder from below.

~
E
up_rm~
$n climbs up the ladder.

~
E
up_ch2~
Just as your arms begin to shake, and you're gasping for breath, you come

to a platform.  

~
E
up_ch~
You begin a long climb up the rope-ladder.

~
E
arr2~
$n comes crashing through the ferns.

~
E
arr~
You hear commotion above.  The locks are removed and the top swung open. 

Light lances down in dusty motes as $n falls into the pit to land

with a grunt of pain.

~
E
room~
As $n goes for the rope, a net blending with forest colors, drops

onto $m.  Elves seem to melt out of the undergrowth around $n,

and you realize it is too late for $m.  Before they surround you, you

leap back into the ferns toward the deer-trail!

~
E
damage~
The rocky bottom of the pit rises up and

~
E
char~
As you step to the rope, a weighted net decends on you, pinning you. 

Motion around you draws your eyes to elves dressed in forest colors,

unblending from all around you.  


"We don't want elf murders like you in our fair city" states one elf.

With bows and glinting spear-tips you are lead to a pit and pushed in.

~
!
0 -1 0
A
~
~
send_to_char( #char, ch );

act_notchar( #room, ch );

i = 4d5;

dam_message( ch, i, #damage );

inflict( ch, mob, i, "falling down the Eleint pit" );

transfer( ch, find_room( 19051 ) );

act_notchar( #arr, ch );

transfer_all( room, find_room( 19046 ) );

act_notchar( #arr2, ch );

acode( find_room( 19051 ), 3 );

end;

~
E
char~
As you step up to the rope, a weighted net decends on you, pinning you. 

Motion around you draws your eyes to elves dressed in forest colors,

unblending from all around you.

~
E
room~
As $n goes for the rope, a net blending with forest colors, drops onto $m. 

Elves seem to melt out of the undergrowth around $n, and you realize it

is too late for $m.  Before they surround you, you leap back into the

ferns towards the deer-trail!

~
E
damage~
The rocky bottom of the pit rises up and 

~
E
arr~
You hear commotion above.  The locks are removed and the top swung open. 

Light lances down in dusty motes as $n falls into the pit to land with a

grunt of pain.

~
E
arr2~
$n comes crashing through the ferns.

~
!
0 0 0
A
~
~
set_cflag( 68, ch );

set_cflag( 69, ch );

send_to_char( #up_ch, ch );

wait( 2 );

if( char_in_room( ch, room ) ) {

  send_to_char( #up_ch2, ch );

  act_notchar( #up_rm, ch );

  transfer( ch, find_room( 19052 ) ); 

  act_notchar( #up_ar, ch ); 

  }

if( race( ch ) == elf ) {

  loop( followers ) {

    if( is_player( rch ) ) {

      act_notchar( #f_leave, rch );

      transfer( rch, find_room( 19052 ) );

      act_notchar( #f_arr, rch );

      }

    send_to_char( #nofollow, ch );

    }

  }

remove_cflag( 68, ch );

remove_cflag( 69, ch );

~
E
up_ch~
You begin a long climb up the rope-ladder.

~
E
up_ch2~
Just as your arms begin to shake, and you're gasping for breath, you come

to a platform.

~
E
up_rm~
$n climbs up the ladder.

~
E
up_ar~
$n comes climbing up the ladder from below.

~
E
f_leave~
$n leaves up the ladder.

~
E
f_arr~
$n arrives from below the platform.

~
E
nofollow~
An ancient magic of the llewyrr meant to keep out predatory animals

disturbs your pet's senses causing it to stay outside of the city itself.

~
!
0 0 0
A
climb~
rope ladder 1 up~
if( !is_player( ch ) ) {

  act_tochar( #not_person, ch );

  act_notchar( #rnot_person, ch );

  end;

  }

if( race( ch ) == elf ) {

  acode( room, 3 );

  end;

  }

if( race( ch ) == ent ) {

  acode( room, 3 );

  end;

  }

if( cflag( 35, ch ) ) {

  acode( room, 3 );

  end;

  }

else

  acode( room, 2 );

~
E
not_person~
Sorry, only people can climb ropes.  Maybe you'd like to polymorph or

something first?

~
E
rnot_person~
$n sniffs the rope ladder.

~
!
0 0 0
A
~
~
if( cflag( 68, ch ) )

  act_tochar( #climbing, ch );

else

  continue;

~
E
climbing~
You've already started climbing, you're too busy to leave at the moment.

~
!
3 0 63
A
2 sleep~
~
if( cflag( 69, ch ) )

  act_tochar( #climbing, ch );

else

  continue;

~
E
climbing~
You're too busy climbing to take a nap just now.

~
!
0 0 0
-1
S

#19051
Prisoners Pit~
The pit is deep, and dug through limestone.  The walls are ruff and damp,

but without handholds; Those have been carefully chiseled off.  Even if

you could climb the walls, the top is sealed off with a wooden hatch.


There is a note scrawled in blood on the wall.

~
***Prisoner pit buggy due to random trigger not working***

***Please don't tinker, but feel free to transfer players***

[Fenlyn] I fixed this jail kinda.  is a death code on 203 that triggers

code.  Removed waits so code would work right.

~
301465653 0 6 0
D4
hatch~
hatch~
471 -1 19050 10 10 5
E
hatch 1 up~
The hatch is of twined Iron Wood, and sports some chains and padlocks

keeping it closed.  Looking at the hatch, you frequently see movements of

the elves guarding the pit.  

~
E
chains padlocks 4 locks~
Give it a rest. There is no way.

~
E
note blood wall~
As I lay here, bleeding to death, my last breaths a labor of pain burning

fire through my lungs I find it fitting to forwarn you with my final

words in the last of my life's blood.  The realm, in this chaotic state

of magical flux, does not seem to be working quite as it should and

frequently the elves forget they have dumped prisoners in this pit. 

Perhaps you should call upon the powers that be (i.e.  ask an imm for

help) and request they transport your person back to the realm above.

~
A
2 climb~
1 up out~
if( find_skill( ch, climb ) > random( 0, 7 ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  i = dice( 2, 10 );

  dam_message( ch, i, #damage );

  inflict( ch, mob, i, "the arrow shot" );

  }

else

  send_to_char( #no, ch );

~
E
no~
You don't have the skill, and gain bleeding nails for the effort.

~
E
room~
$n climbs the wall with great skill, but as $e nears the top and you hold

your breath, an arrow flashes through the hatch!  

~
E
damage~
The arrow

~
E
char~
You very slowly climb up toward the hatch.  As you get near it, you see a

guard level a bow at you and shoot.  

~
!
0 0 0
A
2 open 2 unlock~
hatch 1 up~
send_to_char( #char, ch );

~
E
char~
And how do you propose to do that from down here?

~
!
0 0 0
A
~
~
ch = rand_char( find_room( 19051 ) );

act_tochar( #char, ch );

act_tochar( #char2, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 19136 ) );

act_notchar( #arr, ch );

loop( followers ) {

  transfer( rch, find_room( 19136 ) );

  }

~
E
arr~
You see $n led toward you by a large group of elves.  They

take off $s blindfold and cut the vines binding $s arms.

After pushing $m toward you, they quickly melt back into the forest.

~
E
room~
The hatch above is opened, and a rope thrown down.


A guard calls $n, and $e leaves.  You consider trying to escape,

but there are archers aiming down at you, waiting for you to try just that.


The hatch closes.

~
E
char2~
When you get out of the pit a guard says '@bYou will be led to a distant

part of the Vaasa and freed.  Do not try and enter our realm again, we

will not always be so lenient to possible spies@n'.

~
E
char~
The hatch is thrown open and a knotted rope is thrown down.  A guard

calls down '@b$n get out of the pit!@n'.  Finding no reason to stay,

you obey.

~
!
0 100 0
-1
S

#19052
Platform~
A small platform hangs out from the side of the great trunk.  There are

some benches against the tree to sit and rest upon, and a couple poles

that light the platform when it gets dark.  The platform extends north

around the trunk a little, and a ladder hands down into the branches

below.  

~
~
335020101 2 6 0
D0
~
~
0 -1 19053 10 10 5
E
ladder~
It looks like it's heading for the forest floor.  You could climb down it

and see.  

~
E
1 up~
The branches are still sparce enough to make the area feel open, but it

gets thicker above.  You can't see anything yet.  

~
E
1 down~
You can no longer see the forest floor.  The branches and leaves obscure

the world below, from the world above.  

~
E
light 4 poles 4 cages 6 spheres~
From a couple thin poles hang cages woven on branch and root.  Held

inside are crystal spheres as small as a babies head which glow in

shifting green-blues.  

~
A
2 climb~
1 down ladder~
send_to_char( #char, ch );

wait( 2 );

if( char_in_room( ch, room ) ) {

  send_to_char( #char2, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 19050 ) );

  act_notchar( #arr, ch );

  }

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 19050 ) );

  act_notchar( #f_arr, rch );

  }

~
E
f_arr~
$n arrives from above.

~
E
f_leave~
$n leaves down the rope.

~
E
arr~
$n comes climbing down the ladder, jumping the last dozen feet.

~
E
room~
$n slips over the edge and disappears down the ladder.

~
E
char2~
After a long climb, you come to a small clearing on the forest floor.

~
E
char~
You slip over the edge and begin the long climb down.

~
!
0 0 0
-1
S

#19053
Platform~
A small platform hangs out from the side of the great trunk.  There are

some benches against the tree to sit and rest upon, and a couple poles

that light the platform when it gets dark.  The platform extends south

around the trunk a little, and a ladder hangs down from above here.  

~
~
301465669 2 6 0
D2
~
~
0 -1 19052 10 10 5
E
ladder~
You're not at the elven village yet. This ladder continues up towards it.

~
E
1 up~
The branches are still sparce enough to make the area feel open, but it

gets thicker above.  You can't see anything yet.

~
E
1 down~
You can no longer see the forest floor.  The branches and leaves obscure

the world below, from the world above.

~
E
light 4 poles 4 cages 6 spheres~
From a couple thin poles hang cages woven on branch and root.  Held

inside are crystal spheres as small as a babies head which glow in

shifting green-blues.

~
A
climb~
1 up ladder~
send_to_char( #char, ch );

if( char_in_room( ch, room ) ) {

  send_to_char( #char2, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 19045 ) );

  act_notchar( #arr, ch );

}

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 19045 ) );

  act_notchar( #f_arr, rch );

  }

~
E
f_arr~
$n arrives from below the platform.

~
E
f_leave~
$n leaves up the rope.

~
E
arr~
$n comes climbing up the ladder, breathing hard and looking relieved.

~
E
room~
$n goes over to the rope and begins the long climb up.

~
E
char2~
With sweat beading on your skin, and arms burning, your climbing brings

you to the entrance of the Elven Village.

~
E
char~
You begin the second half of the long climb upwards.

~
!
0 0 0
-1
S

#19054
The Observatory Platform~
This large platform seems to be built from sturdy logs.  The only

structure of it's kind in the whole city.  This also appears to be one of

the few areas with a completely unobstructed view of the heavens.  All

about the perimeter of this platform sticks, are mounted, pointing to

locations where various constellations are spotted at certain times of

the year.  In the center of the platform a large hollow log is mounted,

on some kind of stand.

~
~
301465665 3 8 0
D1
~
~
0 -1 19024 10 10 5
E
log telescope~
The log appears to have been naturaly hollowed by bugs or rot.  At each

of the openings a strange type of crystal lens is placed, and you can see

through it!  Where the log is mounted to the stand many dials protrude

from both parts, each with their own set of markings.  

~
A
use~
log telescope 5 lenses 4 dials 4 knobs~
i = random( 1, 5 );

if( i == 1 ) {

  act_tochar( #I_see, ch );

  act_notchar( #What_do_you_see?, ch );

  end;

  }

if( i == 2 ) {

  act_tochar( #Wow, ch );

  act_notchar( #What_do_you_see?, ch );

  end;

  }

else{

  act_tochar( #I_dont_see, ch );

  act_notchar( #See_anything?, ch );

  }

~
E
I_see~
You place your eye to what appears to be the appropriate side of the log

and view through it.  All you can see is a blur, until you inexpertly toy

with the dials, suddenly bringing an eagle into view many miles away above

the tree tops.  In surprise you pull your eye away and can find the eagle

no where with your naked eye.

~
E
What_do_you_see?~
$N puts $s eye to the log and momentarily begins to fiddle with the dials

on its side.  After a few moments you hear a gasp of surprise from $m as

$e suddenly pull $s head away and begin to scan the treeline.

~
E
Wow~
You place your eye to what appears to be the appropriate side of the log

and view through it.  All you can see is a blur, until you inexpertly toy

with the dials suddenly bringing into view an eagle as it strikes a

Zuralduur from the sky somewhere in the distant tree tops.  In surprise

you pull your eye away and can find the eagle no where with your naked

eye.

~
E
I_dont_see~
You place your eye to what appears to be the appropriate side of the log

and view through it.  All you can see is a blur, until you inexpertly toy

with the dials, suddenly bringing the treeline into an astonishingly

sharp focus.  After a while of scanning the uneventful treeline you sigh

contentedly and pull your eye away from the crystal.

~
E
See_anything?~
$n peers peers through the hollowed log aparatus, fiddles with the dials

on it a little and peers through it again.  After a short time $e stops,

peers out over the treescape, then looks back through the log.  Maybe $e

sees something you dont?

~
!
0 0 0
-1
S

#19055
Forest Floor~
The narrow trail twists north and south around the great shuvanas that 

seem particularly huge and close together here.  The ferns here grow to

huge proportions too, their long fronds arching above everthing.  

The deer trail continues generally east and west.

~
~
301465600 3 9 0
D1
~
~
0 -1 19046 10 10 5
D3
~
~
0 -1 19056 10 10 5
E
4 trees 7 shuvanas~
Shuvana is the elven name for these giants.  They are truely

breathtaking, some growing to heights of almost 200 meters.  The ones

here look like some of the great ones.  

~
E
4 ferns~
The ferns are beautiful, their graceful fronds spread to catch the rare

beams of light that make it this far down.  They are quite large in this

area.  

~
-1
S

#19056
Forest Floor~
There is a strange enchantment and beauty to this forest, with its trees

like great living pillars supporting the sky; a sky of emerald shading to

deepening greens, lances of light finding their way down to light sylvan

settings.  The deer path turns here heading north and east.  

~
~
301465600 3 9 0
D0
~
~
0 -1 19057 10 10 5
D1
~
~
0 -1 19055 10 10 5
D3
~
~
0 -1 19380 10 10 5
57 9 1509949540 3 0
-1
S

#19057
Forest Floor~
The deer trail winds its way around many shuvana roots, some which are

quite huge.  The great trees seem to be growing a little closer to the

north, and the undergrowth seems to be denser that way.  To the north the

trail comes out from under a great arching root and continues winding

its way south.  

~
~
301465600 3 9 0
D0
~
~
0 -1 19058 10 10 5
D2
~
~
0 -1 19056 10 10 5
-1
S

#19058
Under A Great Root~
The vague trail passes here under a great root.  It rises from the base

of a trunk just east, arches over before plunging down, deep into the

earth.  The light is dim here, but you can see the trail continue back

into the light to the south and north.  

~
~
301465604 0 7 0
D0
~
~
0 -1 19059 10 10 5
D2
~
~
0 -1 19057 10 10 5
D3
~
~
0 -1 19364 10 10 5
-1
S

#19059
Faint Trail Junction~
Damp moisture, riding a gentle breeze, from the recent rain cools your

face as you consider a decision.  The faint trail comes to an

intersection here.  One animal trail leads east and west primarily, and

another begins here and heads south, toward a root that rises like a

great wall.  

~
~
301465600 3 9 0
D1
~
~
0 -1 19060 10 10 5
D2
~
~
0 -1 19058 10 10 5
D3
~
~
0 -1 19061 10 10 5
415 17 1509949515 -2 0
-1
S

#19060
Faint Trail~
The small path you are on is not so worn as the larger trail you can see

through the greenery to the west.  The trail to the north seems to enter

a far more tame area of the forest than to the west.  

~
~
301465608 3 9 0
D0
~
~
0 -1 19091 10 10 5
D3
~
~
0 -1 19059 10 10 5
-1
S

#19061
Faint Trail Junction~
The faint trail winds over some earthen mounds and ferns.  Looking up,

your sky is a series of great brown pillars rising so high before their

lower branches start, that they appear to join at a green haze over your

head.  You see more light up there, but much of it gets caught up there

by the leaves and such.  The trail continues east and there appears to be

a glade to the west.  

~
~
301465600 3 9 0
D1
~
~
0 -1 19059 10 10 5
D2
~
~
0 -1 19364 10 10 5
D3
~
~
0 -1 19062 10 10 5
-1
S

#19062
Above Glade~
You stand in a glade atop a small cliff which drops away on your left

with its sheer face plunging into a deep clear pool.  The great shuvanas

give this glade enough birth that the sunlight shines, warming your skin

and making motes of pollen glow as they float upon the wind.  A faint

animal trail catches your eye, leading into the forest to the east, or

you think you can get down the cliff to the north.  

~
~
301465600 2 9 0
D0
~
~
0 -1 19063 10 10 5
D1
~
~
0 -1 19061 10 10 5
A
~
~
act_room( #all, ch );

~
E
all~
You see some fish down in the clear waters below. If they are trout,

they are sacred fish to the Llewyrr, some believing they are souls of

ancestors.

~
!
2 20 0
A
~
~
act_room( #all, ch );

~
E
all~
The knocking of a woodpecker comes to you from the forest.

~
!
2 40 0
A
~
~
act_room( #all, ch );

~
E
all~
You see a great stag prance into the glade below and drink from the pool.

~
!
2 20 0
450 9 1509949540 3 0
-1
S

#19063
Above Glade~
Sunlight shines down upon this small sylvan glade.  White puffball seeds

float on the wind and small animals scatter from your tread.  A crystal

clear pool of water lies to the southwest and you can either climb down

the steep embankment down west, or head south to where the cliff rises

above the pool.  

~
~
301465600 2 9 0
D2
~
~
0 -1 19062 10 10 5
D3
~
~
0 -1 19064 10 10 5
A
1 west~
~
send_to_char( #char, ch );

continue;

~
E
char~
You slowly climb down the embankment.


~
!
0 0 3
A
~
~
act_room( #all, ch );

~
E
all~
You see some hares playing around down near the pool.

~
!
2 40 0
A
~
~
act_room( #all, ch );

~
E
all~
A pair of songbirds, playing tag, come flying out of the forest, zip

around you twice, before flying out across the glade.  

~
!
2 30 0
A
~
~
act_room( #all, ch );

~
E
all~
You hear something giggle behind you, but when you spin around, you find

nothing there.  

~
!
2 20 0
-1
S

#19064
Sylvan Glade~
Heather waves here in the sunlight and animals scamper from your path.

You stand in a beautiful sylvan glade near a deep clear pool of water. 

The pool is south of you and a steep hill rises on the east side of the

glade.  A trail leads back into the forest to the north.  

~
~
301465600 2 9 0
D0
~
~
0 -1 19065 10 10 5
D1
~
~
0 -1 19063 10 10 5
D3
~
~
0 -1 51061 10 10 5
E
heather~
The heather to the west of the glade sways gently in the breeze, its

leaves twinkling in the sunlight.  In most places it looks quite thick.

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

continue;

~
E
char~
You climb slowly up the steep hill.


~
!
0 0 3
A
~
~
act_room( #all, ch );

~
E
all~
You couple grouse are spooked by your presence and go flapping upwards.

~
!
2 30 0
A
~
~
act_room( #all, ch );

~
E
all~
You notice a deer drinking from the pool right before it flicks it's tail

and bounds back into the woods.  

~
!
2 20 0
A
~
~
act_room( #all, ch );

~
E
all~
A songbird somewhere nearby begins to sing a lovely song.

~
!
2 40 0
1497 17 1509949540 -2 0
-1
S

#19065
Forest Trail~
Standing here, you are beginning to feel the depths and the ancient

greatness of the Vaasa.  The shuvana seem almost like old men, old as the

world itself, almost standing here as if sentinels.  But sentinels for

what?  It is almost with relief that you spot open sunlight to the south,

where the trees open to a glade.  A path winds deeper to the north.  

~
~
301465600 3 9 0
D0
~
~
0 -1 19066 10 10 5
D2
~
~
0 -1 19064 10 10 5
587 17 1509949540 -2 0
-1
S

#19066
Forest Trail~
Above, there is a mist in this part of the forest.  It hangs about fifty

feet up and cloaks the towering trunks above.  The light is dim here, and

it is damp with moisture, but the forest is full of life, and you spot

deer and fox out in the thick undergrowth.  The trail you are following

turns west and south.

~
this is 1 of 5 paths to meet high druid

set to a random entrance trigger.

~
301465600 3 9 0
D2
~
~
0 -1 19065 10 10 5
D3
~
~
0 -1 19067 10 10 5
A
~
~
if( find_stat( ch, level ) > 5 ) {

  if( rflag( reset1, room ) && rflag( reset2, room ) ) {

    if( random( 1, 15 ) == 1 ){

      act_tochar( #trail, ch );

      remove_rflag( reset1, room );

      }

    }

  }

~
E
trail~
A game trail crosses the path here, perhaps you could follow it.

~
!
1 515 63
A
follow go enter ~
trail game~
if( !rflag( reset1, room ) && rflag( reset2, room ) ) {

  remove_rflag( reset2, room );

  act_tochar( #go_trail, ch );

  act_notchar( #gone_trail, ch );

  wait(1);

  transfer( ch, find_room( 19389 ) );

  act_notchar( #arr_trail, ch );

  remove_rflag( reset1, room );

  loop( followers ) {

    act_tochar( #go_trail, rch );

    act_notchar( #gone_trail, rch );

    transfer( rch, find_room( 19389 ) );

    act_notchar( #arr_trail, rch );

    }

  }

else

  act_tochar( #huh, ch );

~
E
go_trail~
You leave the trail you are on to follow a small game trail.

~
E
gone_trail~
$n leave the trail and heads off into the woods.

~
E
arr_trail~
$n arrives from the woods.

~
E
huh~
You follow the game trail until it fades away into the trackless forest. 

Having lost the trail you return to its starting point.

~
!
0 0 0
A
~
~
if( !rflag( reset1, room ) && rflag( reset2, room ) ) {

  remove_rflag( reset2, room );

  continue;

  }

else

  continue;

~
!
3 0 63
-1
S

#19067
Forest Trail~
A large root crosses the trail here, and you have to take a minute to

climb over it.  Pushing back some vines and fern, you find the faint

trail on the other side.  You can continue down the trail as it winds its

way among these giants, east or west.

~
~
301465600 3 9 0
D1
~
~
0 -1 19066 10 10 5
D3
~
~
0 -1 19068 10 10 5
415 17 1509949490 -2 0
-1
S

#19068
Forest Trail~
The trail passes through a pair of tight giant roots and then out over

the side of a small fern covered mound.  The forest is quite active

around here, with strange birdcalls and other life raising almost a noisy

racket.  The trail continues roughly east and west here.  

~
enter mound to get to aurumvorax layer.  -Talis

~
301465600 3 9 0
D1
~
~
0 -1 19067 10 10 5
D3
~
~
0 -1 19071 10 10 5
E
burrow~
It smells like a carvinore's den, and from the relative size of it, it is

probably a dangerous one.  

~
E
4 ferns mound~
The trail has to cut over part of the southern side, but the rest is

covered by heavy fern and other plants.  Pushing some of them aside, you

discover a medium sized burrow on the west side.  

~
A
3 enter~
mound burrow~
if( is_mounted( ch ) ) {

  send_to_char( #dism, ch );

  end;

  }

send_to_char( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 19069 ) );

act_notchar( #arr, ch );

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 19069 ) );

  act_notchar( #arr, rch );

  }

~
E
dism~
You'll have to dismount.

~
E
f_leave~
$n is no longer here either.

~
E
arr~
$n squeezes into the burrow behind you.

~
E
room~
You were waiting for $n to catch up, but turning around, you see that $e

is no longer with you.  

~
E
char~
Pushing through the plants, you get down low and crawl into the burrow.

~
!
0 0 0
-1
S

#19069
Tight Burrow Tunnel~
You are hunched down in a narrow tunnel dug through dirt and even

suprisingly, rock, by some animal.  The short tunnel bends quckly here

and heads east toward the center of the mound, and south, where you see

light from the small entrance.  

~
~
335020036 0 5 0
D1
~
~
0 -1 19070 10 10 5
D2
~
~
0 -1 19068 10 10 5
-1
S

#19070
Aurumvorax's Lair~
This is the burrow dug by a rare and dangerous animal known as the

Aurumvorax.  The walls are rich dark dirt and stone, held together by

pale roots, some of which which hang down and brush your skin as you

move.  Bones litter much of the room at the base of the walls, leaving

the center of the room open, where a bed of plants have been made.  

~
talon is out. 

~
301465604 0 6 0
D3
~
~
0 -1 19069 10 10 5
E
bone~
It appears that a large pile of bones have been dumped here in the past. 

You may not want to search through them, you can still see pieces of

rotting meat clinging to some.

~
397 9 1509949540 3 0
1246 17 1509949465 -2 0
-1
S

#19071
Forested River Bank~
The undergrowth opens up here as it comes to the edge of a slow moving

river.  The river flows north and seems to originate from the mountains

to the southwest and west.  The trail follows the bank north and south,

but you also spot a deer-trail heading east, back into the depths of the

Vaasa.  

~
~
301465600 3 9 0
D0
~
~
0 -1 19072 10 10 5
D1
~
~
0 -1 19068 10 10 5
D2
~
~
0 -1 19075 10 10 5
D3
~
~
0 -1 19074 10 10 5
78 17 1509949490 -2 0
344 17 1509949540 -2 0
-1
S

#19072
Forested River Bank~
The trail following the quietly burbling river slowly fades away to

nothing, as just to the north, the forest's undergrowth reaches all the

way to the water's edge.  As you are just turning away, you note that

some of the reflected rays of light along the verdant bank seem strange. 

A trail leads north and south from here.

~
north is closed/locked/no_show to 19315.  Leads to trail with a portion

of Cynnis (religion) joining quest.  -Talis 

~
301465600 3 9 0
D0
shuvana root~
shuvana root north~
178 -1 19315 10 10 5
D2
~
~
0 -1 19071 10 10 5
D3
~
~
0 -1 19073 10 10 5
E
reflected light rays~
You can't get the angle on some of them, and suddenly you realize that

some of the little rectangles of light might be coming from the bank

itself!  

~
E
bank~
Going over and looking closer at the bank which lies along the trail

across from the river, you discover that some of the rectangles of light

between the blades of grass, are actually small windows!  

~
E
knockers~
Just simple knockers used to knock on the doors.

~
A
1 look 3 examine~
windows~
if( rflag( status0, room ) )

  send_to_char( #c_windows, ch );

else

  send_to_char( #c_ruins, ch );

act_notchar( #others_see, ch );

~
E
others_see~
$n is over at the bank looking in the grass and searching to roots.

~
E
c_ruins~
The windows are broken and looking inside you see the interiors are in

ruins.  Light comes from a few small fires which are still buring inside.

~
E
c_windows~
You look in the windows and see tiny rooms inside the bank.  There are

rugs of woven grass, and furniture of carved wood.  You even see

fireplaces with cleverly blended chimneys which snake up trunks to

release small plumes of smoke above in the branches.  

~
!
0 0 0
A
3 search 2 open~
windows~
send_to_char( #char, ch );

~
E
char~
The windows do not open.

~
!
0 0 0
A
3 search~
bank~
if( rflag( status0, room ) )

  send_to_char( #c_door, ch );

else

  send_to_char( #c_ruins, ch );

~
E
c_ruins~
Searching around, you find some doors, but someone has broken them in and

torn them off their hinges.  

~
E
c_door~
Hidden by some grass and under a root, you find a small oval wooden

door.  There is a knocker on it.  

~
!
0 0 0
A
~
~
if( !rflag( status0, room ) ) {

  loop( all_in_room ) {

    if( mob_in_room( 398, room ) )

      junk_mob( mob_in_room( 398, room ) );

    }

  send_to_room( #all, room );

  wait( 6 );

  set_rflag( status0, room );

  }

~
E
all~
By moonlight, a bunch of Atomie and Grid appear and with the help

of some forest animals, begin to rebuild their homes.  

~
!
6 10000 0
A
bash break destroy smash ruin~
windows homes houses doors bank~
if( !rflag( reset0, room ) )

  send_to_char( #already, ch );

else {

  send_to_char( #c_destroy, ch );

  act_notchar( #r_destroy, ch );

  remove_rflag( reset0, room );

  wait( 2 );

  act_tochar( #c_curse, ch );

  act_notchar( #r_curse, ch );

  do_spell( curse, ch );

  wait( 2 );

  if( char_in_room( ch, room ) ) {

    ch = rand_player( room );

    act_room( #attack, ch );

    mob = mload( 398, room );

    attack_weapon( mob, ch, 2d3+5, "weapon" );

    mob = mload( 398, room );

    attack_weapon( mob, ch, 2d3+5, "weapon" );

    mob = mload( 398, room );

    attack_weapon( mob, ch, 2d3+5, "weapon" );

    }

  room = find_room( 19071 );

  send_to_room( #ambush, room );

  mload( 400, room );

  mload( 400, room );

  mload( 400, room );

  mload( 400, room );

  mload( 400, room );

  mload( 400, room );

  mload( 400, room );

  mload( 400, room );

  mload( 400, room );

  wait( 35 );

  loop( all_in_room ) {

    mob = mob_in_room( 400, room );

    if( mob ) {

      act_notchar( #leaving, mob );

      junk_mob( mob );

      }

    }

  }

~
E
ambush~
Grig come from the forest, looking angry.  They glare at you and then

proceed to set up an ambush along the trail north.  

~
E
leaving~
@GThe Grig springs powerfully away into the forest, and disappears.

~
E
attack~
@b@GAtomie come streaking from the flora, weapons an angry buzz!

~
E
already~
The windows have already been broken.

~
E
r_curse~
$n looks uncomfortable for a moment.

~
E
c_curse~
@CYou feel a force displeased and feel uncomfortable for a moment.

~
E
r_destroy~
$n seems to go crazy, kicking in small windows and bashing tiny doors. 

$e begins to grin in cruel joy as $e stomps on the bank, where the dirt

collapses and gives in.  Finally panting, $e stops, and looks up, eyes

glinting.  You think $e looks turned on.

~
E
c_destroy~
With dark glee you begin to destroy the small homes.  You kick in the

windows and shove a stick in to rip it all apart.  You tear the small

doors off and splinter them, and stomp on the bank until you feel rooms

cave in.  You can't help but snicker and feel strong.  

~
!
0 0 0
A
knock bang tap~
knocker doors~
if( !rflag( reset0, room ) ) {

  send_to_char( #destroyed );

  end;

  }

else {

  if( rflag( reset1, room ) ) {

    send_to_char( #c_knock, ch );

    act_notchar( #r_knock, ch );

    mload( 554, room );

    remove_rflag( reset1, room );

    wait( 25 );

    mob = mob_in_room( 554, room );

    if( mob ) {

      act_room( #leaving, mob );

      junk_mob( mob );

      }

    }

  else {

    send_to_char( #c_already, ch );

    act_notchar( #r_knock, ch );

    }

  }

~
E
leaving~
@GThe Atomie runs off into the forest, disappearing almost immediately.

~
E
c_already~
You knock on one of the doors, but no one answers.

~
E
destroyed~
Knock what!? They've all been ripped off!

~
E
r_knock~
$n is down in the grass tapping at something.

~
E
c_knock~
You knock on one of the doors and wait.  After a bit the door opens

nervously and a tiny Atomie comes out.  

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

~
E
ch~
A massive Shuvana root blocks the trail to the north.

~
!
3 0 1
344 17 1509949540 -2 0
-1
S

#19073
On the Windlass~
The Windlass flows swifty through the forest, carrying with it all that

is in it.  The current keeps you from going further north or west, though

south is easy as it is with the current.  

~
~
301465600 8 9 0
D1
~
~
0 -1 19072 10 10 5
D2
~
~
0 -1 19074 10 10 5
D3
~
~
0 -1 19256 10 10 5
A
~
~
send_to_char( #ch, ch );

~
E
ch~
A massive shuvana branch blocks passage in that direction.

~
!
3 3 8
344 17 1509949540 -2 0
-1
S

#19074
On the Windlass~
From out on the swift flowing Windlass you can see the eastern shore. 

The large shuvana trees arc over most of the river creating a sort of

tunnel.  You can go back to the bank to the east, or you can travel north

and south on the river.  

~
~
301465600 8 9 0
D0
~
~
0 -1 19073 10 10 5
D1
~
~
0 -1 19071 10 10 5
D2
~
~
0 -1 19076 10 10 5
344 17 1509949540 -2 0
-1
S

#19075
Forested River Bank~
The trail follows the edge of the gurgling river as it slowly winds its

way through the forest.  The water is clear and you can see the rocks and

sand along its bottom.  You can also see the various species of fish

swimming along, many with quite beautiful colors.  

~
~
301465600 3 9 0
D0
~
~
0 -1 19071 10 10 5
D2
~
~
0 -1 19077 10 10 5
D3
~
~
0 -1 19076 10 10 5
344 17 1509949540 -2 0
-1
S

#19076
On the Windlass~
The Windlass bubbles and gurgles innocently as it steals all power from

you.  You can't travel to the west because of the currents, and with some

work you could make it back to shore or to the north or south.  

~
~
301465600 8 9 0
D0
~
~
0 -1 19074 10 10 5
D1
~
~
0 -1 19075 10 10 5
D2
~
~
0 -1 19078 10 10 5
344 17 1509949540 -2 0
-1
S

#19077
Forested River Bank~
The trail seems to almost halt here at the side of a gigantic root which

descends out of the thick forest and disappears into the depths of the

river.  

~
~
301465600 3 9 0
D0
~
~
0 -1 19075 10 10 5
D3
~
~
0 -1 19078 10 10 5
E
1 south root~
The root is like a bulging wall.  It is ribbed though, and you could

probably try and climb over it.

~
A
climb~
root 1 up~
if( is_mounted( ch ) ) {

  send_to_char( #nomount, ch );

  end;

  }

room = find_room( 19079 );

if( can_fly( ch ) ) {

  send_to_char( #cfly, ch );

  act_notchar( #rfly, ch );

  transfer( ch, room );

  act_notchar( #afly, ch );

  }

else {

  if( find_skill( ch, climb ) > random( 0, 5 ) ) {

    send_to_char( #char, ch );

    act_notchar( #room, ch );

    transfer( ch, room );

    act_notchar( #arr, ch );

    }

  else {

    if( has_obj( 247, ch ) ) {

      send_to_char( #rc, ch );

      act_notchar( #rr, ch );

      transfer( ch, room );

      act_notchar( #arr, ch );

      }

    else {

      if( random( 1, 5 ) < 5 ) {

        send_to_char( #char, ch );

        act_notchar( #room, ch );

        transfer( ch, room );

        act_notchar( #arr, ch );

        }

      else {

        send_to_char( #c_fail, ch );

        act_notchar( #r_fail, ch );

        }

      }

    }

  }

room = find_room( 19077 );

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
afly~
$n comes flying in from the north.

~
E
rfly~
$n flies up the face of the root and disappears out of view.

~
E
cfly~
You fly up onto the root.

~
E
rr~
$n uses a rope of $s to get up on the root.

~
E
rc~
Using your rope, you easly get up the root.

~
E
r_fail~
$n climbs partyway up the root, but slips and falls to the ground

near you.

~
E
c_fail~
The root is ribbed, but some of the moss on it is slick, and you lose

your grip and fall back to the ground.  

~
E
arr~
$n comes climbing up the north side of the root.

~
E
room~
$n climbs up the face of the root and disappears out of view.

~
E
char~
The root's surface is ribbed, and you have little trouble climbing up.

~
E
nomount~
The sheer climb up the side of the root makes it impossible for your

mount to carry you there.

~
!
0 0 0
A
1 south~
~
send_to_char( #root, ch );

~
E
root~
You go right up to the face of the root and marvel at its size.

~
!
0 0 0
78 17 1509949540 -2 0
344 17 1509949540 -2 0
358 17 1509949540 -2 0
-1
S

#19078
On The Windlass~
The strong current of the Windlass tugs lightly at your body as you stand

in the cool water.  To the east you see a small trail running through the

forest while to the north and south the river continues.

~
~
301465600 8 9 0
D0
~
~
0 -1 19076 10 10 5
D1
~
~
0 -1 19077 10 10 5
D2
~
~
0 -1 19269 10 10 5
344 17 1509949540 -2 0
-1
S

#19079
Atop a Great Root~
You stand atop a huge wide root that slants down into the clear water of

the Windlass to the west.  East you can see the root enter the thick

foliage of the forest where it curves straight up as it joins the trunk

of a shuvana.  You can head north or south off the root from here.  

~
~
335020032 3 6 0
A
1 north~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 19077 ) );

if( find_stat( ch, dex ) < 12 ) {

  if( random( 0, 10 ) < 4 ) {

    act_tochar( #pain, ch );

    act_notchar( #a_pain, ch );

    dam_message( ch, 2d5+0, #dam );

    inflict( ch, mob, 2d5+0, "falling" );

    }

  end;

  }

else

  act_notchar( #arr, ch );

~
E
dam~
The fall

~
E
arr~
$n jumps down from atop the root, landing near you.

~
E
a_pain~
$n jumps down from atop the root above, but lands poorly and

winces in pain.

~
E
pain~
@b@RYou land badly and twist your leg.

~
E
room~
$n jumps down into the undergrowth to the north.

~
E
char~
You jump down into the undergrowth to the north.

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

act_notchar( #room, ch );

transfer( ch, find_room( 19080 ) );

if( find_stat( ch, dex ) < 12 ) {

  if( random( 0, 10 ) < 4 ) {

    act_tochar( #pain, ch );

    act_notchar( #a_pain, ch );

    dam_message( ch, 2d5+0, #dam );

    inflict( ch, mob, 2d5+0, "falling" );

    }

  end;

  }

else

  act_notchar( #arr, ch );

~
E
dam~
The fall

~
E
arr~
$n jumps down from atop the root, landing near you.

~
E
a_pain~
$n jumps down from atop the root above, but lands poorly and

winces in pain.

~
E
pain~
@b@RYou land badly and twist your leg.

~
E
room~
$n jumps down into the undergrowth to the south.

~
E
char~
You jump down into the undergrowth to the south.

~
!
0 0 0
-1
S

#19080
Forest Trail~
The forest pulls back from the edge of the river.  Before you stands a

huge shuvana root that lays right across the trail.  You can either try

and go up and over, or you can head south where the plants and greenery

get thicker, growing right up to the river's edge.  

~
~
301465600 2 9 0
D2
~
~
0 -1 19081 10 10 5
E
1 north root~
The root is like a bulging wall.  It is ribbed though, and you could

probably try and climb over it.

~
A
climb~
root 1 up~
if( is_mounted( ch ) ) {

  send_to_char( #nomount, ch );

  end;

  }

if( find_skill( ch, climb ) > random( 0, 5 ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 19079 ) );

  act_notchar( #arr, ch );

  end;

  }

if( has_obj( 247, ch ) ) {

  send_to_char( #rc, ch );

  act_notchar( #rr, ch );

  transfer( ch, find_room( 19079 ) );

  act_notchar( #arr, ch );

  }

else {

  if( random( 1, 5 ) < 5 ) {

    send_to_char( #char, ch );

    act_notchar( #room, ch );

    transfer( ch, find_room( 19079 ) );

    act_notchar( #arr, ch );

    }

  else {

    send_to_char( #c_fail, ch );

    act_notchar( #r_fail, ch );

    }

  }

~
E
rr~
$n uses a rope to climb up the root.

~
E
rc~
You throw the rope over the root and use it to climb.

~
E
r_fail~
$n climbs partyway up the root, but slips and falls to the

near you.

~
E
c_fail~
The root is ribbed, but some of the moss on it is slick, and you lose

your grip and fall back to the ground.

~
E
arr~
$n comes climbing up the south side of the root.

~
E
room~
$n climbs up the face of the root and disappears out of view.

~
E
char~
The root's surface is ribbed, and you have little trouble climbing up.

~
E
nomount~
The sheer climb of the root makes it impossible for your mount to carry

you up its side.

~
!
0 0 0
A
1 north~
~
send_to_char( #root, ch );

~
E
root~
You go right up to the face of the root and marvel at its size.

~
!
0 0 0
344 17 1509949540 -2 0
-1
S

#19081
Forest Trail~
The forest's undergrowth is thick here, slowing movement way down.  You

can hear the quiet burble of the river just to your west, but rarely

catch a glimpse of it through the emerald leaves.  Your eyes are drawn to

some interesting mounds of wisteria which the faint trail winds towards.  

~
~
301465600 3 9 0
D0
~
~
0 -1 19080 10 10 5
D2
~
~
0 -1 19082 10 10 5
344 17 1509949540 -2 0
-1
S

#19082
Forest Trail~
The rich colors of the forest enclose you in a heavy embrace here. 

Strange formations covered in wisteria and fern rise from the

undergrowth, radiating a feeling of foreboding and ancient age.  The

trail winds its way north and south, the latter being where you spy even

more of the formations.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19081 10 10 5
D1
~
~
0 -1 19379 10 10 5
D2
~
~
0 -1 19083 10 10 5
E
formations~
They appear to be ancient structures of a dark stone peppered with silver

flakes.  The forest has claimed it, and it is now covered in green life. 

~
344 17 1509949540 -2 0
-1
S

#19083
Forest Ruins~
The green covered formations, or perhaps structures, surround you.  They

rise out of the depths of the forest, tower over you, and run all the way

down to the river's edge which is just to the west.  The vegetation thins

between them, growing up between dark blocks of stone, with the trail

bending through them, heading north and east.  

~
~
301465600 4 8 0
D0
~
~
0 -1 19082 10 10 5
D1
~
~
0 -1 19084 10 10 5
E
formations structures~
They appear to be ancient structures of a dark stone peppered with silver

flakes.  It sprawled among the Shuvana and down along the bank of the

Windless.  The river was probably used to take out trade.  

~
E
stone blocks~
A thoroughfare appears to have been here, paved with blocks of dull

grey-black stone.  The relentless force of time and nature has uplifted

many of them, allowing life to spring up all around.  

~
78 17 1509949540 -2 0
344 17 1509949540 -2 0
-1
S

#19084
Forest Ruins~
The green covered formations, or perhaps structures, surround you.  They

rise out of the depths of the forest, tower over you, and run all the way

down to the river's edge which is visible to the west.  The vegetation is

thinner here where it grows up between the stone ruins and dark blocks of

stone.  The old thoroughfare continues east and west.  

~
~
301465600 4 6 0
D1
~
~
0 -1 19085 10 10 5
D3
~
~
0 -1 19083 10 10 5
E
thoroughfare street ground 1 down~
A thoroughfare appears to have been here, paved with blocks of dull

grey-black stone.  The relentless force of time and nature has uplifted

many of them, allowing life to spring up all around.

~
E
ruins formations structures~
They appear to be ancient structures of a dark stone peppered with silver

flakes.  Some of the mighty stone is carved into shapes of horned beasts,

more animal than demonic you think, though you have never seen them

before.  

~
-1
S

#19085
Forest Ruins~
Roots have buckled the street here, and much of the stone ruins are being

reclaimed by the Mighty Vaasa.  There are more structures to the south

and west, but everything to the north and east is unpassable.

~
[Xemas] the stong stone-using method...... stong? strong?

~
301465600 4 6 0
D1
block~
block east~
171 -1 19345 10 10 5
D2
~
~
0 -1 19086 10 10 5
D3
~
~
0 -1 19084 10 10 5
E
scuff marks~
Deciding how the scuff marks originated, you decided upon a particular

block of stone that looks moveable.

~
E
1 east block~
Pushing some of the forest growth aside, you examine some of the ruin

blocks.  Almost turning away, you think you spot some recent scuff marks.

~
E
ruins formations structures foliage~
The ruins look very old, and are being swallowed by the forest, despite

the stong stone-using method they were built with.  The stone is dark

with a silvery glitter to it, and the architecture looks like it was once

beautiful and grand.  

~
E
thoroughfare street ground 1 down~
A thoroughfare appears to have been here, paved with blocks of dull

grey-black stone.  The relentless force of time and nature has uplifted

many of them, allowing life to spring up all around.

~
A
~
~
wait( 5 );

if( is_open( room, east ) )

  acode( find_room( 19345 ), 1 );

~
!
1 1 10
A
move open~
block~
if( !is_open( room, east ) ) {

  open( room, east );

  act_tochar( #open, ch );

  act_notchar( #ropen, ch );

  send_to_room( #rumble, find_room( 19345 ) );

  wait( 5 );

  if( is_open( room, east ) )

    acode( find_room( 19345 ), 1 );

  }

else 

act_tochar( #no, ch );

~
E
open~
You open the block to the east.

~
E
ropen~
$n opens the block to the east.

~
E
rumble~
A large block to the west moves aside aparently of its own accord.

~
E
no~
The block is already moved aside.

~
!
0 0 0
-1
S

#19086
Strange Ruins~
You seem to be standing before a gateway or entrance to ancient ruins. 

Though there is no gate, there are two guardian statues which appear to

have been used to impress new travelers or scare away enemies.  There is

also a crumbling wall whose rubble is overgrown with moss.  A trail

wanders away into the forest south.  

~
[Florian] Gotta borrow this one day - fits my dragon tale perfectly.

[Talis] already used in part of Troglodytes' story, involves dragons.

[Talis] See me about it and we'll coordinate on it if you want.

~
301465600 4 6 0
D0
~
~
0 -1 19085 10 10 5
D2
~
~
0 -1 19087 10 10 5
E
guardian statues~
They both appear to be dragons; on the right, a winged rearing dragon,

mouth open in an angry snarl or roar.  On the left, an equally impressive

dragon, this one wingless, but more powerful and sinuous.

~
872 17 1509949445 -2 0
-1
S

#19087
Old Trail~
The majestic giants of trees rise like pillars of corrugated brown into

the distant leafy branches.  From this distance, it looks like a sea of

glowing green, with an occasional lance of brilliant yellow light

breaking through.

~
~
301465600 3 6 0
D0
~
~
0 -1 19086 10 10 5
D2
~
~
0 -1 19088 10 10 5
358 17 1509949540 -2 0
-1
S

#19088
Old Trail~
The trail winds around roots, through underbrush so thick you need both

hands to push your way past.  The underbrush hides the sources of sounds

around you.  The sounds of life are so loud sometimes, you jump

thinking of things that must be right near you.  You think the trail

continues north and south.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19087 10 10 5
D2
~
~
0 -1 19089 10 10 5
-1
S

#19089
Old Trail~
The cacophony of sounds emanating from the forest is unnervingly loud. 

Those not used to this environment find themselves twisting and turning,

always alert for imminent danger.

~
~
301465600 3 6 0
D0
~
~
0 -1 19088 10 10 5
D2
~
~
0 -1 19090 10 10 5
-1
S

#19090
Old Trail~
Peacefully and majestically a massive shuvana spears through the emerald

green sea of undergrowth.  To the south one of the massive roots of the

tree spearheads the trail and causes it to turn to the west and north. 

From afar you hear the soft bubbling of a forest stream.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19089 10 10 5
D3
~
~
0 -1 19126 10 10 5
-1
S

#19091
Faint Trail~
Here the faint trail winds around the massive trunk of one of the many

shuvana trees in the Vaasa.  As you walk the soft calling of song birds

drifts to your ears and calms your mind.  In the distance you hear the

snap of a twig breaking under foot, or claw.  The faint trail leads to

the east and south from here.  

~
~
301465608 3 6 0
D1
~
~
0 -1 19092 10 10 5
D2
~
~
0 -1 19060 10 10 5
215 9 1509949540 3 0
-1
S

#19092
Faint Trail~
As you walk through the forest, drops of dew from the trees above drip

onto your face and body keeping you cool.  Your footsteps leave small

imprints in the fertile soil along with those of numerous animals, large

and small.  To the east the large root of a shuvana tree blocks the faint

trail, and to the west and south the trail continues.  

~
~
301465600 3 6 0
D2
~
~
0 -1 19093 10 10 5
D3
~
~
0 -1 19091 10 10 5
-1
S

#19093
Faint Trail~
You crawl under the large arcing form of a giant tree root to continue

along the faint path.  Above you the forest life can be heard moving

about as well as way down here, on the soft forest floor.  Far to the

west you hear the soft sound of a stream or river.  To the north and east

the trail continues.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19092 10 10 5
D1
~
~
0 -1 19094 10 10 5
-1
S

#19094
Faint Trail~
As you walk along the faint trail large ferns and tree branches brush

against you tickling your skin.  To the north the massive trunk of a

shuvana tree towers into the canopy blocking out almost all yellow

light.  The trail almost disapears below the giant ferns to the east, and

to the west you see a large root arc over the trail.  

~
~
301465600 3 6 0
D1
~
~
0 -1 19095 10 10 5
D2
~
~
0 -1 19370 10 10 5
D3
~
~
0 -1 19093 10 10 5
2509 9 1509949540 3 0
415 17 1509949540 -2 0
-1
S

#19095
Faint Trail~
The smoothness of the faint trail is interrupted by a large root from a

nearby tree.  Below the root there appears to be a hollow.  All about you

large ferns grow blocking sight past a dozen paces, sometimes feeling

like rooms, formed by nature.  To the north and west the faint trail

continues through the forest.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19096 10 10 5
D1
~
~
0 -1 19367 10 10 5
D2
~
~
0 -1 19365 10 10 5
D3
~
~
0 -1 19094 10 10 5
2508 9 1509949540 3 0
-1
S

#19096
Faint Trail~
To the east a small stream meanders close to the faint trail.  The

crystal clear stream winds off to the north and east leading to distant

parts of the forest, however, some twine-finger bushes keep you from

getting too close to it.  The trail enters an area of massive ferns to

the south and continues to the north along the stream as well.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19097 10 10 5
D2
~
~
0 -1 19095 10 10 5
E
tine-finger bushes stream 1 east~
The bushes are lovely, and bloom bright amber flowers in the spring, but

one must be wary of the hook-like tines that can catch and snag the

skin.  It is actually a carnivore plant, in that caught meat feeds its

roots.  

~
-1
S

#19097
Faint Trail~
A small crystal clear stream bubbles and gurgles next to the path causing

the forest's silent somber brooding to be broken.  The ferns and bushes

along the bank, however, keep you from crossing it.  The trail turns to

the west and south, where it continues along the stream.  

~
~
301465600 3 6 0
D2
~
~
0 -1 19096 10 10 5
D3
~
~
0 -1 19098 10 10 5
E
bushes stream 1 east 1 north~
The stream is lined with ferns and a lovely type of green and amber

bush.  But, looking closer, you note the hooked tines on the bush,

and decide it best to keep away.  

~
215 9 1509949540 3 0
-1
S

#19098
Faint Trail~
The small trail winds around the hollow trunk of tree long ago fallen to

the forest floor.  The trunk of the tree is slowly decaying and moss

already grows on most of it.  To the east you hear the tinkle and burble

of a stream beyond the mighty trunks.  The faint trail continues to the

east and west from here.  

~
~
301465600 3 6 0
D1
~
~
0 -1 19097 10 10 5
D3
~
~
0 -1 19099 10 10 5
E
log trunk tree~
The log is too small for you to crawl into but the perfect size for many

smaller critters.  Upon closer inspection it appears that there may be

something living in the log.  

~
450 9 1509949540 3 0
-1
S

#19099
Faint Trail~
The small trail winds around the hollow trunk of tree long ago fallen to

the forest floor.  The trunk of the tree is slowly decaying and moss

already grows on most of it.  A little off to the east your hear the

small trickle of a stream winding about the forest.  The faint trail

continues to the east and west from here.  

~
~
301465600 3 6 0
D1
~
~
0 -1 19098 10 10 5
D3
~
~
0 -1 19100 10 10 5
2506 9 1509949540 3 0
-1
S

#19100
Faint Trail~
The well used trail intersects with an even smaller one winding off to

the north, while south a dense fern blocks sight and passage.  White

puff-seeds loft through the area being carried upon the warm breeze, and

through them you see that you can continue east and west.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19101 10 10 5
D1
~
~
0 -1 19099 10 10 5
D3
~
~
0 -1 19105 10 10 5
-1
S

#19101
Faint Trail~
This trail is even fainter than the trail you see it intersecting with to

the south.  Along it are huge ferns and plants alike, blocking passage in

all directions except south and north.  Far above you in the tree tops

you hear the call of a predator finding a prey.

~
~
301465600 3 6 0
D0
~
~
0 -1 19102 10 10 5
D2
~
~
0 -1 19100 10 10 5
-1
S

#19102
Faint Trail~
The air about you is clean and pure with moisture in the air.  The trail

leads into the small ravine from the south and east it continues along

the bottom of it.  The way north is blocked by the steep rise of the

ravine.  

~
~
301465600 3 6 0
D1
~
~
0 -1 19103 10 10 5
D2
~
~
0 -1 19101 10 10 5
-1
S

#19103
Faint Trail~
The trail continues along the bottom of a small ravine, leading to the

east and west.  The bottom of the ravine is filled with soft leaves and

plants, indicating that water has not flowed through it in many moons. 

To the east the sound of water is more prominent than ever and to the

west the ravine continues.

~
~
301465600 3 6 0
D1
~
~
0 -1 19104 10 10 5
D3
~
~
0 -1 19102 10 10 5
587 17 1509949540 -2 0
-1
S

#19104
A Dead End on the Faint Trail~
The faint trail comes to a dead end at the bank of the small crystal

clear stream.  A small break in the foliage allows you to see the bottom

of the bubbling stream.  Across the stream you see a small open patch in

the forest.  The trail leads back to the west only.  

~
~
301465600 3 6 0
D0
secret bush~
bush~
232 -1 50005 10 10 5
D3
~
~
0 -1 19103 10 10 5
E
foliage plants~
The gap looks large enough for an elf to fit through.  One bush in

particular looks oddly placed.

~
E
clearing bank patch east~
The small clearing looks just large enough for an elf to rest

comfortably, but first you need to jump the stream.  

~
E
stream water bottom~
At the bottom of the stream you see small golden flecks that shimmer as

the water passes over them.  

~
A
1 jump cross~
stream river 1 east~
if( !cflag( 3, ch ) ) {

  send_to_char( #ch, ch );

  act_notchar( #r, ch );

  transfer( ch, find_room( 19125 ) );

  act_notchar( #ar, ch );

  if( doing_quest( ch, 11 ) )

    acode( find_room( 19125 ), 2 );

  end;

  loop( followers ) {

    act_notchar( #f_leave, rch );

    transfer( rch, find_room( 19125 ) );

    act_notchar( #f_arr, rch );

    }

  }

~
E
f_arr~
$n also comes from across the stream.

~
E
f_leave~
$n also crosses the stream.

~
E
ar~
$n jumps next to you from across the small stream.

~
E
r~
$n jumps over the small stream to the east.

~
E
ch~
You jump over the small stream onto the grass.

~
!
0 0 0
A
open move push pull uproot~
secret bush~
if( is_open( room, north ) ) {

act_tochar( #close, ch );

act_notchar( #rclose, ch );

close( room, north );

}

else {

act_tochar( #open, ch );

act_notchar( #ropen, ch );

open( room, north );

}

~
E
close~
You push and prod the bush until it neatly conceals the northern path.

~
E
rclose~
$n pushes and prods a bush until it conceals the path to the north.

~
E
open~
You pull upon a bush, nearly uprooting it.  In the process, you reveal a

a previously hidden path north.

~
E
ropen~
$n pulls at a bush, almost uprooting it.  In the process, $e reveals a

path north.

~
!
0 0 0
398 17 1509949540 -2 0
-1
S

#19105
Faint Trail~
The faint trail winds around a large fern growing where once the trail

used to go.  The fern is so large that the spores on the undersides of

the leaves are the size of gold coins.  The small trail continues its

path through the forest to the north and east.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19106 10 10 5
D1
~
~
0 -1 19100 10 10 5
D3
~
~
0 -1 19368 10 10 5
-1
S

#19106
Faint Trail~
From above sharp rays of sunlight pierce the emerald canopy of the

massive shuvana trees, creating a mystical and enchanting sight.  Large

fronds of massive ferns arcing over the small path wave majestically in

the warm breeze.  Off in the distance you hear the sounds of a bird

singing its mating call.  The faint trail continues to the north and

south.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19107 10 10 5
D2
~
~
0 -1 19105 10 10 5
103 9 1509949540 3 0
-1
S

#19107
Faint Trail~
The faint path leads up a small hill across a gigantic shuvana

root here.  Below the root many small holes cover the hillside, and you

can hear something stirring in a few of them.  To the north and south the

trail continues to meander its way through the forest.

~
~
301465600 3 6 0
D0
~
~
0 -1 19108 10 10 5
D2
~
~
0 -1 19106 10 10 5
E
holes~
Something lives in them, but you are not sure what.  Sometimes you think

you hear talking and laughter.  

~
215 9 1509949540 3 0
-1
S

#19108
Faint Trail~
As you continue along the faint path a large butterfly brushes softly

against your face as it flutters by.  Wild flowers and ferns are growing

on both sides of the trail creating a picturesque scene.  To the north

and south the faint trail meanders through the distance.  

~
this is 1 of 5 paths to meet high druid

to be set on 'game time' related trigger.  -Talis

~
301465600 3 6 0
D0
~
~
0 -1 19109 10 10 5
D2
~
~
0 -1 19107 10 10 5
A
~
~
if( find_stat( ch, con ) > 14 ) {

  if( rflag( reset1, room ) && rflag( reset2, room ) ) {

    if( random( 1, 12 ) == 1 ) {

      act_tochar( #butterfly, ch );

      remove_rflag( reset1, room );

      }

    }

  }

~
E
butterfly~
Oddly, you feel a strange desire to follow the butterfly through the

woods.

~
!
1 0 5
A
follow ~
2 butterfly~
if( !rflag( reset1, room ) && rflag( reset2, room ) ) {

  remove_rflag( reset2, room );

  act_tochar( #follow_bfly, ch );

  act_notchar( #gone_nuts?, ch );

  wait(1);

  transfer( ch, find_room( 19389 ) );

  act_notchar( #arr_trail, ch );

  loop( followers ) {

    act_tochar( #follow_bfly, rch );

    act_notchar( #gone_nuts?, rch );

    transfer( rch, find_room( 19389 ) );

    act_notchar( #arr_trail, rch );

    }

  }

else

  act_tochar( #huh, ch );

~
E
follow_bfly~
You follow the butterfly as it dances its hypnotic dance.  Just as you

begin to think its odd attraction was a moment of madness on your part,

you break into a clearing.

~
E
gone_nuts?~
$n begins to chase after a butterfly, and quickly disapears into the

nearby woods and is lost from sight.

~
E
arr_trail~
$n has arrived from the woods.

~
E
huh~
You follow the chaotic dance of the butterfly as it flits its way all

about the field.

~
!
0 0 0
A
~
~
if( !rflag( reset1, room ) && rflag( reset2, room ) ) {

  remove_rflag( reset2, room );

  act_room( #bgone, ch );

  continue;

  }

else

  continue;

~
E
bgone~
The butterfly flitters upward high into the forest canopy until you can

no longer follow its tiny form amidst the foliage.


~
!
3 0 63
358 17 1509949540 -2 0
-1
S

#19109
Faint Trail~
Huge acorns lay scattered about the ground, many broken as if by smashing

against a stone.  From far above you hear the annoyed chatter of the

chipmunks.  The faint trail leads tightly between two massive shuvana

trunks as it continues to the east and south.  

~
~
301465600 3 6 0
D1
~
~
0 -1 19110 10 10 5
D2
~
~
0 -1 19108 10 10 5
-1
S

#19110
Faint Trail~
The trail runs into a small ravine which is heading south and north from

here.  But to the south a large bush growing in the ravine prevents you

from travelling that direction.  The bottom of the ravine is filled with

leaves and small plants, and it appears water has not been here for many

moons.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19111 10 10 5
D3
~
~
0 -1 19109 10 10 5
-1
S

#19111
Faint Trail~
You have come to a fork in the faint trail as it splits around the

largest shuvana tree you have seen yet on this path.  To the west the

faint trail follows a small ravine and to the east it leads out of the

ravine around the massive tree.  It also leads down the ravine to the

south.  

~
~
301465600 3 6 0
D1
~
~
0 -1 19112 10 10 5
D2
~
~
0 -1 19110 10 10 5
D3
~
~
0 -1 19118 10 10 5
2506 9 1509949540 3 0
-1
S

#19112
Faint Trail~
As you make your way around the trunk of the tree you realize just how

large this tree is.  The trunk is as large around as twenty elves

standing side by side, and as tall as countless elves standing on each

others shoulders.  The deer path continues to the north and west, where

it appears to intersect another trail.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19113 10 10 5
D3
~
~
0 -1 19111 10 10 5
-1
S

#19113
Faint Trail~
The soft mud of the faint trail is covered in the small prints of deer and

their young.  And the ferns about this area all appear to have nibble

marks on them.  To the north and south the the faint trail continues its

path around the massive tree.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19114 10 10 5
D2
~
~
0 -1 19112 10 10 5
103 9 1509949540 3 0
-1
S

#19114
Faint Trail~
As the faint trail winds around the massive trunk of a shuvana tree it

dips under one of the equally massive roots of the tree.  Under the root

a small hole marks the home of some forest dwelling animal.  Far above

you the sun sends sharps rays through the forest creating a mystical

sight.  The faint deer trail continues to the west and south.  

~
~
301465600 3 6 0
D2
~
~
0 -1 19113 10 10 5
D3
~
~
0 -1 19115 10 10 5
E
root~
Its a rather large root, bigger around than most trees outside of the

Vaasa.  Its a bit high to climb, but perhaps if you could leap high

enough you could reach the bottom of it.

~
A
hop leap jump~
root up~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #flying, ch );

  transfer( ch, find_room( 19395 ) );

  act_notchar( #fly_arr, ch );

  end;

  }

if( is_mounted( ch ) ) {

  send_to_char( #nomount, ch );

  end;

  }

if( find_skill( ch, climb ) > random( 4, 7 ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 19395 ) );

  act_notchar( #arr, ch );

  }

else{

  send_to_char( #fail, ch );

  act_notchar( #failed, ch );

  }

~
E
fly~
You fly up to the top of the root.

~
E
flying~
$n flies up over a large root.

~
E
fly_arr~
$n flies up from below.

~
E
nomount~
Your can not do that while mounted.

~
E
char~
You manage to hop up and grab a protruding nub from the overhanging root. 

With some hard work, you manage to work your way up the side and to the

top of the root.

~
E
room~
$n hops up and grabs a protruding nub from an overhanging root.  With

some hard work, $e manages to work his way up the side of the root and

disapears from view at the top.

~
E
arr~
$n pulls $mself up over the side of the root.

~
E
fail~
You hop up, grasping for purchase on the underside of the root but the

angle, combined with your natural weight cause you to lose your grip and

fall back to the ground.

~
E
failed~
$n hops up and grabs part of the root.  After swinging about a bit, $e

drops back to the ground.

~
!
0 0 0
450 9 1509949540 3 0
587 17 1509949540 -2 0
-1
S

#19115
Faint Trail~
Far above you the sounds of a bird calling to its mate waft down to your

ears, enchanting you into peaceful harmony.  All about you the forest

seems to have lost all power to be frightening and dangerous and is

simply peaceful.  To the east and west the faint trail continues.  

~
~
301465610 3 6 0
D1
~
~
0 -1 19114 10 10 5
D3
~
~
0 -1 19116 10 10 5
-1
S

#19116
Faint Trail~
The faint trail almost disapears under a large pile of leaves as it

continues its path around the massive tree.  To the east and south the

meandering trail continues its path through the forest.

~
~
301465600 3 6 0
D1
~
~
0 -1 19115 10 10 5
D2
~
~
0 -1 19117 10 10 5
-1
S

#19117
Faint Trail~
Here the path dips below and under the massive root of the shuvana tree

to your east.  Directly below the root is a small puddle of mud, and in

it you see the prints of many animals of the woods, but none from elves

or other races.  To the south it appears that there is an intersection in

the trail and to the north the trail continues.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19116 10 10 5
D2
~
~
0 -1 19118 10 10 5
-1
S

#19118
Faint Trail~
In a small ravine heading east and west a faint path leads off into the

distances of the forest, and to the north a small trail leads out of the

ravine around one of the massive shuvana trees.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19117 10 10 5
D1
~
~
0 -1 19111 10 10 5
D3
~
~
0 -1 19119 10 10 5
-1
S

#19119
Faint Trail~
The bottom of the small ravine you are travelling in is filled with soft

leaves and ferns, indicating that water has not flowed here for many

moons.  Above you the large fronds of ferns arc over the ravine to create

a sort of natural tunnel leading through the forest.  The small ravine

continues to the east and north.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19120 10 10 5
D1
~
~
0 -1 19118 10 10 5
-1
S

#19120
Faint Trail~
Above you the large fronds of ferns shade you from the intense sun, also

providing the life of the forest a soft and moist environment.  To the

east and west the steep sides of the ravine prevent passage into distant

parts of the forest for all but animals.  Here the trail leads out of the

ravine to the north as it continues down the tunnel like ravine to the

south.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19121 10 10 5
D2
~
~
0 -1 19119 10 10 5
450 9 1509949540 3 0
-1
S

#19121
Faint Trail~
The faint path leads up a small hill over one of the gigantic shuvana

roots here.  Below the root many small holes cover the hillside, and you

can hear something stirring in a few of them.  To the north and south the

trail continues to meander its way through the forest.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19122 10 10 5
D2
~
~
0 -1 19120 10 10 5
103 9 1509949540 3 0
-1
S

#19122
Faint Trail~
Here the faint trail winds around the massive trunk of one of the many

shuvana trees in the Vaasa.  As you walk the soft calling of song birds

drifts to your ears and calms your mind.  In the distance you hear the

snap of a twig breaking under foot, or claw.  The faint trail leads to

the east and south from here.  

~
~
301465600 3 6 0
D1
~
~
0 -1 19123 10 10 5
D2
~
~
0 -1 19121 10 10 5
2508 9 1509949540 3 0
2509 9 1509949540 3 0
-1
S

#19123
Faint Trail~
As you walk along the faint trail large ferns and tree branches brush

againts you tickling your skin.  To the north the massive trunk of a

shuvana tree towers into the sky blocking out almost all light.  The

trail almost disapears below the giant ferns to the east, and to the west

you see a large root arc over the trail.  

~
~
301465600 3 6 0
D1
~
~
0 -1 19124 10 10 5
D3
~
~
0 -1 19122 10 10 5
-1
S

#19124
Faint Trail~
Ahead to the north-east you see a strange mottled brown and grey pillar. 

The faint trail continues it trek through the mighty Vaasa to the north

and west.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19193 10 10 5
D3
~
~
0 -1 19123 10 10 5
358 17 1509949540 -2 0
-1
S

#19125
Island Sanctuary~
This small patch of grass is sectioned off from the trail by a small

meandering stream which bubbles its way off into the distance to a

distant lake or ocean.  All about you, except to the west, large ferns

and trunks prevent further passage in, or out, of this secluded paradise. 

As you stare at the dew gleaming on the new spring grass you realize that

not a creature in the world can hurt you in this secluded haven of the

forest.  

~
~
301465602 3 6 0
A
1 jump cross~
stream river 1 west~
send_to_char( #ch, ch );

act_notchar( #r, ch );

transfer( ch, find_room( 19104 ) );

act_notchar( #ar, ch );

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 19104 ) );

  act_notchar( #f_arr, rch );

  }

~
E
f_arr~
$n also comes from across the stream.

~
E
f_leave~
$n also crosses the stream.

~
E
ar~
$n jumps over the small stream and lands next to you on the trail.

~
E
r~
$n jumps over the small stream, back onto the trail.

~
E
ch~
You jump over the small stream back onto the trail.

~
!
0 0 0
A
~
~
if( doing_quest( ch, 11 ) ) {

  room = find_room( 19125 );

  if( !mob_in_room( 484, room ) )

    mload( 484, room );

  act_tochar( #ch, ch );

  }

~
E
ch~
@bThe elven cleric you have been asked to help lies before you slowly

dying.@n 

~
!
0 0 0
A
1 bandage~
elf elven cleric~
mob = mob_in_room( 484, room );

if( has_obj( 230, ch ) ) {

  if( mob_in_room( 484, room ) ) {

    if( !doing_quest( ch, 11 ) ) {

      send_to_char( #no_q, ch );

      junk_mob( mob );

      end;

      }

    if( cflag( 3, ch ) ) {

      send_to_char( #no_q, ch );

      junk_mob( mob );

      end;

      }

    act_tochar( #ch, ch );

    act_notchar( #r, ch );

    junk_obj( has_obj( 230, ch ) );

    update_quest( ch, 11 );

    do_spell( bless, mob, ch );

    junk_mob( mob );

    send_to_char( #bye, ch );

    act_notchar( #room, ch );

    end;

    }

  continue;

  }

send_to_char( #no_b, ch );

~
E
no_b~
With what?

~
E
room~
The elven cleric disapears into the forest undergrowth.

~
E
bye~
The cleric seems to be able to walk now and hobbles off across the

stream, disapearing into the bushes.  

~
E
r~
$n bandages the elven cleric with a small white bandage.

~
E
ch~
You walk up to the dying elven cleric and bandage him up with the bandage

you were given.  Now able to stand the cleric casts a spell of blessing

on you for your effort to save him.  

~
E
no_q~
As you near the cleric he suddenly hacks up a whole mess of blood and

dies.  

~
!
0 0 0
398 17 1509949540 -2 0
-1
S

#19126
Old Trail~
As you continue your travels along this old path through the forest you

feel completely inferior to the forces of nature and the will of the

greater being, whoever it may be.  To the south-east a large root of a

shuvana breaks through the fern and moss covered ground, forcing the

trail to head east and south around the root.  

~
~
301465600 3 6 0
D1
~
~
0 -1 19090 10 10 5
D2
~
~
0 -1 19127 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You push through the ferns to the south to continue on the trail.


~
!
3 2 4
-1
S

#19127
Old Trail~
The old trail winds through a small sink hole, dipping down to the

south.  The walls of the sink hole are covered with a thick soft mat of

moss.  The rim of the sink hole is completely surrounded by ferns.  You

will have to push through the ferns to the north or south where the trail

leaves to get out of here.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19126 10 10 5
D2
~
~
0 -1 19128 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You push through the ferns to continue on the trail.


~
!
3 -1 63
-1
S

#19128
Old Trail~
Above you the large branches of the massive shuvana trees shade the whole

forest, causing the temperature to be mild and peaceful.  To the north

fern fronds cover the path of the trail and make it nearly impossible to

see where the trail leads.  The trail here turns west paralleling the

Windlass to the south.

~
~
301465600 3 6 0
D0
~
~
0 -1 19127 10 10 5
D2
~
~
0 -1 19300 10 10 5
D3
~
~
0 -1 19129 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You push through the ferns to the north and continue on the trail.


~
!
3 0 1
-1
S

#19129
Old Trail~
Above you a massive root of one of the shuvana trees arcs over the

trail.  Just to the south you can see the tree from which this root

sprouted long ago.  As you walk under the arcing root you push through

long strands of moss hanging down from above.  The trail continues to the

east and west along the bank of the Windlass.

~
~
301465600 3 6 0
D1
~
~
0 -1 19128 10 10 5
D2
~
~
0 -1 19299 10 10 5
D3
~
~
0 -1 19130 10 10 5
-1
S

#19130
Old Trail~
The trail ends here abruptly at the bank of a small arm of the river known

as the 'Windlass.' However, there are logs spanning across its narrow

width towards the west.  To the southwest you see that the main branch of

the Windlass intersects the trail.  And to the east you see a large root

arcing over the old trail.

~
~
301465600 3 6 0
D1
~
~
0 -1 19129 10 10 5
D2
~
~
0 -1 19298 10 10 5
D3
~
~
0 -1 19131 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You cross the small fork of the Windlass using the logs.


~
!
3 3 8
-1
S

#19131
Old Trail~
This small spit of land juts out into the Windlass, splitting a small

portion of it off to the east, while the majority of the bubbling river

is to the south and west.  To the north large spiney ferns prevent you

from leaving the small trail.  To the east small logs have been lain over

the stream, while to the south a large trunk of a tree has fallen over

the Windlass.

~
~
301465600 3 6 0
D1
~
~
0 -1 19130 10 10 5
D2
~
~
0 -1 19297 10 10 5
D3
~
~
0 -1 19295 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You cross the river carefully using the logs and continue on your way.  


~
!
3 1 2
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You climb up onto the large trunk.


~
!
3 2 4
-1
S

#19132
Old Trail~
Along side of the old trail grow wildflowers and ferns of types never

seen outside the great Vaasa.  To the north a swift but calm river cuts

off the trail.  It is, however, crossable by the large trunk of a tree

which has fallen over it.  To the west the old trail continues its

winding path through the forest.  A mound of stone debris, covered in

moss and vines, lies directly to the south.

~
~
301465600 3 6 0
D0
~
~
0 -1 19297 10 10 5
D2
~
~
235 -1 30000 10 10 5
D3
~
~
0 -1 19133 10 10 5
E
mound stone debris vines moss~
The mound of stone looks to be the remains of some ancient stone

structure.  Thick, twisting vines creep over the stone's surface and a

thin layer of brown moss covers the mound.  A blast of icy-cold air

emanates from a hole within the center of the mound.

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

continue;

~
E
ch~
You climb up onto the large trunk.


~
!
3 0 1
A
dig move clear~
south mound stone debris~
if( is_open( room, south ) ) {

  act_tochar( #done, ch );

  end;

  }

act_tochar( #dig, ch );

act_notchar( #dig1, ch );

Wait( 3 );

act_tochar( #open, ch );

act_notchar( #open1, ch );

open( room, south );

~
E
done~
The stone debris has already been cleared.

~
E
dig~
@eYou begin to clear away the mound of stone debris.

~
E
dig1~
@e$n begins to clear away the mound of stone debris to the south.

~
E
open~
@eYou finally clear the last stone away, revealing a dark cave opening.

~
E
open1~
@e$n finally clears the last stone away, revealing a dark cave opening.

~
!
0 0 0
-1
S

#19133
Old Trail~
The old trail runs parallel to a quiet river here.  To the northeast you

see where the trail looks to cross it.  Just to the west a ways, you see

the foothills of a massive mountain range, while east will take you

deeper into the mighty forest.  

~
~
301465600 3 6 0
D1
~
~
0 -1 19132 10 10 5
D3
~
~
0 -1 19134 10 10 5
-1
S

#19134
Old Trail~
As you stand on the outskirts of the great Vaasa you can't help but

wonder why such a beautiful place gets so few travelers, or why it is

so uninhabited.  Then glancing west and up you see perhaps one reason

why, the mountains that you must cross to get anywhere.  To the south the

trail continues towards a mountainous trail, while to the east the trail

leads into the mighty forest.

~
~
301465600 3 6 0
D1
~
~
0 -1 19133 10 10 5
D2
~
~
0 -1 19135 10 10 5
-1
S

#19135
Old Trail~
As the trail nears the massive mountains the ground becomes hard beneath

your feet.  To the west you see grey jagged cliffs rising up into the

sky, dividing the Vaasa from the rest of the world.  To the north the

trail enters the great Vaasa.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19134 10 10 5
D3
~
~
0 -1 19136 10 10 5
-1
S

#19136
Old Trail~
This appears to be the end of the forest trail.  The soft dirt of the

forest trail has turned into hard rocks of the mountain.  Looking up, a

fear seems to radiate from the mountain depths.  Looking into the

forest however, you feel great age, strength, and long harmony.  

~
~
301465600 3 6 0
D1
~
~
0 -1 19135 10 10 5
D3
~
~
0 -1 19137 10 10 5
1974 17 1509949540 -2 0
-1
S

#19137
Base of the Mountain Trail~
You are at the base of a rugged trail that leads up and into the massive

grey mountains, and you are unable to see the summit of the mountains

from here.  Large stormy clouds lay over the mountains looking very

foreboding, while the sea of green to your east looks exotic and

inviting.  

~
~
301465600 5 6 0
D1
~
~
0 -1 19136 10 10 5
D4
~
~
0 -1 19138 10 10 5
A
~
~
if( !is_exhausted( ch ) ) {

  send_to_char( #ch, ch );

  continue;

  }

else

  continue;

~
E
ch~
You scramble up the begining of the mountain trail.


~
!
3 4 16
-1
S

#19138
Mountain Trail~
The side of the mountain is dark, grey and bleak; its simple yet raw and

rugged appearance frightens most, except maybe the dwarves.  Walking the

trail, you remember stories of great wyrms ravaging these areas.  The

trail continues up the mountain to the north and down into the opening

valley below.

~
~
301465600 5 6 0
D0
~
~
0 -1 19139 10 10 5
D5
~
~
0 -1 19137 10 10 5
E
valley~
The valley opens into a great sea of green treetops, as far as the eye

can see, and bordered only by dwindling mountains.  Intersperced across

this vista are tall pointed spires of rock, spearing up above the sea. 

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

  send_to_char( #ch, ch );

  continue;

  }

else

  continue;

~
E
ch~
You scramble down the last section of trail before the forested valley.


~
!
3 5 32
-1
S

#19139
Mountain Trail~
As you round the bend in the trail you hear a loud screeching coming

from up above the mountain.  The screech roots deep fear and paranoia

in your soul, causing you a strange panic.  To the west the trail leads

up and to the south it leads steadily downward.  

~
~
301465600 5 6 0
D2
~
~
0 -1 19138 10 10 5
D3
~
~
0 -1 19140 10 10 5
-1
S

#19140
Mountain Trail~
Before you, a huge winged shadow passes over the ground.  However, when

you look up into the sky you see nothing that could have caused it.  Far

out on the horizon to the east you see a distant pillar of rock spearing

up through the emerald sea of the great Vaasa.  The rocky mountain trail

continues winding its way to the east and west.

~
~
301465600 5 6 0
D1
~
~
0 -1 19139 10 10 5
D3
~
~
0 -1 19141 10 10 5
-1
S

#19141
Mountain Trail~
The rocky mountain trail is far short of comforting in its angle, and

sometimes there is a mere half meter gap between you and the rocky drop

on the side.  To the north the trail nears the summit, and to the east

the trail leads down the mountain, out of the howling cold wind.  

~
~
301465600 5 6 0
D0
~
~
0 -1 19142 10 10 5
D1
~
~
0 -1 19140 10 10 5
-1
S

#19142
Mountain Trail~
The dreaded pass of many adventurers lies above you, over the next long

ledge.  You have heard the terrible stories of caravans and travelers

lost upon the slopes of these peaks.  The wind blowing from out over the

great Vaasa has become stronger with each gust, and is howling like a

wounded Angarlish.  To the south the trail leads downward.  

~
~
301465600 5 6 0
D2
~
~
0 -1 19141 10 10 5
D4
~
~
0 -1 19143 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You struggle up the last portion of the mountain.

~
!
3 4 16
-1
S

#19143
Mountain Trail~
You are standing on the east side of a major saddle.  To the west and

below lies the Medienne forest, and to the east and below, the great

Vaasa forest.  To the west the trails leads across the saddle while the

trail heads almost directly down in the other direction.  Off in the

cloudy distance, you can see the high summit of the great Dragonspire

mountains.  A patch of @Eice@n lies to the north, seeming to connect to a

long trail through the snow.  As your gaze comes back down from the

mountain, you see an amazing stone @bmonument.@n The granite is not in

the least bit intricate or detailed in design, except for its perfect

simplicity.

~
~
301465600 5 6 0
D0
~
~
0 -1 34551 10 10 5
D3
~
~
0 -1 19144 10 10 5
D5
~
~
0 -1 19142 10 10 5
E
stone monument granite~
The massive stone monument is bigger than any boulder you have ever seen,

and someone has managed to place it right out in the open, off to the

side of trail.  The stone has been cut from solid granite.  It is shaped

in a perfect square, without a single crack, rough edge, or blemish of

any kind.  The only thing to break up the perfect face of the stone box

is a small inscription.

~
E
inscription~
Carved in perfect letters you read:


        @bTruths of the Highlands


                @bIf the highlands fall, the realm falls.

                What is good for the highlands, is good for the realm.

                What makes the highlands and the Highland folks

                strong shall be the greatest good, and shall be done.


        Laws of the Highlands


                All manner of creature may enjoy the beauty and adventure

                that await them in the highlands, however, no one but

                respectable highland folks shall attempt to make a home or

                practice their trade in the mountainous regions.

                Highlanders will always strike back when one of their own

                is wounded.

                Let the fine highland folks know the laws, and the Heroes

                of the Highlands enforce them.@n


Below the inscription you can see a smaller quote etched into the rock,

which reads '@bBring not the blood of your wars to mountainous soil, lest

the Heroes bring the weight of the mountain down on top of you.@n'


--Alec 4th Thane of the Heroes--

~
E
ice patch road~
The ice looks slick, but a layer of snow gives it some traction.  You can

probably @Ecross@n the @Eice@n to reach the snowy road.

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

continue;

~
E
ch~
You scramble down the steep slope, thankful to be off of the summit.

~
!
3 5 32
A
invoke~
rod~
if( has_obj( 1767, ch ) ) {

  if( !mob_in_room( 1627, room ) ) {

    act_tochar( #invoke, ch );

    act_notchar( #rinvoke, ch );

    wait( 1 );

    act_room( #portal, ch );

    mload( 1627, room );

    wait( 7 );

    send_to_room( #bye, room );

    junk_mob( mob_in_room( 1627, room ) );

    }

  else

    act_tochar( #nope, ch );

  }

else

  act_tochar( #norod, ch );

~
E
invoke~
@BYou invoke the power of the crystal rod, willing it to form a portal to

the material plane.

~
E
rinvoke~
@B$n holds an eight sided crystal rod before $m, incanting mystical

phrases.

~
E
portal~
@BA whirling blue portal materializes before you.

~
E
bye~
The shimmering portal glows brightly, then fades away.

~
E
nope~
You invoke the rod, but nothing happens.

~
E
norod~
You lack the crystal rod.

~
!
0 0 0
A
enter~
portal~
if( mob_in_room( 1627, room ) ) {

  act_tochar( #enter, ch );

  act_notchar( #rstep, ch );

  transfer( ch, find_room( 47263 ) );

  act_notchar( #arrive, ch );

  }

else

  act_tochar( #nope, ch );

~
E
enter~
You step into the shimmering portal and reality shifts.

~
E
rstep~
$n steps into the shimmering portal and disappears.

~
E
arrive~
$n materializes from thin air.

~
E
nope~
Whatever that is you are unable to enter it.

~
!
0 0 0
A
cross~
over ice~
act_tochar( "You carefully cross over the ice and onto the road beyond.", ch );

act_notchar( "$n carefully crosses over the ice and onto the road beyond.", ch );

transfer( ch, find_room( 34551 ) );

act_notchar( "$n crosses over from the path to the south.", ch );

~
!
0 0 3
-1
S

#19144
Mountain Trail~
Far above you winged shapes pass over, but you can only speculate what

they may be from such great distance.  You know only of the stories of

lost caravans and travelers who have never made it over the pass.  To

the east the trail continues across the saddle towards the Vaasa.  And to

the south the trail leads down toward the Medienne Forest.  

~
~
301465600 5 6 0
D1
~
~
0 -1 19143 10 10 5
D2
~
~
0 -1 19145 10 10 5
-1
S

#19145
Mountain Trail~
From here you can see far out to the west over the world.  In the

distance you can see the human town of Medienne, and even the Great Inner

Sea.  The trail continues to the north towards the lowest pass, and

somewhere far below you, the Medienne forest.  

~
~
301465600 5 6 0
D0
~
~
0 -1 19144 10 10 5
D5
~
~
0 -1 19146 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You scramble down the mountain towards the Medienne forest.


~
!
3 5 32
-1
S

#19146
Mountain Trail~
Here, nearing the summit, you feel and hear the lonely shrill of the

wind, seemingly warning you of the dangers and perils that lie ahead.

Above you another cliff lies before the summit, and the trail leads down

to the forest below to the west.  

~
~
301465600 5 6 0
D3
~
~
0 -1 19147 10 10 5
D4
~
~
0 -1 19145 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You climb up the last cliff to the summit.


~
!
3 4 16
-1
S

#19147
Mountain Trail~
From this vantage point you get a great view out over the valley.  You

think you can see a small wagon or traveller walking on the coastal

trail.  To the east the trail continues up towards the summit and the

unknown wonders beyond, while to the south the trail leads towards the

Medienne forest and the valley below.  

~
~
301465600 5 6 0
D1
~
~
0 -1 19146 10 10 5
D2
~
~
0 -1 19148 10 10 5
-1
S

#19148
Mountain Trail~
The trail seems fairly washed out here, a large gulley runs across.  The

recent lack of rain however has left it dry and dusty with not so much as

a drop of water present.  To the north, the trail journeys towards the

great Vaasa and the legends beyond, whereas to the west it leads down to

the valley below.  

~
~
301465600 5 6 0
D0
~
~
0 -1 19147 10 10 5
D3
~
~
0 -1 19149 10 10 5
-1
S

#19149
Mountain Trail~
For a small stretch the rocky mountain trail flattens out and heads simply

east and west.  It appears that the original trail had been where the

large landslide is to the north.  Now all that is left of the trail is a

large cliff.  

~
~
301465600 5 6 0
D1
~
~
0 -1 19148 10 10 5
D3
~
~
0 -1 19150 10 10 5
-1
S

#19150
Mountain Trail~
Almost at the bottom of the mountains you are just above the tree line. 

Looking out across the Medienne forest you see only the pointed green

tree tops.  To the east the mountains leads up the mountain towards the

summit and the mountains to the Medienne forest leads almost directly

down a cliff.

~
~
301465600 5 6 0
D1
~
~
0 -1 19149 10 10 5
D5
~
~
0 -1 19151 10 10 5
A
~
~
if( !is_exhausted( ch ) ) {

  send_to_char( #ch, ch );

  continue;

  }

else

  continue;

~
E
ch~
You clamber down the last section of the trail, thankful to be down off

the mountain.  


~
!
3 5 32
-1
S

#19151
Mountain Trail~
Here at the base of the mountain you sense a great fear that lies upon

the slopes of this ancient chain of mountains.  A dark fear is present in

your heart, warning of something above.  The trail here is far less

traveled and is rockier than that to the west.  Above you lies a small

cliff in which you must climb to continue on the trail.  

~
~
301465600 5 6 0
D3
~
~
0 -1 19152 10 10 5
D4
~
~
0 -1 19150 10 10 5
A
~
~
if( !is_exhausted( ch ) ) {

  send_to_char( #ch, ch );

  continue;

  }

else

  continue;

~
E
ch~
You climb up the small cliff to continue your trek to the summit.


~
!
3 4 16
1974 17 1509949540 -2 0
-1
S

#19152
Base of the Mountain Trail~
The soft dirt of the forest trail has turned into hard boulders and rocks

of the mountains.  The trees begin to part, overcome by boulders.  To the

south a soft dirt path leads into the Medienne forest, while to the east a

dirt and rock trail leads up into the mountains.  

~
~
301465600 5 6 0
D0
~
~
0 -1 44250 10 10 5
D1
~
~
0 -1 19151 10 10 5
D2
~
~
0 -1 19153 10 10 5
-1
S

#19153
Small Forest Path~
The large trees of the forest begin to thin and disapear as the trail

nears a large mountain range to the east and north.  Up ahead to the

north you see large rocks and boulders, whereas to the south the soft

dirt path of the forest continues.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19152 10 10 5
D2
~
~
0 -1 19154 10 10 5
-1
S

#19154
Small Forest Path~
Before you a small trail leads faintly to the north, winding around some

trees.  It looks as if the forest begins to thin out to the north.  To

the south the trail disappears and the forest thickens.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19153 10 10 5
D2
~
~
0 -1 497 10 10 5
D3
~
~
0 -1 482 10 10 5
-1
S

#19155
Forest Floor~
As the trail twists to avoid one of the large shuvana trunks, you are

forced to climb over one of their equally massive roots.  Small birds and

animals can be heard all over the forest chattering to one another.  The

trail turns to avoid one of the shuvana trees and heads north and west.

~
~
301465600 3 6 0
D0
~
~
0 -1 19156 10 10 5
D3
~
~
0 -1 19047 10 10 5
-1
S

#19156
Forest Floor~
The forest floor rustles slightly as you tread through the forest on the

small deer trail.  Centuries worth of leaves have fallen onto the floor,

providing an incredibly soft mat for the creatures of the forest to sleep

on.  The trail continues to the east and south.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19365 10 10 5
D1
~
~
0 -1 19157 10 10 5
D2
~
~
0 -1 19155 10 10 5
353 9 1509949490 3 0
358 17 1509949540 -2 0
-1
S

#19157
Forest Floor~
The deer trail continues to wind around the massive shuvana trees,

heading nowhere that you can tell, just meandering.  A cool drip of dew

drips onto your nose from an overhead branch as you pass, bringing a

cool wave of sensation to your body.  The trail continues to the east and

west.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19366 10 10 5
D1
~
~
0 -1 19158 10 10 5
D3
~
~
0 -1 19156 10 10 5
-1
S

#19158
Split in the Trail~
To the north lies a massive erratic, or rock that was left when a glacier

passed through this valley many centuries ago.  The face of the rock is

completely covered in a slick moss and trees even grow from the cracks in

its surface.  The trail splits here, branches leading to the east, west,

and south.

~
~
301465600 3 6 0
D1
~
~
0 -1 19159 10 10 5
D2
~
~
0 -1 19245 10 10 5
D3
~
~
0 -1 19157 10 10 5
-1
S

#19159
Forest Floor~
As the trail continues to wind its way around the massive erratic you

realize the sheer scale of this rock.  It appears to have been placed

here long ago, as there are large trees growing from cracks in its

surface.  The trail continues its journey to nowhere in particular to

the north and west.

~
~
301465600 3 6 0
D0
~
~
0 -1 19160 10 10 5
D3
~
~
0 -1 19158 10 10 5
-1
S

#19160
Forest Floor~
To the west stands a massive rock, left by the glaciers that carved this

valley long ago before the existence of all, even the elves.  A slick

cover of moss grow over the entire rock, making it almost impossible to

see.  The trail continues around to rock to the south and off into the

distance to the north.  

~
~
301465600 3 6 0
D0
~
~
0 -1 19161 10 10 5
D2
~
~
0 -1 19159 10 10 5
-1
S

#19161
Forest Floor~
The presence of one of the massive shuvana roots causes the trail to

twist around its natural course.  To the north and west the massive

trees block all passage to all but the animals and true woodsmen.  The

trail continues to the east and south.  

~
this is 1 of 5 paths to meet high druid

to be set on 'game time' related trigger.  -Talis

~
301465600 3 6 0
D1
~
~
0 -1 19162 10 10 5
D2
~
~
0 -1 19160 10 10 5
D3
~
~
0 -1 19369 10 10 5
A
~
~
if( find_stat( ch, level ) > 90 ) {

  continue;

  end;

  }

if( can_fly( ch ) ) {

  act_tochar( #fly, ch );

  act_notchar( #rfly, ch );

  transfer( ch, find_room( 19369 ) );

  act_notchar( #fly_arrive, ch );

  end;

  }

if( is_player( ch ) ) {

  if( class( ch ) == ranger ) {

    act_tochar( #travel_on, ch );

    act_notchar( #bye, ch );

    transfer( ch, find_room( 19369 ) );

    act_notchar( #arrives, ch );

    }

  else{

    act_tochar( #no_travel, ch );

    act_notchar( #stuck, ch );

    }

  }

else {

  act_tochar( #familiar, ch );

  act_notchar( #animal, ch );

  transfer( ch, find_room( 19369 ) );

  act_notchar( #arrives, ch );

  end;

  }

~
E
arrives~
$n comes through the foliage.

~
E
fly_arrive~
$n flies over the foliage.

~
E
rfly~
$n flies west over the dense foliage, lithely avoiding the great trees.

~
E
fly~
You fly west over dense foliage, avoiding the grat tree boles as you go.

~
E
familiar~
You squeeze through a hole in the foliage only an animal would notice or

fit through.

~
E
animal~
$n moves west through the dense foliage as only animals do.

~
E
stuck~
$n attempts several times to head west, only to be turned back by the

dense foliage every time.

~
E
no_travel~
You unsuccessfully attempt to find passage through the dense foliage.

~
E
bye~
$n passes through the dense foliage nearly unhindered.  When the have

passed, you see no sign of how to follow.

~
E
travel_on~
Using the woodland skills that have become innate in you, you pass through

the dense foliage.

~
!
3 0 8
A
~
~
if( find_stat( ch, dex ) > 14 ) {

  if( rflag( reset1, room ) && rflag( reset2, room ) ) {

    if( random( 1, 12 ) == 1 ) {

      act_tochar( #root_room, ch );

      remove_rflag( reset1, room );

      }

    }

  }

~
E
root_room~
By chance you spy space just large enough to squeeze through between two

roots.

~
!
1 0 14
A
go enter squeeze~
roots opening space~
if( !rflag( reset1, room ) && rflag( reset2, room ) ) {

  remove_rflag( reset2, room );

  act_tochar( #go_roots, ch );

  act_notchar( #gone_roots, ch );

  wait(1);

  transfer( ch, find_room( 19389 ) );

  act_notchar( #arr_trail, ch );

  loop( followers ) {

    act_tochar( #go_roots, rch );

    act_notchar( #gone_roots, rch );

    transfer( rch, find_room( 19389 ) );

    act_notchar( #arr_trail, rch );

    }

  }

else

  act_tochar( #huh, ch );

~
E
go_roots~
You manage to squeeze through the roots and follow their passage until

you break out on the other side.

~
E
gone_roots~
$n has managed to squeeze between two roots and quickly disapears from

sight.

~
E
arr_trail~
$n has arrived from the woods.

~
E
huh~
Try as you might, you discover you were wrong this time, and you can not

quite squeeze through.

~
!
0 0 0
A
~
~
if( !rflag( reset1, room ) && rflag( reset2, room ) ) {

  remove_rflag( reset2, room );

  continue;

  }

else

  continue;

~
!
3 0 55
-1
S

#19162
Forest Floor~
Looking up through the trees to the northeast you see the tip of a large

rock spire pierces the canopy of the forest.  It's hard to tell, but

there appears to be something moving up among the rocks.  The trail

continues towards the spire to the north and also to the west.  

~
no_mob

~
301465608 3 6 0
D0
~
~
0 -1 19163 10 10 5
D3
~
~
0 -1 19161 10 10 5
415 17 1509949490 -2 0
-1
S

#19163
Forest Floor~
The small deer trail quietly makes its way through the forest, climbing

over long dead and moss covered trees and between the massive trunks of

live ones.  To the east and south the soft trail continues.  

~
~
301465600 3 6 0
D1
~
~
0 -1 19164 10 10 5
D2
~
~
0 -1 19162 10 10 5
587 17 1509949540 -2 0
-1
S

#19164
Forest Floor~
A short ways down the trail to the east you see the base of a large

pillar of stone that juts up through the forest, the top of which is

barely visible through the dense tree cover.  The trail continues to the

east and west.  

~
~
301465600 3 6 0
D1
~
~
0 -1 19165 10 10 5
D3
~
~
0 -1 19163 10 10 5
-1
S

#19165
Forest Floor~
A large rock formation is now clearly visable to the east.  As you have

heard in the village, this is the ancient lookout spot for Eleint.  Long

ago however, it was abandonded.  Very few still know the reason for its

abandonment.  The trail leads to Hark's Finger to the east and winds off

through the forest to the west.  

~
~
301465600 3 6 0
D1
~
~
0 -1 19166 10 10 5
D3
~
~
0 -1 19164 10 10 5
-1
S

#19166
Forest Floor~
The small trail gets even smaller as it nears the base of Hark's Finger,

as you have heard it called.  Many legends you have heard that speak of

this notable landmark.  The trail leads east toward the base, and deep

into the forest to the west.  

~
areas should separate here.

~
301465600 3 7 0
D1
~
~
0 -1 71500 10 10 5
D3
~
~
0 -1 19165 10 10 5
493 17 1509949540 -2 0
-1
S

#19193
Faint Trail~
The mottled brown and grey pillar appears to be the massive trunk of a

dead shuvana tree.  It's hard to imagine what force of nature caused one

of the the majestic giants to wither and die.  The faint trail continues

to the east and south.  

~
~
301465600 3 6 0
D1
~
~
0 -1 19194 10 10 5
D2
~
~
0 -1 19124 10 10 5
215 9 1509949540 3 0
-1
S

#19194
Before the Dead Shuvana~
Now directly in front of the massive hulking dead form of the once great

shuvana you comprehend the true destruction that has taken place here. 

The bark of the tree has been eaten, and through a rip in the trunk you

see the inside has been gutted.  

~
~
301465600 3 6 0
D3
~
~
0 -1 19193 10 10 5
E
dead tree rip crack north~
The rip in the trunk of the massive tree looks large enough for you to

enter.

~
A
2 enter open~
bark tree hole gap crack~
if( size( ch ) < 7 ) {

  send_to_char( #ch, ch );

  act_notchar( #r, ch );

  transfer( ch, find_room( 19195 ) );

  act_notchar( #a, ch );

  loop( followers ) {

    if( is_resting( rch ) )

      end;

    act_notchar( #rch, rch );

    transfer( rch, find_room( 19195 ) );

    act_notchar( #arch, rch );

    }

  }

else

  act_tochar( #too_big, ch );

~
E
arch~
$n arrives from the south.

~
E
rch~
$n enters the crack in the tree.

~
E
a~
$n enters through the crack in the tree trunk to the north.

~
E
r~
$n enters the rip in the trunk of the Shuvana to the north.

~
E
ch~
You squeeze into the crack in the dead bark.

~
E
too_big~
You're too big to fit through a crack that small.

~
!
0 0 0
A
1 north~
~
if( find_stat( ch, level ) > 2 )

  send_to_char( #ch, ch );

else {

  send_to_char( #ch, ch );

  act_tochar( #new, ch );

  }

~
E
new~
Try @benter@ning the @btree@n.

~
E
ch~
The gap is too small for you to just walk in.

~
!
0 0 0
2509 9 1509949540 3 0
-1
S

#19195
Just Inside the Tree~
Now just inside the tree you can see that the tree has been eaten by

something.  Small gnaw marks are visible on the dead wood.  The crack in

the wood and bark leads both south into the forest and north into the

dead tree.  

~
~
301465612 0 5 0
D0
~
~
0 -1 19196 10 10 5
D2
~
~
0 -1 19194 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You squeeze through the crack out of the hollow tree.


~
!
3 2 4
-1
S

#19196
Bend in the Crack~
The dead wood about you groans and creaks as you squeeze though the tight

crack.  On the floor at your feet lies a strange loam of sawdust, which is

very dark and sticky.  The crack has torn open heading east and south.

~
~
301465604 0 5 0
D1
~
~
0 -1 19197 10 10 5
D2
~
~
0 -1 19195 10 10 5
632 9 1509949540 3 0
-1
S

#19197
Inside the Tree~
You have entered a medium cavern within the tree.  The area seems to have

been hollowed out by the gnawing of woodworms.  They have long since

killed the tree.  To the north lies a smaller cavern, and to the east a

low tight tunnel leads off.  

~
~
301465604 0 5 0
D0
~
~
0 -1 19222 10 10 5
D1
~
~
0 -1 19198 10 10 5
D3
~
~
0 -1 19196 10 10 5
632 9 1509949540 3 0
-1
S

#19198
A Low Tight Tunnel~
The woodworms seem to have carved this passage with their desctructive

appetite.  Strangely enough the floor is padded with a sort of sticky

sawdust substance.  To the east and west the tunnel leads to other parts

inside the tree.

~
~
301465604 0 5 0
D1
~
~
0 -1 19199 10 10 5
D3
~
~
0 -1 19197 10 10 5
-1
S

#19199
A Small Chamber Inside the Shuvana Tree~
This chamber, hewn from the now dead wood of a great shuvana, is slightly

smaller than the one to the west.  A shaft leads down from here,

following the path of what used to be a root.  To the north is a very

small tunnel.  

~
~
301465604 0 5 0
D0
~
~
0 -1 19200 10 10 5
D3
~
~
0 -1 19198 10 10 5
D5
~
~
0 -1 19201 10 10 5
-1
S

#19200
A dead end~
This incredibly small room deadends where the woodworms have neglected to

finish their job.  They seem to have left the job unfinished for better

feeding grounds.  To the south the passage leads back to a small chamber.  

~
~
301465604 0 3 0
D2
~
~
0 -1 19199 10 10 5
-1
S

#19201
In a Descending Root~
The roughly hewn walls of the hollow root are strangely slippery and it's

hard for you to keep your grip.  Above you the root leads to the base of

the tree, whereas below you the root leads deeper into the earth.  

~
[Cliaranach] hard to keep grip here. make no sleep?

~
301465604 0 5 0
D4
~
~
0 -1 19199 10 10 5
D5
~
~
0 -1 19202 10 10 5
A
~
~
if( random( 1, 10 ) < 3 ) {

  if( find_skill( ch, climb ) < 3 ) {

    act_tochar( #ch, ch );

    act_notchar( #r, ch );

    transfer( ch, find_room( 19202 ) );

inflict( ch, mob, 2d4, "falling" );

    act_notchar( #ar, ch );

    }

  else

    continue;

  }

~
E
ar~
@b$n falls from the passage above onto the ground next to you!@n

~
E
r~
@b$n slips as $e enters from above and falls below!@n

~
E
ch~
@b@RYou slip climbing down the root and fall!@n

~
!
1 5 32
A
2 sleep~
~
act_tochar( #ch, ch );

act_notchar( #r, ch );

transfer( ch, find_room( 19202 ) );

i = 2d4;

dam_message( ch, i, "the fall" );

inflict( ch, mob, i, "falling" );

act_notchar( #ar, ch );

~
E
ch~
You attempt to find a comfortable place to sleep, but only manage to lose

your grasp and fall down the root shaft.

~
E
r~
$n releases $s grip on the roots and plummets downward.

~
E
ar~
$n comes plumeting in from above landing on the ground with a hard,

jarring sound.

~
!
0 0 0
-1
S

#19202
Center of the Root Ball~
You are standing inside the massive root ball of a once great and

majestic shuvana.  Moons ago the woodworms began to feed on the luscious

pulp and now all that is left is the dead hulking shell of it.  Tunneled

roots radiate like arms from the root ball, leading out through the soft

soil under the Vaasa.  Above you, you can climb back up to ground level.

~
~
301465604 0 5 0
D0
~
~
0 -1 19203 10 10 5
D1
~
~
0 -1 19216 10 10 5
D2
~
~
0 -1 19207 10 10 5
D3
~
~
0 -1 19210 10 10 5
D4
~
~
0 -1 19201 10 10 5
570 9 1509949540 3 0
-1
S

#19203
Inside a Root Tunnel~
You are in a long tunnel formed from the once living roots of a massive

shuvana tree.  To the north the dark and damp tunnel leads out towards

the tip of the root, while to the south you see a large chamber.  

~
~
301465604 0 5 0
D0
~
~
0 -1 19204 10 10 5
D2
~
~
0 -1 19202 10 10 5
-1
S

#19204
Inside a Root Tunnel~
Small chew marks on the walls and a multitude of tiny tracks in the

sticky black substance on the floor indicate the cause of this trees

demise, woodworms.  They have burrowed out all of the once majestic

tree's roots and it no longer has any living wood in it.  To the east and

west the hollow root continues.  

~
~
301465604 0 5 0
D1
~
~
0 -1 19205 10 10 5
D2
~
~
0 -1 19203 10 10 5
570 9 1509949540 3 0
-1
S

#19205
Inside a Root~
The hollowed out root bends to the north and west here as it burrows its

way through the dirt of the Vaasa.  The walls of the tunnel twist and

turn to conform to the gigantic root.  

~
~
301465604 0 4 0
D0
~
~
0 -1 19206 10 10 5
D3
~
~
0 -1 19204 10 10 5
632 9 1509949540 3 0
-1
S

#19206
Dead-end of a root tunnel~
The tunnel ends abruptly as the root becomes too small for even the

woodworms to tunnel.  The walls of the root have become very rough and

there is a layer of black, sticky sawdust coating everything.  To the

south you see the root becomes much larger.  

~
~
301465604 0 3 0
D2
~
~
0 -1 19205 10 10 5
632 9 1509949540 3 0
-1
S

#19207
Food Room~
This small chamber, hewn from a root of a shuvana, serves as a storeroom

for the pulp-wood food of the woodworms.  Large piles of stored pulp line

the walls, waiting to be fed to the young grubs.  A branch of the root

heads east, where you see a small chamber.  While to the south the

hollowed root continues.

~
~
301465604 0 5 0
D0
~
~
0 -1 19202 10 10 5
D1
~
~
0 -1 19208 10 10 5
D2
~
~
0 -1 19209 10 10 5
-1
S

#19208
A Small Chamber~
This small chamber is filled with small piles of wood-pulp and some

strange piles a white-ish gew.  The walls have been gnawed from every

possible direction and are extremely rough.  To the west you see a

storage room full of wood-pulp.

~
[Kyrian] I think goo is spelt... erm... 'goo', not 'gew'.

[Way] in woodwoorms area...in A small chamber...is be piles of a white-ish gew..not piles a...

~
301465612 0 5 0
D3
~
~
0 -1 19207 10 10 5
566 9 1509949540 3 0
566 9 1509949540 3 0
566 9 1509949540 3 0
-1
S

#19209
Egg Store Room~
This small chamber is filled with the eggs of the woodworms.  Through the

semi-translucent shells you see small woodworm grubs developing.  To the

north the root tunnels back towards the root ball.  

~
~
301465604 0 5 0
D0
~
~
0 -1 19207 10 10 5
-1
S

#19210
T Intersection in a Hollowed Out Root~
Just west of the root ball, the hollow root you are in is absolutely

massive.  The height allows you to stand up completely with no problem. 

To the south you see a small chamber filled with what appears to be

eggs.  To the east and west the root continues.  

~
~
301465604 0 5 0
D1
~
~
0 -1 19202 10 10 5
D2
~
~
0 -1 19211 10 10 5
D3
~
~
0 -1 19212 10 10 5
-1
S

#19211
Egg Hatching Room~
This small chamber is filled with the large semi-translucent eggs that

appear to be now empty.  Large holes in the eggs indicate that the young

grubs are no longer in the eggs.  The old eggs appear to simply disolve

in time and soak into the wood in which this chamber is hewn from.  To

the north you see the hollowed out root.

~
~
301465604 0 5 0
D0
~
~
0 -1 19210 10 10 5
-1
S

#19212
Inside a Root Tunel~
As the giant root curves you feel the sheer awsome size of this once

majestic shuvana.  This root used to carry the life sustaining nutrients

that made this tree grand.  To the north and east you can follow the

inside of the root.  

~
[Jain] Room name spells tunnel wrong.

~
301465604 0 5 0
D0
~
~
0 -1 19213 10 10 5
D1
~
~
0 -1 19210 10 10 5
570 9 1509949540 3 0
-1
S

#19213
Intersection in the Root Tunnels~
A portion of the tunneled out root seems to have colapsed to the west. 

There is now a hole in the western wall, through which you see a small

dirt chamber.  To the north and south the once life supporting root

continues.

~
~
301465604 0 5 0
D0
~
~
0 -1 19214 10 10 5
D2
~
~
0 -1 19212 10 10 5
D3
~
~
0 -1 19215 10 10 5
632 9 1509949540 3 0
-1
S

#19214
Dead End in the Root~
Directly to the north the tunneled out root ends at a wall of dirt.  The

woodworms fed on this root as much as the could then simply moved to

other, more lucious, parts of the tree.  To the south the tunneled out

root tunnels back toward the root ball.

~
[Arcanil] It should read, "as much as they could." Also, :..."Luscious" is misspelled.

~
301465604 0 4 0
D2
~
~
0 -1 19213 10 10 5
-1
S

#19215
Small Dirt Chamber~
This small chamber is not one made by the woodworms, the walls are of

dirt and not wood and no signs of gnawing are present.  It appears that

this is the habitat of some other creature that lives far below the

ground of the Vaasa.  To the east you see the tunneled out root.  

~
~
301465612 0 5 0
D1
~
~
0 -1 19213 10 10 5
397 9 1509949500 3 0
-1
S

#19216
Inside a Tunneled Out Root~
You are at the entrance to one of the many massive, now hollow, roots of

the shuvana tree.  To the west you see a large chamber where many more

hollow roots intersect.  And to the east the root narrows slightly as it

heads away from the core of the tree.  

~
~
301465604 0 5 0
D1
~
~
0 -1 19217 10 10 5
D3
~
~
0 -1 19202 10 10 5
-1
S

#19217
Inside a Tunneled Out Root~
One of the massive life lines of the once great shuvana tree has been

eaten hollow by the woodworms and is now the tunnel in which you are

standing.  To the south the tunneled out root continues.  While to the

west, a little in the distance, you see a massive chamber.  

~
~
301465604 0 5 0
D2
~
~
0 -1 19218 10 10 5
D3
~
~
0 -1 19216 10 10 5
-1
S

#19218
Inside a Tunneled Out Root~
The walls of this tunnel are roughly hewn by the mouths of the woodworms

and eaten as food to support their race.  The large tunneled out root

turns to the north and east here, continuing on its journey.  

~
~
301465604 0 5 0
D0
~
~
0 -1 19217 10 10 5
D1
~
~
0 -1 19219 10 10 5
632 9 1509949540 3 0
-1
S

#19219
At the End of the Root~
Here the root of the completely dead shuvana ends, trailing off into a

dirt tunnel.  The woodworms have seemingly dug the tunnel to the east to

form a bridge between this tree and a new fresh tree.  To the east and

west the tunnel continues.  

~
~
301465604 0 5 0
D1
~
~
0 -1 19220 10 10 5
D3
~
~
0 -1 19218 10 10 5
-1
S

#19220
Dirt Tunnel~
The dirt tunnel continues to both the east and west as it joins the roots

of the now completely dead shuvana to the roots of a new tree.  It amazes

you that such a race as the woodworms could so easily conquer the mighty

shuvana trees.  

~
~
301465612 0 5 0
D1
~
~
0 -1 19221 10 10 5
D3
~
~
0 -1 19219 10 10 5
-1
S

#19221
Tunnel End - At A Root~
The dirt tunnel ends as it runs into the root of another shuvana tree. 

Though it appears the woodworms have just begun to tap into the life

force of the new tree, the tree is already dying.  On the tip of the live

root small gnaw marks are visible.  The dirt tunnel leads back to the

west.  

~
[Ganelon] Getting the root successfully yields the following sentence: #e then cuts a small piece of wood from the root and takes it with her.

~
301465604 0 5 0
D3
~
~
0 -1 19220 10 10 5
A
1 get 2 take~
pebble wood piece~
if( rflag( reset0, room ) )

  send_to_char( #ch, ch );

else

  send_to_char( #no, ch );

~
E
no~
There is no such object here.

~
E
ch~
It's still connected to the root.

~
!
0 0 0
A
cut slice~
pebble wood root~
if( !is_player( ch ) )

  end;

if( rflag( reset0, room ) ) {

  if( race( ch ) == elf ) {

    acode( room, 5 );

    act_notchar( #room, ch );

    end;

    }

  if( race( ch ) == ent ) {

    acode( room, 5 );

    act_notchar( #room, ch );

    end;

    }

  if( class( ch ) == ranger ) {

    acode( room, 5 );

    act_notchar( #room, ch );

    end;

    }

  else {

    acode( room, 6 );

    act_notchar( #room, ch );

    end;

    }

  }

else act_tochar( #no_stone, ch );

~
E
no~
@MDespite your diligent care, you slip, shattering the stone.  The living

wood around the stone quickly withers in your hand and appears somehow

dead now.@n

~
E
nch~
$n kneels down before the living root and begins to speak to it in a low

peaceful voice.  $e then cuts a small piece of wood from the root and

takes it with $m.

~
E
ch2~
@GYou carefully slice away the small piece of wood containing the pebble

and take it with you.@n

~
E
ch~
@YYou kneel down before the large root and ask for the ancient wisdom of

the shuvanas to be instilled in this small morsel of wood.  You also ask

for the forgiveness of the tree to which you are about to cut.@n

~
E
ch3~
@YYou kneel down before the large root and begin to carefully cut away the

piece of wood that contains the pebble.@n

~
E
no_stone~
Better look again, there seems to be no such thing to cut.

~
E
room~
$n leans over a root protruding from the earthen wall and seems to be

cutting at it.

~
!
0 0 0
A
1 look~
root wood tip~
send_to_char( #ch, ch );

if( rflag( reset0, room ) )

  send_to_char( #yes, ch );

~
E
yes~
Tucked into a small pocket of the root a small pebble has been imbedded

in the living wood.

~
E
ch~
Several large lacerations cover the moist surface of the root.  It

appears that the woodworms have just begun feeding on this root and have

not yet completely killed the tree.

~
!
0 0 0
A
1 look~
pebble pocket~
if( rflag( reset0, room ) )

  send_to_char( #ch, ch );

else

  send_to_char( #no, ch );

~
E
no~
You don't see that here.

~
E
ch~
The small pebble, no larger than your small finger, lies imbedded in the

soft wood-flesh of the tree.  One of the deep lacerations in the tree has

almost severed the small chunk of wood surrounding the pebble.

~
!
0 0 0
A
~
~
remove_rflag(reset0, room );

act_tochar( #ch, ch );

wait( 1 );

if( random( 1, 20 ) > 17 ) {

  act_notchar( #nch, ch );

  act_tochar( #ch2, ch );

  obj_to_char( oload( 583 ), ch );

  }

else

  act_tochar( #no, ch );

~
E
ch~
@YYou kneel down before the large root and ask for the ancient wisdom of

the shuvanas to be instilled in this small morsel of wood.

You also ask for the forgiveness of the tree to which you are about to cut.@n

~
E
nch~
$n kneels down before the living root and begins to speak to it in a low

peaceful voice.  $e then cuts a small piece of wood from the root and

takes it with $m.

~
E
ch2~
@GYou carefully slice away the small piece of wood containing the pebble

and take it with you.@n 

~
E
no~
@MDespite your diligent care, you slip, shattering the stone.  The living

wood around the stone quickly withers in your hand and appears somehow

dead now.@n 

~
!
0 0 0
A
~
~
remove_rflag( reset0, room );

act_tochar( #ch3, ch );

wait( 1 );

if( random( 1, 20 ) > 18 ) {

  act_notchar( #nch, ch );

  act_tochar( #ch2, ch );

  obj_to_char( oload( 583 ), ch );

  remove_rflag( reset0, room );

  }

else

  act_tochar( #no, ch );

~
E
ch3~
@YYou kneel down before the large root and begin to carefully cut away

the piece of wood that contains the pebble.@n 

~
E
nch~
$n kneels before the living root and begins to cut at it.  $e manages to

cut away a small piece of wood from the root and takes it with $m.

~
E
ch2~
@GYou carefully slice away the small piece of wood containing the pebble

and take it with you.@n 

~
E
no~
@MDespite your diligent care, you slip, shattering the stone.  The living

wood around the stone quickly withers in your hand and appears somehow

dead now.@n 

~
!
0 0 0
632 9 1509949540 3 0
570 9 1509949540 3 0
570 9 1509949540 3 0
-1
S

#19222
A Small Chamber Inside a Shuvana~
The tree pulp that once filled this chamber has become the food for an

elven-feared race of parasite.  Now all that is left is a passage leading up

the inside of the tree and a passage to the south.  

~
~
301465612 0 5 0
D2
~
~
0 -1 19197 10 10 5
D4
~
~
0 -1 19223 10 10 5
-1
S

#19223
A Small Chamber~
This chamber has been hewn from the pulp of a massive shuvana tree.  A

large hole leads down to the base of the tree, whereas to the east a

tunnel leads off through the eaten passages of the tree.  

~
~
301465604 0 5 0
D1
~
~
0 -1 19224 10 10 5
D5
~
~
0 -1 19222 10 10 5
-1
S

#19224
An Irregular Chamber~
This chamber is strangely shaped as it curves with the curve of the

outside trunk of the tree.  A strange sticky sawdust type residue coats

the floor, sticking to your feet as you walk.  A small tunnel leads off

to the west and south from here.  

~
~
301465604 0 5 0
D2
~
~
0 -1 19225 10 10 5
D3
~
~
0 -1 19223 10 10 5
570 9 1509949540 3 0
570 9 1509949540 3 0
-1
S

#19225
A Chamber in the Hollow Tree~
The small chamber curves to contour the outside shape of the shuvana.  A

large hole has been bored above you, which leads up the inside of the

tree.  To the north a small passage way leads to another chamber.  

~
~
301465604 0 5 0
D0
~
~
0 -1 19224 10 10 5
D4
~
~
0 -1 19226 10 10 5
-1
S

#19226
Small Chute~
Climbing through this chute, large drops of an unknown black sticky

substance drips on your head and shoulders.  The small chute is hewn

through the once living pulp of a massive shuvana and the walls are very

rough and make climbing up and down easy.

~
~
301465604 0 5 0
D4
~
~
0 -1 19227 10 10 5
D5
~
~
0 -1 19225 10 10 5
-1
S

#19227
A Small Chamber in the Chute~
The small chute below you has opened up into the small chamber where the

woodworms seemingly stopped to eat.  The walls have been literally chewed

out of the pulp of the once majestic shuvana tree.  To the north you see

another small chamber while a chute leads both up and down from this

chamber.  

~
rflagged no_mob to keep adults from infesting lower newbie rooms.

[Rahnee] literaly should be literally

~
301465612 0 5 0
D0
~
~
0 -1 19228 10 10 5
D4
~
~
0 -1 19229 10 10 5
D5
~
~
0 -1 19226 10 10 5
-1
S

#19228
Small Chamber~
The malicious appetite of the woodworms have burrowed this small chamber

into the once living pulp of the shuvana tree.  There are large gnaw

marks on the roughly hewn walls and a loam of sticky black sawdust coats

the floor.  To the south there lies yet another small chamber carved by

the teeth of the woodworms.  

~
~
301465604 0 5 0
D2
~
~
0 -1 19227 10 10 5
570 9 1509949540 3 0
-1
S

#19229
A Medium-Sized Chamber~
This chamber of dead wood is larger than those near the base of the tree,

and seems newer also.  A large hole in the center of the room leads down

the tree, while a passage leads off to the west to another large chamber.

~
~
301465604 0 5 0
D3
~
~
0 -1 19230 10 10 5
D5
~
~
0 -1 19227 10 10 5
633 9 1509949540 3 0
633 9 100 3 0
-1
S

#19230
A Medium Chamber~
To the north you see the sunlight of day shining in through a large hole

that has been eaten through the bark of the shuvana.  Above you, yet

another tunnel leads up towards the top of the tree.  And to the east you

see another good-sized chamber.  

~
~
301465604 0 5 0
D0
~
~
0 -1 19231 10 10 5
D1
~
~
0 -1 19229 10 10 5
D4
~
~
0 -1 19233 10 10 5
570 9 1509949540 3 0
-1
S

#19231
Out on a Lower Branch~
Now out on the large branch of the dead shuvana tree you appreciate the

stability of being inside the trunk of the tree.  Far below, past many

other dead branches you seen the lush green floor of the forest.  To the

north you can edge your way out on the branch further, while to the south

you can enter into the trunk of the tree.  

~
[Siweyn] "you *seen* the lush green floor"?

~
301465600 1 5 0
D0
~
~
0 -1 19232 10 10 5
D2
~
~
0 -1 19230 10 10 5
-1
S

#19232
End of the Lower Branch~
The branch you are on suddenly narrows and makes it impossible for you to

continue any further.  Though far above the ground you are not yet in the

canopy of the forest.  Looking up you see there is still a few hundred

feet to go until you are there.  To the south you can make your way along

the branch back to the tree.  

~
~
301465600 5 5 0
D2
~
~
0 -1 19231 10 10 5
-1
S

#19233
Vertical Shaft in the Shuvana~
This shaft is well worn and the ever present loam of sticky black sawdust

is not present, thus indicating the common use of this shaft by the

woodworms.  Below you, you see a small chamber which funnels into this

chute which leads further up into the tree.  

~
~
301465604 0 5 0
D4
~
~
0 -1 19234 10 10 5
D5
~
~
0 -1 19230 10 10 5
-1
S

#19234
At a Hole in the Vertical Shaft~
A large hole in the wall of the smooth vertical shaft allows exit onto

one of the branches of this dead shuvana.  Through the hole you smell the

freshness over the forest over the dry rot smell of the inside of the

dead tree.  Above you and below you the shaft continues.  

~
~
301465604 0 5 0
D3
~
~
0 -1 19235 10 10 5
D4
~
~
0 -1 19236 10 10 5
D5
~
~
0 -1 19233 10 10 5
633 9 1509949540 3 0
633 9 50 3 0
570 9 100 3 0
-1
S

#19235
Out on a Branch~
Now outside of the tree you notice you are in the low canopy, which

continues much further up into the tree tops.  The end of the branch to

the west has been gnawed off by the malicious woodworms.  To the east you

can re-enter the tree.  

~
~
301465600 1 5 0
D1
~
~
0 -1 19234 10 10 5
-1
S

#19236
Small Chamber~
Now at the top of the tree you notice a large room to the south with much

commotion in it.  While below you a hole leads to a shaft down the tree. 

The walls about you have become much smoother and the loam of black

sticky sawdust is no longer present.  

~
~
301465604 0 5 0
D2
~
~
0 -1 19237 10 10 5
D5
~
~
0 -1 19234 10 10 5
-1
S

#19237
Queen's Chamber~
This chamber is absolutely massive for it's height up in the tree.  You

figure the trunk of the shuvana should be far smaller than this by this

time.  This appears very orderly, the walls are smooth and the passage

ways are neat.  To the north, east, and west you see passages off to

other, smaller, chambers.

~
~
301465604 0 8 0
D0
~
~
0 -1 19236 10 10 5
D1
~
~
0 -1 19238 10 10 5
D3
~
~
0 -1 19244 10 10 5
634 9 1509949540 3 0
570 9 1509949540 3 0
570 9 1509949540 3 0
633 9 50 3 0
-1
S

#19238
Smaller Chamber~
This small chamber has seen better days, the wall to the east has

degraded and there is now a large hole leading out into the canopy of the

forest.  Through the hole you hear the life sounds of the forest.  To the

south you see a small storage type room, and to the west you see a large

busy chamber.  

~
~
301465604 0 5 0
D1
~
~
0 -1 19240 10 10 5
D2
~
~
0 -1 19239 10 10 5
D3
~
~
0 -1 19237 10 10 5
633 9 1509949540 3 0
633 9 1509949490 3 0
-1
S

#19239
Food Storage Chamber~
This small storage chamber is filled with strange golden globules.  From

what you know these globules are the excretion of a small insect that

feeds on the buds of the shuvana trees.  It seems that these globules are

what the queen eats for food.  To the north you see another small chamber

hewn from the dead wood of the tree.  

~
[Fyli] In l globule, globual is wrong. Insect like should have a hyphen too.

~
301465604 0 4 0
D0
~
~
0 -1 19238 10 10 5
E
golden globuals~
These small golden globuals are the excretion of a race of insect like

creatures that live in the Vaasa.  The queen of the woodworms eats these

and then excretes a gene laced liquid on the new buds of the Shuvana

trees, these buds are eaten by the insects and then the genes are carried

to other woodworms queens.  Thus freshening the gene pool.  

~
570 9 1509949540 3 0
-1
S

#19240
Up in the Canopy~
The sounds and sights of the canopy are flourishing all about you.  Birds

and other animals call to each other with a tone of happiness.  To the

east you can make your way out farther on the branch while to the west

you can go back into the dead shuvana.  

~
~
301465604 0 6 0
D1
~
~
0 -1 19241 10 10 5
D3
~
~
0 -1 19238 10 10 5
-1
S

#19241
Out Along a Limb~
You are standing on one of the many, now dead, limbs of this massive

shuvana.  The branches of this tree and other shuvanas mingle to form a

sort of platform in which you can walk on.  While to the east you can

step onto the branch of another tree.  And to the west you can go back

towards the mighty shuvana.  

~
~
301465604 0 5 0
D0
~
~
0 -1 19242 10 10 5
D1
~
~
0 -1 19243 10 10 5
D3
~
~
0 -1 19240 10 10 5
-1
S

#19242
Entwined Limbs~
You are standing on a large mat of naturaly entwined branches in the

middle canopy.  The height you are from the ground causes you to ponder

the time these silent giants have been growing for.  Small birds flit

about you as you intrude upon their peaceful habitat.  To the south you

can climb back to the main branch.  

~
[Ximark] 1st sent. - naturaly => naturally

~
301465604 0 4 0
D2
~
~
0 -1 19241 10 10 5
-1
S

#19243
Another Tree's Limb~
You have crossed over the entwined branches to the west to get onto the

branch of another tree.  You cannot, however, continue any further

without much more effort.  To the west you can scramble across the

branches back towards the great dead shuvana.  

~
~
301465600 0 5 0
D3
~
~
0 -1 19241 10 10 5
-1
S

#19244
An Abandoned Chamber~
This good sized chamber appears to have once been the storage room for

the strange food the queen eats.  It was abandoned for reasons unknown to

you.  To the east you see a very large room with much commotion in it.  

~
~
301465604 0 5 0
D1
~
~
0 -1 19237 10 10 5
633 9 1509949540 3 0
633 9 50 3 0
-1
S

#19245
Forest Floor~
As you tread on the trail your feet leave shallow prints in the soft soil. 

To the north east a towering pillar pierces through the high canopy of

the Vaasa.  To the north you see a junction in the trail, while to the

east the trail leads through the forest.

~
~
301465608 3 9 0
D0
~
~
0 -1 19158 10 10 5
D1
~
~
0 -1 19246 10 10 5
-1
S

#19246
Forest Floor~
Large birds and insects flit about in the cool forest air, landing in the

high branches of a shuvana tree.  To the north the massive form of a

shuvana towers into the brisk air.  The small trail winds off to the east

and west, continuing its mindless journey through the forest.

~
~
301465600 3 9 0
D1
~
~
0 -1 19247 10 10 5
D3
~
~
0 -1 19245 10 10 5
-1
S

#19247
Forest Floor~
The large leaves from the various forms of vegetation in this area form a

thick layer on the ground, crunching with your every move.  The small

deer trails begins to dip down into a small ravine to the south while to

the west it winds past a massive shuvana.

~
this is 1 of 5 paths to meet high druid

to be set on 'game time' related trigger.  -Talis

doubles up on the message here

~
301465600 3 9 0
D2
~
~
0 -1 19248 10 10 5
D3
~
~
0 -1 19246 10 10 5
A
~
~
if( find_stat( ch, str ) > 14 ) {

  if( rflag( reset1, room ) && rflag( reset2, room ) ) {

    if( random( 1, 12 ) == 1 ){

      act_tochar( #marker, ch );

      remove_rflag( reset1, room );

      }

    }

  if( !rflag( reset1, room ) && rflag( reset2, room ) )

    act_tochar( #marker, ch );

  }

~
E
marker~
In a stray ray of moonlight you notice that one of the deer trails is

lined by small stone markers on either side.  Perhaps that trail is older

than it looks, and may lead somewhere.

~
!
1 0 12
A
follow go enter~
6 markers deer trail~
if( !rflag( reset1, room ) && rflag( reset2, room ) ) {

  remove_rflag( reset2, room );

  act_tochar( #go_trail, ch );

  act_notchar( #gone_trail, ch );

  wait(1);

  transfer( ch, find_room( 19389 ) );

  act_notchar( #arr_trail, ch );

  loop( followers ) {

    act_tochar( #go_trail, rch );

    act_notchar( #gone_trail, rch );

    transfer( rch, find_room( 19389 ) );

    act_notchar( #arr_trail, rch );

    }

  }

else

  act_tochar( #huh, ch );

~
E
go_trail~
You follow the markers a short distance until they end abruptly at a

clearing.

~
E
gone_trail~
$n studies the ground for a moment, then stands and walks off into the

night.

~
E
arr_trail~
$n arrives from the woods.

~
E
huh~
You see no such trail here, better look again.

~
!
0 0 0
A
~
~
if( !rflag( reset1, room ) && rflag( reset2, room ) ) {

act_room( #shadow, ch );

  remove_rflag( reset2, room );

  continue;

  }

else

  continue;

~
E
shadow~
A shifting of the massive shuvana branches momentarily obscures the light

from above.  When the branches shift back, the trail that was illuminated

before is mysteriously unseen.


~
!
3 0 63
450 9 1509949540 3 0
-1
S

#19248
The Edge of a Leaf Filled Ravine~
Large ferns and bushes arc far over your head creating a sort of

lower canopy.  The trail of the already faint path is obscured by the

thick cover of leaves on the ground, making progress difficult.  To the

east the trail leads down into the bottom of the ravine while to the

north it leads up and out of it.

~
~
301465600 3 9 0
D0
~
~
0 -1 19247 10 10 5
D1
~
~
0 -1 19249 10 10 5
A
~
~
send_to_char( #ch, ch );

act_notchar( #Nch, ch );

continue;

~
E
Nch~
$n slides down the leaf covered embankment.

~
E
ch~
You slide down the leaf covered embankment.

~
!
3 1 2
-1
S

#19249
Trail in the Bottom of a Leaf-Filled Ravine~
You stand in a narrow, leaf-filled ravine.  Moisture has collected into

drops of dew that seem to cover everything here.  A tangle of spiny vines

impedes all travel further up the ravine.  To the south the faint trail

leads down the dry ravine and to the west it leads up and out of the

ravine.

~
~
301465600 3 9 0
D2
~
~
0 -1 19250 10 10 5
D3
~
~
0 -1 19248 10 10 5
A
~
~
send_to_char( #ch, ch );

act_notchar( #Nch, ch );

continue;

~
E
Nch~
$n scrambles up the side of the ravine, almost slipping on the leaves.

~
E
ch~
You scramble up the side of the ravine, almost slipping on the leaves.

~
!
3 3 8
-1
S

#19250
Bottom of a Leaf-filled Ravine~
The humongous roots of shuvana trees arch far above your head, over the

small ravine.  Looking far up into the intertwined limbs of the trees you

see a faint touch of overhead sky peeking though a hole in the canopy. 

To the north and south the shallow ravine continues.

~
~
301465600 3 9 0
D0
~
~
0 -1 19249 10 10 5
D2
~
~
0 -1 19251 10 10 5
2509 9 1509949540 3 0
2508 9 1509949540 3 0
-1
S

#19251
Bottom of a Leaf-Filled Ravine~
Large ferns growing from the sides of the ravine brush softly against

your face as you trek through the Vaasa.  To the south you see one of the

many massive roots spear down into the earth at the bottom of the ravine. 

To the north the ravine slices through the floor of the forest.

~
~
301465600 3 9 0
D0
~
~
0 -1 19250 10 10 5
D2
~
~
0 -1 19252 10 10 5
-1
S

#19252
At the Base of a Shuvana Root~
One of the large arcing forms of a shuvana root pierces the soft leaf

covering of the ravine floor.  To the north the leaf-covered ravine

continues.  The large root arcs up over the embankment of the ravine to

the east.

~
~
301465600 3 9 0
D0
~
~
0 -1 19251 10 10 5
D1
~
~
0 -1 19253 10 10 5
E
root arc~
The large root slopes slightly as it leads out of the ravine.  It appears

you could simply walk up it and out of the ravine.

~
A
1 south~
~
send_to_char( #ch, ch );

~
E
ch~
The large root prevents you from going any further south.

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

act_notchar( #Nch, ch );

continue;

~
E
Nch~
$n climbs up onto the root and out of the ravine.

~
E
ch~
You climb up onto the root and out of the ravine.

~
!
3 1 2
215 9 1509949540 3 0
-1
S

#19253
On a Massive Shuvana Root~
You are standing on the rough top of one of the shuvana roots.  Smaller

air roots sprout off of this tree-like root searching out the nutrients

the shuvana needs.  To the west you can slide down the root into the

bottom of a leaf-filled ravine, while to the east you can jump off the

root, back onto the forest floor.

~
~
301465600 3 9 0
D1
~
~
0 -1 19254 10 10 5
D3
~
~
0 -1 19252 10 10 5
A
~
~
send_to_char( #ch, ch );

act_notchar( #Nch, ch );

continue;

~
E
Nch~
$n slides down the large root into the ravine.

~
E
ch~
You slide down the large root into the ravine.

~
!
3 3 8
A
~
~
send_to_char( #ch, ch );

act_notchar( #Nch, ch );

continue;

~
E
Nch~
$n jumps off the root onto the forest floor.

~
E
ch~
You jump off the root onto the forest floor.

~
!
3 1 2
-1
S

#19254
Forest Floor~
Spearing out of one of the massive trees, a giant root arcs across the

trail into a small ravine to the west.  The soil beneath your feet

becomes softer and moister the further south you travel, while it seems a

little drier to the north.

~
Massive trees used to read as Living Pillars here.

~
301465600 3 9 0
D2
~
~
0 -1 19255 10 10 5
D3
~
~
0 -1 19253 10 10 5
A
~
~
send_to_char( #ch, ch );

act_notchar( #Nch, ch );

continue;

~
E
Nch~
$n climbs up onto the top of the root.

~
E
ch~
You climb up onto the top of the root.

~
!
3 3 8
A
2 climb~
2 root~
send_to_char( #ch, ch );

~
E
ch~
You can just walk over it.

~
!
0 0 0
-1
S

#19255
Forest Floor~
The soft cooing and chirping of birds can be heard drifting down from the

lush green shuvana boughs above your head, while the faint bubbling of a

forest stream can be heard far to the east.  The faint trail that leads

north and south here is almost to the point of being muddy and is riddled

with tracks from animals and other creatures.

~
~
301465600 3 9 0
D0
~
~
0 -1 19254 10 10 5
D2
~
~
0 -1 19316 10 10 5
-1
S

#19256
On the Windlass~
Under Construction.

~
~
301465608 8 9 0
D0
~
~
0 -1 19257 10 10 5
D1
~
~
0 -1 19073 10 10 5
-1
S

#19257
On the Windlass~
Under Construction.

~
~
301465600 8 9 0
D0
~
~
0 -1 19258 10 10 5
D2
~
~
0 -1 19256 10 10 5
-1
S

#19258
On the Windlass~
Under Construction.

~
~
301465600 8 9 0
D2
~
~
0 -1 19257 10 10 5
D3
~
~
0 -1 19260 10 10 5
-1
S

#19260
On the Windlass~
Under Construction.

~
~
301465600 8 9 0
D0
~
~
0 -1 19261 10 10 5
D1
~
~
0 -1 19258 10 10 5
-1
S

#19261
On the Windlass~
Under Construction.

~
~
301465600 8 9 0
D0
~
~
0 -1 19262 10 10 5
D2
~
~
0 -1 19260 10 10 5
-1
S

#19262
On the Windlass~
Under Construction.

~
~
301465600 8 9 0
D1
~
~
0 -1 19263 10 10 5
D2
~
~
0 -1 19261 10 10 5
-1
S

#19263
On the Windlass~
Under Construction.

~
~
301465600 8 9 0
D0
~
~
0 -1 19264 10 10 5
D3
~
~
0 -1 19262 10 10 5
-1
S

#19264
On the Windlass~
Under Construction.

~
~
301465600 8 9 0
D0
~
~
0 -1 19265 10 10 5
D2
~
~
0 -1 19263 10 10 5
-1
S

#19265
On a Calm Lagoon~
Under Construction.

~
~
301465600 6 9 0
D0
~
~
0 -1 19288 10 10 5
D2
~
~
0 -1 19264 10 10 5
D3
~
~
0 -1 19266 10 10 5
-1
S

#19266
On a Clam Lagoon~
Under Construction.

~
~
301465600 6 9 0
D0
~
~
0 -1 19267 10 10 5
D1
~
~
0 -1 19265 10 10 5
-1
S

#19267
On a Calm Lagoon~
Under Construction.

~
~
301465600 6 9 0
D1
~
~
0 -1 19288 10 10 5
D2
~
~
0 -1 19266 10 10 5
D3
~
~
0 -1 19268 10 10 5
-1
S

#19268
On a Calm Lagoon~
~
~
301465600 6 9 0
D1
~
~
0 -1 19267 10 10 5
-1
S

#19269
On the Windlass~
The bubbling surface of the Windlass is broken by the small forms of

leaves and twigs floating down stream to the west.  A low branch of one

of the massive shuvana trees dip low into the water creating a small

eddie below in in which a few stray leaves are caught.  To the east

massive shuvana roots dip down into the earth through the chill water.

~
~
301465600 8 9 0
D0
~
~
0 -1 19078 10 10 5
D3
~
~
0 -1 19270 10 10 5
324 17 1509949540 -2 0
-1
S

#19270
On the Windlass~
Small colorful birds flit about your head as you invade their territory

for insect hunting.  The current of the Windlass tugs at you to go south

while the river bends upstream to the east.

~
~
301465600 8 9 0
D1
~
~
0 -1 19269 10 10 5
D2
~
~
0 -1 19271 10 10 5
324 17 1509949540 -2 0
-1
S

#19271
On the Windlass~
To the west a large boulder of granite sits, shaping the course of the

river.  This boulder appears to be one of the main remnants of when this

valley was formed many centuries ago.  The Windlass heads downstream

south and upstream north from here.

~
~
301465600 8 9 0
D0
~
~
0 -1 19270 10 10 5
D2
~
~
0 -1 19272 10 10 5
324 17 1509949540 -2 0
-1
S

#19272
On the Windlass~
The western bank of the Windlass rises steeply out of the water forming a

small hill.  At the crest of the hill sprouts a newborn shuvana tree,

clinging to the sloped ground for its life.  The calm current bubbles

toward its unknown destination to the south while it leads back up to it

mysterious origin to the north.

~
~
301465600 8 9 0
D0
~
~
0 -1 19271 10 10 5
D2
~
~
0 -1 19273 10 10 5
324 17 1509949540 -2 0
-1
S

#19273
On the Windlass~
As the Windlass twists to avoid one of the massive shuvana the water

becomes slightly quicker and the ground below your feet rockier.  To the

north you look upstream at a small strait of very calm water, while to

the west the water moves more swiftly.

~
~
301465600 8 9 0
D0
~
~
0 -1 19272 10 10 5
D3
~
~
0 -1 19274 10 10 5
324 17 1509949540 -2 0
-1
S

#19274
On the Windlass~
As the Windlass twists and turns to find a path through the massive

shuvana trees the banks become steep and unclimbable.  To the north the

current flows, while to the east you can head up river.

~
~
301465600 8 9 0
D0
~
~
0 -1 19275 10 10 5
D1
~
~
0 -1 19273 10 10 5
324 17 1509949540 -2 0
-1
S

#19275
On the Windlass~
The steep banks of the Windlass bend widely around one of the massive

shuvanas as it winds its way to the west.  To the south, strangely enough

the river heads up-stream around a bend.

~
~
301465600 8 9 0
D2
~
~
0 -1 19274 10 10 5
D3
~
~
0 -1 19276 10 10 5
324 17 1509949540 -2 0
-1
S

#19276
On the Windlass~
As the Windlass winds around the massive root of a shuvana tree to the

south-east the frisk water picks up some turbulence.  To the east the

river winds back towards its origin while to the south the river heads

into a shallow canyon.

~
~
301465600 8 9 0
D1
~
~
0 -1 19275 10 10 5
D2
~
~
0 -1 19277 10 10 5
324 17 1509949540 -2 0
-1
S

#19277
On the Windlass in a Shallow Canyon~
The smooth surface is broken only by small fish swimming gracefully up

the Windlass to breed and small insects skittering across the surface of

the water.  The banks of the river are about two meters high here and

ferns and bushes can been seen cascading down the rim of it.  To the

south the Windlass flows further into the small canyon while to the north

it heads upstream out of the canyon.

~
~
301465600 8 9 0
D0
~
~
0 -1 19276 10 10 5
D2
~
~
0 -1 19278 10 10 5
324 17 1509949540 -2 0
-1
S

#19278
On the Windlass in a Shallow Canyon~
Over the centuries the Windlass seems to have eroded the fertile ground

of the Vaasa in this short section, as the walls of the canyon stretch

above your head by a few feet.  To the south the canyon shallows out and

the Windlass returns to its normal elevation while to the north it heads

up-stream into the canyon.

~
~
301465600 8 9 0
D0
~
~
0 -1 19277 10 10 5
D2
~
~
0 -1 19279 10 10 5
324 17 1509949540 -2 0
-1
S

#19279
On the Windlass~
The winding path of the Windlass bends around to the east of a small spit

of soil jutting out to the south.  Growing from the spit of land you see

a newborn shuvana tree, just begining to experience life.

~
~
301465600 8 9 0
D0
~
~
0 -1 19278 10 10 5
D1
~
~
0 -1 19280 10 10 5
324 17 1509949540 -2 0
-1
S

#19280
On the Windlass~
The swift current of the Windlass flows calmly over the smooth stones in

the river bottom.  To the west, upstream, the banks of the Windlass grow

steeper into a shallow canyon.

~
~
301465600 8 9 0
D2
~
~
0 -1 19281 10 10 5
D3
~
~
0 -1 19279 10 10 5
324 17 1509949540 -2 0
-1
S

#19281
On the Windlass~
The brisk waters of the Windlass flow calmly around a small spit of land

to the north-east as she meanders to the west.  All about the banks of

the river thick bushes and vines huddle.

~
~
301465600 8 9 0
D0
~
~
0 -1 19280 10 10 5
D3
~
~
0 -1 19282 10 10 5
324 17 1509949540 -2 0
-1
S

#19282
Above a Small Waterfall~
The current of the Windlass grows in strength as it nears a small

waterfall to the south.  The large root of a shuvana and a massive

boulder form the lip of the waterfall, with water spilling between and

over them.

~
~
301465600 8 9 0
D1
~
~
0 -1 19281 10 10 5
D2
~
~
0 -1 19283 10 10 5
A
~
~
if( can_fly( ch ) )

  end;

wait( 1 );

act_tochar( #enter, ch );

wait( 2 );

if( char_in_room( ch, room ) ) {

  act_tochar( #ch, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 19283 ) );

  act_notchar( #Nch, ch );

  }

else

  end;

~
E
Nch~
$n comes sliding through the waterfall.

~
E
room~
@b$n is pulled over the waterfall!@n

~
E
ch~
@b@BThe strong current pulls you over the waterfall!@n


~
E
enter~
@BYou feel the swift current of the river slowly dragging you over the

waterfall.

~
!
1 -1 63
A
~
~
send_to_char( #ch, ch );

act_notchar( #Nch, ch );

continue;

~
E
Nch~
$n slides down through the waterfall.

~
E
ch~
You slide down through the waterfall.

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

continue;

~
E
ch~
You fight the current and head upstream, away from the waterfall.

~
!
3 1 2
324 17 1509949540 -2 0
-1
S

#19283
Below a Small Waterfall~
To the north a small waterfall cascades through a hole in a shuvana root

and over a large boulder, splashing the warmed glacial water on the

nearby rocks and logs.  To the north algae of green and blue cover the

area, thriving on the splashed water, growing on every possible surface.

~
~
301465600 8 9 0
D0
~
~
0 -1 19282 10 10 5
D1
~
~
0 -1 19284 10 10 5
A
~
~
send_to_char( #ch, ch );

act_notchar( #room, ch );

continue;

~
E
room~
$n climbs up the large shuvana root over the waterfall.

~
E
ch~
You climb up the large shuvana root over the waterfall.

~
!
3 0 1
324 17 1509949540 -2 0
-1
S

#19284
A Small Lake on the Windlass~
The swift current of the Windlass slows almost to a standstill in this

stretch to the south.  Through the clear water you see that the river

bottom is no longer clear of sediment, but there is a layer almost an

inch thick of it.  To the south this calm lake continues.

~
~
301465600 8 9 0
D2
~
~
0 -1 19285 10 10 5
D3
~
~
0 -1 19283 10 10 5
324 17 1509949540 -2 0
-1
S

#19285
In the Middle of a Lake on the Windlass~
To the north and south stretches a long expanse of calm water.  Small

fish and insects are abundant here, swimming and skittering through the

water.

~
~
301465600 8 9 0
D0
~
~
0 -1 19284 10 10 5
D2
~
~
0 -1 19286 10 10 5
324 17 1509949540 -2 0
-1
S

#19286
On a Lake on the Windlass~
The small lake to the north ends in a small waterfall over a fallen tree

trunk to the west.  The log has long since been completely covered in

moss and algae and is extremely slippery.

~
~
301465600 8 9 0
D0
~
~
0 -1 19285 10 10 5
D3
~
~
0 -1 19287 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You climb up and over the log dam.

~
!
3 3 8
324 17 1509949540 -2 0
-1
S

#19287
On the Windlass~
The large trunk of an ancient tree dams the Windlass to the east,

creating a small waterfall which cascades into the small pond you are in. 

Soft green moss has firmly attached itself to the moist crevices of the

log making it slippery.  To the south the river flows on through the

mighty Vaasa.

~
~
301465600 6 9 0
D1
~
~
0 -1 19286 10 10 5
D2
~
~
0 -1 19295 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You climb up over the slippery log into the small lake to the east.

~
!
3 1 2
324 17 1509949540 -2 0
-1
S

#19288
On a Calm Lagoon~
Under Construction.

~
~
301465600 6 9 0
D0
~
~
0 -1 19289 10 10 5
D2
~
~
0 -1 19265 10 10 5
D3
~
~
0 -1 19267 10 10 5
-1
S

#19289
On the Windlass~
Under Construction.

~
~
301465600 8 9 0
D1
~
~
0 -1 19290 10 10 5
D2
~
~
0 -1 19288 10 10 5
-1
S

#19290
On the Windlass~
Under Construction.

~
~
301465600 8 9 0
D0
~
~
0 -1 19291 10 10 5
D3
~
~
0 -1 19289 10 10 5
-1
S

#19291
On the Windlass~
Under Construction.

~
~
301465600 8 9 0
D1
~
~
0 -1 19292 10 10 5
D2
~
~
0 -1 19290 10 10 5
-1
S

#19292
On the Windlass~
Under Construction.

~
~
301465600 8 9 0
D0
~
~
0 -1 19293 10 10 5
D3
~
~
0 -1 19291 10 10 5
-1
S

#19293
On the Windlass~
Under Construction.

~
~
301465600 8 9 0
D2
~
~
0 -1 19292 10 10 5
D3
~
~
0 -1 19294 10 10 5
-1
S

#19294
On the Windlass~
this leads no where yet

~
~
301465600 8 9 0
D1
~
~
0 -1 19293 10 10 5
-1
S

#19295
On the Windlass~
The brisk water of the Windlass, warmed only by the air since it melted

from a glacier in the Dragonspire Mountains, bubbles and gurgles as it

flows lazily to the south.

~
~
301465600 8 9 0
D0
~
~
0 -1 19287 10 10 5
D1
~
~
0 -1 19131 10 10 5
D2
~
~
0 -1 19296 10 10 5
324 17 1509949540 -2 0
-1
S

#19296
On the Windlass~
As the wide but shallow Windlass continues to wind its way lazily through

the Vaasa small birds flit in and out of the water, cleansing themselves. 

To the east a large tree trunk bridges the river, while to the north the

Windlass leads up-stream back to its source.

~
~
301465600 8 9 0
D0
~
~
0 -1 19295 10 10 5
D1
~
~
0 -1 19297 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You climb up onto the massive trunk.

~
!
3 1 2
324 17 1509949540 -2 0
-1
S

#19297
On a Large Trunk Crossing the Windlass~
You are standing on fallen trunk of a large tree.  Moss and ferns have

begun to grow in the crevices and make walking on the trunk very hard. 

Glancing down you see the Windlass, flowing calmly through the forest. 

To the north and south the trunk leads to land.

~
~
301465600 5 9 0
D0
~
~
0 -1 19131 10 10 5
D1
~
~
0 -1 19298 10 10 5
D2
~
~
0 -1 19132 10 10 5
D3
~
~
0 -1 19296 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You jump off the trunk into the Windlass.

~
!
3 1 2
A
~
~
acode( room, 1 );

continue;

~
!
3 3 8
-1
S

#19298
On the Windlass~
The swift bubbling current tugs softly at you as it flows to the east

searching for another body of water to join.  To the north the soft bank

of the Windlass is sparsely vegetated with ferns and small bushes.  To

the west a large log has fallen over the river and is now covered in the

soft greens and browns of ferns and moss.

~
~
301465600 8 9 0
D0
~
~
0 -1 19130 10 10 5
D1
~
~
0 -1 19299 10 10 5
D3
~
~
0 -1 19297 10 10 5
A
~
~
acode( find_room( 19296 ), 1 );

continue;

~
!
3 3 8
324 17 1509949540 -2 0
-1
S

#19299
On the Windlass~
Small fish and insects scatter as your presence disrupts the bubbling and

ebbing flow of the Windlass as is heads to the east.  The large fronds

and branches of the forest vegetation arc over the river creating a cool

shady tunnel.  To the north the thick bushes and ferns break and allow

passage onto what looks like a small trail.

~
~
301465600 8 9 0
D0
~
~
0 -1 19129 10 10 5
D1
~
~
0 -1 19300 10 10 5
D3
~
~
0 -1 19298 10 10 5
324 17 1509949540 -2 0
-1
S

#19300
On the Windlass~
The Windlass is one of the few rivers of the world where the bottom,

almost five feet down, is covered not by mud and sediment, but by small

smooth pebbles and water plants.  The cool water flows to the south, and

you see a small trail through the ferns to the north.

~
~
301465600 8 9 0
D0
~
~
0 -1 19128 10 10 5
D2
~
~
0 -1 19301 10 10 5
D3
~
~
0 -1 19299 10 10 5
324 17 1509949540 -2 0
-1
S

#19301
On the Windlass~
The cool water of the Windlass bubbles and eddies as it flows around a

large boulder that has inched its way down the river from the mountains. 

The banks of the river have become steep and cluttered with sharp vines

and ferns.

~
~
301465600 8 9 0
D0
~
~
0 -1 19300 10 10 5
D1
~
~
0 -1 19302 10 10 5
324 17 1509949540 -2 0
-1
S

#19302
On the Windlass~
Centuries of the river winding its way between the massive pillars of

shuvana trees has given it time to settle in and the river rarely changes

its course.  Small leaves and twigs drift lazily by you as they flow with

the river southwards.

~
~
301465600 8 9 0
D2
~
~
0 -1 19303 10 10 5
D3
~
~
0 -1 19301 10 10 5
A
~
~
send_to_char( #ch, ch );

~
E
ch~
A massive shuvana branch keeps you from going that way.

~
!
3 2 4
324 17 1509949540 -2 0
-1
S

#19303
On the Windlass~
The burbling waters of the Windlass continue winding their way along its

time-set path.  Ancient rocks cut wide swaths in the waterflow as it is

forced to rush around the implacable objects.  For the rocks to have

lasted so long, they must have once been huge.  In a few more centuries

they will be little more than so many pebbles lining the Windlass's bed.

~
blockage is north of here preventing players in here yet.

~
301465600 8 9 0
D0
~
~
0 -1 19302 10 10 5
D1
~
~
0 -1 19304 10 10 5
324 17 1509949540 -2 0
-1
S

#19304
On the Windlass~
Twisting and turning its way between the ancient shuvanas, the river

carries nutrients to the tangled roots that dip into it.  Erosian from

the everflowing waters has cut away much of the fertile soil here, and

the steep walls of the river bank seem to grow higher as it digs its way

deeper into the earth.

~
~
301465600 8 9 0
D1
~
~
0 -1 19397 10 10 5
D2
~
~
0 -1 19398 10 10 5
D3
~
~
0 -1 19303 10 10 5
A
~
~
act_tochar( #ahhh, ch );

continue;

~
E
ahhh~
You use available tree roots to lever yourself out of the Windlass.

~
!
3 0 2
324 17 1509949540 -2 0
-1
S

#19305
Redwood Forest~
A thick plume of black smoke rises from the chimney of a small cabin set

in a clearing to the north.  The trees around here all seem to be

redwood, and the ground is covered with a carpet of their golden leaves. 

The air is cool, and a fresh wind sweeps by occasionally.  Birdsong is

prevalent here.  The leaves have been moved to reveal a trail stretching

into the trees to the east.

~
~
301465600 3 9 0
D0
~
~
0 -1 19306 10 10 5
D1
~
~
0 -1 19308 10 10 5
E
2 leaf 2 leaves~
The leaves are brown and dry.  About half of the stems have a small seed

on their ends.

~
-1
S

#19306
The Great Meadow~
The immediate area is filled with tall grasses and flowers.  The trees

surround this meadow and give a sense of security.  A cabin has been

built here and looks pointedly out of place.  A sign hangs from its door. 

There is plenty of room around you to stretch out and relax.

~
~
301465610 3 9 0
D0
door~
door~
131 -1 19307 10 10 5
D2
~
~
0 -1 19305 10 10 5
E
2 sign~
The sign reads:

                 - Welcome to House Darkwater -

~
E
2 flowers~
Poppies!  Poppies!  Poppies!

~
-1
S

#19307
House Darkwater~
Stuff to do:

Create inhabitants

Create mushroom book

Create dagger shop

Create mushrooms

Create Mountain Lion

Create quest

~
~
301465605 0 9 0
D2
door~
door~
131 -1 19306 10 10 5
-1
S

#19308
Redwood Forest~
Under Construction.

~
~
301465600 3 9 0
D3
~
~
0 -1 19305 10 10 5
-1
S

#19309
Entrance to Hall of Cynnis~
The roots of several Shuvana trees have grown together to the north and

south forming two walls, atop of which grow the lower branches of the

trees, which also have grown together, forming a ceiling for this hall of

nature.  The ground is covered with soft, short grass which appears to be

very healthy.  To the west, this odd hall continues, while to the east an

arched tunnel of branches lead up and out.

~
~
335020046 3 7 0
D1
~
~
0 -1 19312 10 10 5
D3
~
~
0 -1 19310 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You leave the strange natural hall through the tunnel of arched branches.

~
!
3 1 2
-1
S

#19310
Hall of Cynnis~
The imprints of animals small and large dot the soft green grass that

blankets the cool ground of this enchanting hall.  The sweet and peaceful

songs of birds waft down to your ears from the green boughs far above

while the small trickling sound of water can be heard to west.  The

highly arched tunnel of trees leads to the east and west.

~
~
335020038 3 7 0
D1
~
~
0 -1 19309 10 10 5
D3
~
~
0 -1 19311 10 10 5
-1
S

#19311
Ring of Valerian~
A small stream trickles out of the root of a huge shuvana, winds its way

around a gigantic, moss-covered boulder embedded in the ground to the

west, and flows slowly out of the hall between the roots of other

shuvanas.  The stream feeds a group of lush valerian bushes, all arranged

in a perfect circle.

~
action 4 ties in with quest 22 and selentrina

----

I want the joining ritual to be far more interesting in time.

----

The join action can't be finished until code for Cynnis is in.

----

This is all part of the old Gods stuff, no longer relevant.  I'm leaving

the notes though for those who know the quest as info aides until the

last of it is wiped out.   -Talis

[Merior] removed setting religion cynnis in acode 4

~
335020295 3 7 0
D1
~
~
0 -1 19310 10 10 5
E
2 boulder 2 rock 2 stone~
This huge rock must have been embedded here by a glacier many ages ago. 

It has been smoothed down by unknown sources of erosionfor centuries. 

The greenish-yellow moss that covers it gives off a considerable amount

of light.

~
A
get take~
2 seed 2 valerian~
if( rflag(reset0, room ) ) {

  send_to_char( #ch, ch );

  act_notchar( #not, ch );

  obj_to_char( oload(15), ch );

  remove_rflag( reset0, room );

  }

else send_to_char( #none, ch );

~
E
none~
There seem to be none around.  This seems to be the place, though.

~
E
not~
$n steps into the circle of plants and picks something up off of the

ground.

~
E
ch~
Stepping into the circle of plants, you pick up a small white seed.

~
!
0 0 0
A
1 look~
2 ring 3 circle 2 bushes 2 valerian~
send_to_char( #ch, ch );

if( rflag( reset0, room ) )

  send_to_char( #yes, ch );

~
E
yes~
In the center of the circle lies a small white seed.

~
E
ch~
Ten perfect bushes of valerian, all about a foot tall, grow in a ring

here.  The plants give off a bitter yet pleasing smell.

~
!
0 0 0
A
~
~
mob = mob_in_room( 693, room );

if( mob && !rflag( reset0, room ) ) {

  send_to_room( #room, room );

  set_rflag( reset0, room );

  }

~
E
room~
Selentrina moves slowly into the center of the circle and places a small

white seed on the ground there.

~
!
2 500 0
A
~
~
wait( 1 );

act_room( #all, ch );

wait( 1 );

act_tochar( #ch, ch );

act_notchar( #nch, ch );

wait( 1 );

act_room( #all2, ch );

wait( 1 );

tell( mob, ch, #welcome );

update_quest( ch, 22 );

wait( 1 );

interpret( mob, "bow" );

~
E
welcome~
Speaking for the followers of @bCynnis@n I welcome you, $n, to our

following.

~
E
all2~
@PSelentrina then removes the leaf and bows low to the ground, placing

the leaf in a crevice of the large boulder.@n 

~
E
ch~
@GWithdrawing the leaf she places it upon your forehead and the cold

stream water trickles down your face, over your nose.  @n 

~
E
nch~
@GWithdrawing the leaf she places it upon $n's firehead and lets the cold

stream water trickle down over $s nose.@n 

~
E
all~
@BSelentrina kneels at the edge of the stream and dips the tip of a small

lead info the cool water.@n

~
!
0 0 0
693 9 1509949540 3 0
-1
S

#19312
Faint Forest Trail~
The sound of sondbirds chirping and singing almost completely drowns out

the now faint gurgling noise of water.  To the west, the small path leads

down between several large shuvana trees into a sort of arched tunnel

formed by the lower branches.  And to the south the faint path plods up a

small mound covered in ferns.

~
~
301465600 3 9 0
D2
~
~
0 -1 19313 10 10 5
D3
~
~
0 -1 19309 10 10 5
E
Shuvanas trees tunnel west~
The lower branches of several Shuvanas seem to have grown together to

form a bizzare arched tunnel or gateway.  It also seems that the roots of

the Shuvanas have also mingled and grown together to form a sort of wall.

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

continue;

~
E
ch~
You start down the faint path into the strange tunnel of branches.

~
!
3 3 8
-1
S

#19313
Atop a Small Rise~
From atop this small rise in the trail you are able to see over the

gigantic ferns and bushes and between the trees.  Far to the west you

spot a good sized river flowing calmly through the forest while in all

other directions there seems to be nothing of notable interest.  To the

north and south a small trail leads back down below the small canopy

formed by the ferns and small bushes.

~
~
301465600 3 9 0
D0
~
~
0 -1 19312 10 10 5
D2
~
~
0 -1 19314 10 10 5
-1
S

#19314
Faint Forest Trail~
Large broad leaved bushes and lucious green ferns brush gently against

your body as you make your way along the faint trail.  To the north the

small trail plods its way up a small hill covered in green ferns, while

to the west it leads towards the bubling sound of a river.

~
~
301465600 3 9 0
D0
~
~
0 -1 19313 10 10 5
D3
~
~
0 -1 19315 10 10 5
587 17 1509949540 -2 0
-1
S

#19315
Faint Forest Trail~
The faint forest trail lazily climbs up and over the mounded form of a

long fallen tree trunk, now home to a myriad of forest life.  Just in the

distance to the south west you can hear the soothing sounds of a forest

stream.  To the east and south the small path continues through the Vaasa.

~
~
301465608 3 9 0
D1
~
~
0 -1 19314 10 10 5
D2
~
~
178 -1 19072 10 10 5
415 17 1509949540 -2 0
-1
S

#19316
The Edge of a Small Valley~
The dense cover of the forest opens up to the east as the trail drops

down a steep slope into a lush green valley.  Through the break in the

trees you look across a densely wooded valley, at the bottom of which you

catch glimpses of a small river.

~
~
301465600 3 9 0
D0
~
~
0 -1 19255 10 10 5
D1
~
~
0 -1 19317 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You carefully follow the trail down the slope.

~
!
3 1 2
-1
S

#19317
Middle of a Steep Slope~
The large shuvana trees and other common plants of the Vaasa seem to be

missing from this small hillside patch, and only small grasses and large

reeds grow from this fertile soil.  To the east the trail leads to the

bottom of a valley, and to the west it leads up the steep slope, out of

the valley.

~
~
301465600 3 9 0
D1
~
~
0 -1 19318 10 10 5
D3
~
~
0 -1 19316 10 10 5
E
reeds grasses slope~
There appear to be several different type of reeds and grasses here. 

Growing from many of the tall reeds are large greenish-blue stalks with

bright red blossoms sprouting in every direction from the top.

~
A
~
~
if( random( 1, 2 ) == 1 ) {

  send_to_char( #ch, ch );

  continue;

  }

else continue;

~
E
ch~
You brush lightly against the tall reeds as you continue on the trail.

~
!
3 -1 63
-1
S

#19318
Beside a Small River~
Large, broad, fern fronds arc elegantly out from all sides of the trail

as it runs along a small river to the east.  It appears that, to the

east, several small logs have been lain across the river to allow

passage, while to the south a small animal path leads off.

~
~
301465600 3 9 0
D1
~
~
0 -1 19329 10 10 5
D2
~
~
0 -1 19319 10 10 5
D3
~
~
0 -1 19317 10 10 5
A
~
~
send_to_char( #ch, ch );

continue;

~
E
ch~
You start up the steep side of the valley.

~
!
3 3 8
-1
S

#19319
Beside a Small River~
The small valley you are in is even more wet than the rest of the Vaasa. 

Deep prints from the feet of deer and other large animals litter the

ground near the water's edge; you also notice the prints of some small

up-right creature.  The soft animal track continues to the north and

south.

~
~
301465600 3 9 0
D0
~
~
0 -1 19318 10 10 5
D1
~
~
0 -1 19332 10 10 5
D2
~
~
0 -1 19320 10 10 5
E
5 prints~
The prints are no larger than a human childs foot, yet the resemblance

ends there.  The print is narrow with narrow toes and you can just make

out clawlike marks indenting the ground before each toe.  While the

prints are new to you, you'd also say they look startlingly goblin-like.

~
-1
S

#19320
Beside a Small River~
You stand on the western bank of a small river.  A steep valley wall

rises up to the west, preventing exit in that direction.  There is an

abundance of lush ferns and bushes growing along side the small animal

path on both sides of the river.

~
~
301465600 3 9 0
D0
~
~
0 -1 19319 10 10 5
D1
~
~
0 -1 19331 10 10 5
D2
~
~
0 -1 19321 10 10 5
-1
S

#19321
Beside a Small River~
A large shuvana blocks the southern view.  The massive tree towers far

above your head.  Though massive, this tree appears stunted by the

incredible amount of water in this valley.  The faint animal trail

follows the small river and skirts the tree to the east.

~
~
301465600 3 9 0
D0
~
~
0 -1 19320 10 10 5
D1
~
~
0 -1 19322 10 10 5
E
tree shuvana~
It appears much like all the other shuvanas in the Vaasa, only smaller

and frailer from years of growing in far too much water.

~
-1
S

#19322
Beside a Small River~
The small river winds around you to the north and east as it avoids the

massive roots of the shuvana you stand before.  Upon the thick bark of

the shuvana, to the south, a set of odd @Rcarvings@n appear.  To the east a

small natural dam has been created by the forces of nature consisting of

boulders and branches.

~
[Merior] awful lot of these carvings around...

Yes, first warnings of 'dangerous' area.  Tasloi doing their best to scare

off the elves -Talis 

~
301465600 3 9 0
D0
~
~
0 -1 19331 10 10 5
D1
~
~
0 -1 19323 10 10 5
D3
~
~
0 -1 19321 10 10 5
E
7 carvings~
The carvings appear to have been made by a claw or some dull blade and

are highlighted by a dark red-black stain.  They do not appear to be in

any language that you know, in fact some appear to be more like crude

pictures than words or letters.  Unsettlingly, one appears to be a

gruesome, almost demonic, face.

~
-1
S

#19323
A Small Dam of Boulders~
Large lichen and moss-covered boulders block the streams progress,

creating a natural dam and pooling water from the north.  You see several

orangish fish swimming about in this pool.  Between the large boulders,

branches have piled up over the years clogging the flow of water even

more and contributing to the rushing noise.

~
~
301465600 3 9 0
D0
~
~
0 -1 19330 10 10 5
D1
~
~
0 -1 19324 10 10 5
D3
~
~
0 -1 19322 10 10 5
-1
S

#19324
Faint Path Beside a Small River~
Large boulders, mostly covered in dense vines and shrubery are strewn

about in between the large shuvanas that grow here.  Many of these

boulders, left by the glaciers that formed this valley long before the

existence of any sort of creatures, have been completely overtaken by the

wild forest and only large mounds attest for their presence.

~
~
301465600 3 9 0
D0
~
~
0 -1 19325 10 10 5
D3
~
~
0 -1 19323 10 10 5
E
7 boulders~
Large rocks that have settled here over the millenia.  Thick green vines

have attached themselves to any niche in the rocks they can find for

support and grow upward towards the sky.

~
E
4 trees 7 shuvanas~
The trees are quite a mixed variety here.  You see many shuvanas as well

as oak, aspen, birch, maple, larch, and willows.

~
E
5 mounds~
The mounds appear to be ancient boulders that have eroded into lesser

rocks and gravel.  Centuries of rain and determined plants have broken

down the rocks and covered them in soil.

~
-1
S

#19325
Faint Path Beside a Small River~
A giant shuvana root arcs overhead, across the path, and plunges into some

cool water of the river from atop a small mound to the east.  Lining the

bank of the river are tall reeds and small tufts of dark green grass,

providing food for the critters of the forest.

~
tasloi trap 5 of 10 here.  -Talis

~
301465608 3 9 0
D0
~
~
0 -1 19326 10 10 5
D2
~
~
0 -1 19324 10 10 5
D3
~
~
0 -1 19330 10 10 5
A
~
~
if( random( 1, 5 ) == 1 ) {

ch = rand_char( room );

wait( random( 3, 8 ) );

  if( random( 1, 3 ) == 1 ) {

    act_room( #net, ch );

    acode( room, 2 );

    acode( room, 2 );

    acode( room, 2 );

    act_room( #free, ch );

    end;

    }

  else{

    act_tochar( #javelin, ch );

    act_notchar( #rjavelin, ch );

i = 1d5;

    dam_message( ch, i, "a crude javelin" );

    inflict( ch, mob, i, "a crude javelin" );

    end;

    }

  }

~
E
net~
A sudden outburst of movement and you realize a @Ynet@n has been dropped on

you.  Small, child-sized shapes drop out of the trees and come out from

undergrowth and begin hurling rocks and crude javelins at you.

  

~
E
free~
With a bit of wriggling and a bit of brute force you manage to free

yourself of the net, leaving behind only its tattered remains.  As soon

as you manage to disentangle yourself, the small shapes flee into some

dense undergrowth nearby.

~
E
javelin~
A small shape detaches itself from a nearby bush and hurls something at

you.  By the time the implement is close enough to identify it as a crude

@Yweapon@n, little more than a sharpened stick, the creature has disapeared

into the nearby bushes.

    

~
E
rjavelin~
A small shape detaches itself from a nearby bush and hurls something at

$n, then nimbly disapears into the undergrowth.

   

~
!
1 0 15
A
~
~
ch = rand_char( room );

i = 1d6;

dam_message( ch, i, "a hail of rocks and crude spears" );

inflict( ch, mob, i, "a hail of rocks and crude spears" );

~
!
0 0 0
-1
S

#19326
Faint Path Beside a Small River~
Several small rivlets of water runs across the already muddy animal path

from a spring to your east into the small river to the south east. 

Imprinted in the cool mud are the tracks of a multitude of animals, small

and large.  The small animal path turns to the south and west as it

follows the bank of the river.

~
~
301465600 3 9 0
D1
~
~
0 -1 19349 10 10 5
D2
~
~
0 -1 19325 10 10 5
D3
~
~
0 -1 19327 10 10 5
E
5 tracks~
The tracks along the river bank consist most readily of raccoon, deer,

and boar, however the lighter imprints of rodents and avians are readily

visible to a closer inspection.  It is during one such inspection that

you notice an odd footprint with small stubby toes and curved markings

very reminiscent of overgrown toenails.

~
587 17 1509949540 -2 0
-1
S

#19327
Faint Path Beside a Small River~
Large, moss-covered, boulders line the grass-covered bank of the small

river to the west.  From between these boulders stems a small, yet

thickly trunked tree.  Upon the trunk several odd @Rmarkings@n have been

carved.  To the north and east a small animal path leads off along the

river's edge.

~
~
301465600 3 9 0
D0
~
~
0 -1 19328 10 10 5
D1
~
~
0 -1 19326 10 10 5
D2
~
~
0 -1 19330 10 10 5
D3
~
~
0 -1 19332 10 10 5
E
7 markings~
The markings are rough, as if they have been carved by a claw or dull

blade.  The deep grooved lines are highlighted with some dark red or

black dye.  The symbols themselves do not appear to be in any language

you know and appear crude in design.  One appears eerily like some sort

of demonic face.

~
-1
S

#19328
Faint Path Beside a Small River~
Large bushes and ferns infringe on the slim borders of the faint path you

follow.  To the west a large moss-covered log bridges this path with a

larger one across a small river.  Winding through trees, small and large,

the faint path leads south.

~
~
301465600 3 9 0
D2
~
~
0 -1 19327 10 10 5
D3
~
~
0 -1 19329 10 10 5
-1
S

#19329
On a Log over a Small River~
Crystal clear water bubbles over several small boulders supporting the

log you are on, and bright green clumps of moss drape from cracks in the

the log onto the wet rocks below.  The small river flows to the north and

south, while you see a trail to the east and west.

~
~
301465600 3 9 0
D0
~
~
0 -1 19333 10 10 5
D1
~
~
0 -1 19328 10 10 5
D2
~
~
0 -1 19332 10 10 5
D3
~
~
0 -1 19318 10 10 5
324 17 1509949540 -2 0
-1
S

#19330
A Small Pool on a Small River~
A dam of boulders and large branches, washed down by heavy rains, has

built up over time to the south, creating this small pool of slow moving

water.  The current of the river is barely noticable as it lightly pulls

twigs and leaves, fallen from trees, down the river.  To the north and

east you see, past the bank of the river, what looks like a small animal

path.

~
~
301465600 8 8 0
D0
~
~
0 -1 19327 10 10 5
D1
~
~
0 -1 19325 10 10 5
D2
~
~
0 -1 19323 10 10 5
D3
~
~
0 -1 19331 10 10 5
324 17 1509949540 -2 0
1513 17 1509949540 -2 0
-1
S

#19331
On a Small River~
Twigs and leaves alike float idly eastward as they are pulled by the

current of the river.  Sparse vegetation along the west and south banks

of the river allow you to see a small path running along side the river.

~
~
301465600 8 8 0
D0
~
~
0 -1 19332 10 10 5
D1
~
~
0 -1 19330 10 10 5
D2
~
~
0 -1 19322 10 10 5
D3
~
~
0 -1 19320 10 10 5
324 17 1509949540 -2 0
-1
S

#19332
On a Small River~
Thin trickles of water splash randomly over a large log, which bridges

the river to the north, into the cool water where you are.  Reflected in

the small trickles of water are the bright greens of algae and moss

growing about the log dam.  To the east and west you can see, through the

riverside bushes, a small path on both sides.

~
~
301465600 8 8 0
D0
~
~
0 -1 19329 10 10 5
D1
~
~
0 -1 19327 10 10 5
D2
~
~
0 -1 19331 10 10 5
D3
~
~
0 -1 19319 10 10 5
324 17 1509949540 -2 0
-1
S

#19333
On a Small River~
Water comes rushing down a steep overhang to the north, forming a small

pool here which rapidly overflows into a southbound river.  The pool

itself is sparklingly crystal clear and looks rather refreshing.  It

looks deep enough to wade in and you can see small fish swimming about

within it.

~
~
301465600 8 8 0
D2
~
~
0 -1 19329 10 10 5
D4
~
~
0 -1 19382 10 10 5
A
~
~
act_tochar( #no_up, ch );

act_notchar( #rno_up, ch );

~
E
no_up~
You use small roots and plant tufts to gain leverage as you work your way

up the steep overhang.  Before you can get even half-way up your supports

give out beneath your weight tumbling you back down and into the pool.

~
E
rno_up~
$n attempts to make $s way up the steep overhang.  Before $e gets even

half-way up, the roots $e is using to climb snap, tumbling $m into the

pool.

~
!
3 0 16
324 17 1509949540 -2 0
-1
S

#19334
Faint Path Beside a Small River~
Under Construction.

~
First ambush near here

~
301465600 3 9 0
D0
~
~
0 -1 19324 10 10 5
D2
~
~
0 -1 19336 10 10 5
D3
~
~
0 -1 19335 10 10 5
-1
S

#19335
On a Small River~
Under Construction.

~
~
301465600 8 8 0
D0
~
~
0 -1 19323 10 10 5
D1
~
~
0 -1 19334 10 10 5
D2
~
~
0 -1 19337 10 10 5
D3
~
~
0 -1 19339 10 10 5
-1
S

#19336
Faint Path Beside a Small River~
Under Construction.

~
~
301465600 3 9 0
D0
~
~
0 -1 19334 10 10 5
D3
~
~
0 -1 19337 10 10 5
-1
S

#19337
Faint Path Beside a Small River~
Under Construction.

~
~
301465600 3 9 0
D0
~
~
0 -1 19335 10 10 5
D1
~
~
0 -1 19336 10 10 5
D3
~
~
0 -1 19340 10 10 5
D5
~
~
0 -1 19338 10 10 5
-1
S

#19338
Faint Path, Near a Waterfall~
Under Construction.

~
~
301465600 8 9 0
D2
~
~
0 -1 19342 10 10 5
D3
~
~
0 -1 19341 10 10 5
D4
~
~
0 -1 19337 10 10 5
-1
S

#19339
On a Small River~
Under Construction.

~
~
301465600 8 8 0
D1
~
~
0 -1 19335 10 10 5
D2
~
~
0 -1 19340 10 10 5
-1
S

#19340
Top of a Waterfall~
Under Construction.

~
~
301465600 8 9 0
D0
~
~
0 -1 19339 10 10 5
D1
~
~
0 -1 19337 10 10 5
D5
~
~
0 -1 19341 10 10 5
-1
S

#19341
Bottom of a Waterfall~
Under Construction.

~
A cave under the waterfall to the north?

~
301465600 8 9 0
D1
~
~
0 -1 19338 10 10 5
D4
~
~
0 -1 19340 10 10 5
-1
S

#19342
Damp Path~
Under Construction.

~
~
301465600 8 9 0
D0
~
~
0 -1 19338 10 10 5
D1
~
~
0 -1 19343 10 10 5
-1
S

#19343
Damp Path~
Under Construction.

~
~
301465600 8 9 0
D2
~
~
0 -1 19344 10 10 5
D3
~
~
0 -1 19342 10 10 5
-1
S

#19344
Damp Path~
Under Construction.

~
This is it, you link to here, if that's ok

~
301465600 8 9 0
D0
~
~
0 -1 19343 10 10 5
-1
S

#19345
Dusky Chamber~
A medium sized chamber of the strange glittery dark stone common to these

ruins.  The wall are fairly intact except for the north wall which is 

crumbling under the tread of time and weather.  Dim shafts of light lance

down through the motes of dust which is enough to see an archway in the

far eastern wall.

~
~
301465604 0 6 0
D1
~
~
0 -1 19346 10 10 5
D3
stone block~
stone block west~
171 -1 19085 10 10 5
E
stone block 1 west~
From this side, a stone block clearly acts as a door in the face of the

western wall.

~
A
~
~
room = find_room( 19345 );

send_to_room( #eclose, room );

close( room, west );

room = find_room( 19085 );

send_to_room( #wclose, room );

~
E
eclose~
The stone block to the west, slides closed.

~
E
wclose~
You hear a soft scraping sound and a 'thud' in the foliage to the east.

~
!
0 0 0
A
open move~
block~
if( !is_open( room, west ) ) {

  open( room, west );

  act_tochar( #open, ch );

  act_notchar( #ropen, ch );

  send_to_room( #rumble, find_room( 19085 ) );

  wait( 5 );

  if( is_open( room, west ) )

    acode( room, 1 );

  }

else

act_tochar( #no, ch );

~
E
open~
You move the stone block aside.

~
E
rumble~
A large block to the east moves aside aparently of its own acord.

~
E
ropen~
$n moves a large block aside.

~
E
no~
The block is already moved aside.

~
!
0 0 0
-1
S

#19346
Collapsed Chamber~
Whatever this chamber once was, it is now piles of rubble, with the stone

ceiling above canting at a dangerous angle as it drops to meet the rubble

of a wall north.  Piles of fallen rock litter the area, as do slabs of

dark stone.

~
~
335020036 0 6 0
D3
~
~
0 -1 19345 10 10 5
D5
~
~
227 -1 19347 10 10 5
E
1 up ceiling~
The stability of the ceiling was lost when the north wall crumbled.  What

was once the ruins above, have fallen to litter this place in piles of

broken stone.

~
A
1 look~
piles rubble~
if( !is_open( room, down ) ) {

  send_to_char( #c_rubble, ch );

  act_notchar( #r_rubble, ch );

  }

else

  send_to_char( #clear, ch );

~
E
clear~
Near the statue the rubble has been cleared away, revealing a hole in the

floor, dropping into darkness below this chamber.

~
E
r_rubble~
$n climbs over the rubble and stone slabs looking carefully.

~
E
c_rubble~
Searching around the piles of rubble, you find a draft comming from below

a pile of rock near the statue.  Perhaps you can clear it.

~
!
0 0 0
A
1 look~
1 down hole~
if( !is_open( room, down ) )

  send_to_char( "You don't see that here.", ch );

else

  send_to_char( #hole, ch );

~
E
hole~
Trying to pierce the darkness below, you think it drops 10-15ft.  to some

kind of underground tunnel below the ruins.  There are enough handholds

to make it down and back up with little problem.

~
!
0 0 0
A
clear move~
rubble stone pile~
if( is_open( room, down ) )

  send_to_char( #already, ch );

else {

  if( rflag( reset1, room ) ) {

    remove_rflag( reset1, room );

    set_cflag( 68, ch );

    set_cflag( 69, ch );

    send_to_char( #c_clear, ch );

    act_notchar( #r_clear, ch );

    wait( 3 );

    if( is_fighting( ch ) )

      acode( room, 8 );

    if( char_in_room( ch, room ) ) {

      send_to_char( "You manage to roll some large stones aside.", ch );

      wait( 3 );

      if( is_fighting( ch ) )

        acode( room, 8 );

      if( char_in_room( ch, room ) ) {

        send_to_char( "You lift a particularly large slab aside.", ch );

        wait( 4 );

        if( is_fighting( ch ) )

          acode( room, 8 );

        if( char_in_room( ch, room ) ) {

          send_to_char( "You lift more rubble aside.", ch );

          wait( 2 );

          if( is_fighting( ch ) )

            acode( room, 8 );

          if( char_in_room( ch, room ) ) {

            send_to_char( #c_done, ch );

            act_notchar( #r_done, ch );

            if( !is_open( room, down ) )

              open( room, down );

            acode( room, 8 );

            }

          }

        }

      }

    }

else

act_tochar( #in_process, ch );

  }

acode( room, 8 );

~
E
r_done~
$n stops working, visibly tired.

 

~
E
c_done~
Stopping to catch your breath, you realize you have uncovered a hole!

 

~
E
r_clear~
$n begins to clear the rubble near the southeast corner.

  

~
E
c_clear~
You begin to clear the rubble.

  

~
E
already~
Someone has already cleared the rubble.

   

~
E
in_process~
Someone is already in the process of clearing the rubble.

~
!
0 0 0
A
1 down~
~
if( is_open( room, down ) )

  continue;

else {

  send_to_char( "There is no exit in that direction.", ch );

  end;

  }

~
!
0 0 0
A
~
~
if( !is_open( room, down ) ) {

  if( is_searching( ch ) ) {

    if( find_skill( ch, searching ) > 0 )

      act_tochar( #find, ch );

    }

  }

~
E
find~
@YWhile searching you notice how the rubble on the floor is oddly dipped in

the middle, as if there were a depression under it.@n

~
!
1 0 8
A
~
~
if( cflag( 68, ch ) )

  act_tochar( #no_leave, ch );

else

  continue;

~
E
no_leave~
You're a bit busy moving stones to leave just now.

~
!
3 0 63
A
2 sleep 1 rest 2 sit 1 meditate~
~
if( cflag( 69, ch ) )

  act_tochar( #too_busy, ch );

else

  continue;

~
E
too_busy~
You're a bit busy hefting stones to do that at this time.

~
!
0 0 0
A
~
~
remove_cflag( 68, ch );

remove_cflag( 69, ch );

set_rflag( reset1, room );

~
!
0 0 0
888 17 1509949540 -2 0
-1
S

#19347
Collapsed Chamber~
It appears the builders of the ruins above also created a series of

underground passages.  What was once a T-section is now hopelessly blocked

to the south by fallen stone which created the hole above, while to the

north the tunnel continues on.  A strange peaked archway of stone rests in

the eastern stone wall.

~
[Ssleestaq] AFTER REPOP THE UP EXIT DOES NOT APPER IN OPT AUTOEXIT

why should it?  it takes an action to move the rubble that blocks it if

it is closed.

~
335020036 0 8 0
D0
~
~
0 -1 19348 10 10 5
D4
~
~
227 -1 19346 10 10 5
E
1 east archway~
Very odd, indeed.  It appears someone blocked this passageway with stone. 

The surface of the stone is smooth, and knocking on it shows it is solid... 

Only a spell could have created the stone to fill that passage. 

~
A
1 up~
~
if( !is_open( room, up ) ) {

  send_to_char( #cc, ch );

  act_notchar( #rc, ch );

  modify_move( ch, -75 );

  open( room, up );

  }

continue;

~
E
rc~
$n finds the hole above blocked, but with some effort manages to push it

aside.

~
E
cc~
Rubble has fallen back onto the hole above, and it takes you a minute to

shift and push it off.


~
!
0 0 0
A
1 look~
1 up hole ceiling roof~
if( is_open( room, up ) )

  act_tochar( #open, ch );

else

  act_tochar( #closed, ch );

~
E
open~
It looks like you could climb up the rubble and debris to climb out a

hole in the ceiling.

~
E
closed~
There is a hole in the ceiling that looks like it should lead up to

something else, only it is covered by rubble.  You think that if you were

to try and go up, you would be able to move the rubble from the hole with

a little work.

~
!
0 0 0
A
~
~
if( !is_open( room, up ) ) {

  if( is_searching( ch ) ) {

    if( find_skill( ch, searching ) > 0 )

      act_tochar( #find, ch );

    }

  }

~
E
find~
@YWhile searching, you notice a hole in the ceiling.@n

~
!
1 0 1
A
clear move dig~
rubble up hole ceiling roof~
send_to_room( #clear, room );

open( room, up );

~
E
clear~
The way up is now clear.

~
!
0 0 0
-1
S

#19348
Old Chamber~
The passage to the south has lead into a circular chamber.  Dust is

stirred up your tread, showing its age.  A round pit or well is centered

in the middle of the floor, while the only other exit appears to be the

archway leading off to the the south.

~
~
335020036 0 9 0
D2
~
~
0 -1 19347 10 10 5
D5
~
~
0 -1 49250 10 10 5
E
dust floor~
Your tread is not the only thing to have disturbed the dust.  There are

other scuffs and marks showing things passed through here.

~
E
pit well hole~
Perhaps it was a well?  Whatever it once was, or was used for, it is now

just a body-length shaft of darkness dropping down beyond your vision.

~
A
~
~
act_tochar( #jumping, ch );

continue;

~
E
jumping~
Carefully edging into the pit you find it has a series of holes punched

into its side just large enough to be hand and toe-holds.

  

~
!
3 0 32
-1
S

#19349
Faint Path through the Woods~
You edge your way around the spring noticing that the soft ferns

surrounding it are already trampled, heading west and east.  Water

trickles away from the spring to the west in many rivulets, staining the

ground dark.

~
spring here begins small stream

~
301465608 3 9 0
D1
~
~
0 -1 19350 10 10 5
D3
~
~
0 -1 19326 10 10 5
E
spring water 7 rivulets~
A small bubbling of water rises above a pool surrounded by ferns and moss. 

Clear water fills a small, kidney shaped depression in the ground to

overflowing then trickles away several rivulets that rejoin and seperate

in many places before finally converging in a small stream to the west.

~
E
4 ferns 5 plants~
Large leafy green fronds grow from the central root of the fern, creating

a carpet of green where others have trampled them to the ground.  The

flatened fronds are ripped in places where claws have torn through or

where repeated passage has destroyed them, yet the ferns grow back

tenaciously.

~
696 17 1509949540 -2 0
-1
S

#19350
Faint Path through the Woods~
The ferns around the spring to the west give way to another trail, this

one heading east.  The trail is narrow, and meanders around many trees,

but looks to be well used.  You see small stumps where young trees and

branches have been hacked or broken out of the way.

~
~
301465600 3 9 0
D1
~
~
0 -1 19351 10 10 5
D3
~
~
0 -1 19349 10 10 5
E
4 stumps 4 trees 5 branches~
The edges of the stumps, broken branches, and hacked trees are all aged

and weathered.  Some appear to have been hewed by inexpert hands hacking

aimlessly with a sharp object, others appear to have been cracked a long

time past by the mere force of passage.

~
-1
S

#19351
Faint Path through the Woods~
A massive shuvana tree blocks the trail to the east forcing the trail

wind around it.  Seeing the massive tree you realize with a start that

the shuvana trees are thining out here and a number of smaller, darker

trees are noticeable.

~
~
301465600 3 9 0
D0
~
~
0 -1 19352 10 10 5
D3
~
~
0 -1 19350 10 10 5
E
tree shuvana~
Looking about, it seems that this is the last of the great shuvanas in

this direction.  The remaining trees appear a mix of new varieties, none

of them near so old as the Vaasa.

~
2694 17 1509949457 -2 0
-1
S

#19352
Faint Path through the Woods~
The trail continues its way around the shuvana tree turning east and south

here.  The massive shuvana dwarfs the other trees around it and you

realize its branches must surely rise above the general forest canopy.

~
~
301465600 3 9 0
D1
~
~
0 -1 19353 10 10 5
D2
~
~
0 -1 19351 10 10 5
E
shuvana~
Its great bole disapears high into the canopy with only a few of its

lower branches intermingling with the upper ones of the lesser trees.

~
E
other 4 trees~
The lesser trees are of some other strange variety, however you do see

the occassional oak or maple tree among them.  It is only among the

mighty shuvanas that they appear any bit lessened in stature.

~
-1
S

#19353
Faint Path through the Woods~
As you continue around the shuvana tree you see even more of the smaller,

darker trees grow to the east.  Other shuvana trees do still grow to the

east, but these all appear young and somehow sick.  The trail continues

west and east from here.

~
~
301465600 3 9 0
D1
~
~
0 -1 19354 10 10 5
D3
~
~
0 -1 19352 10 10 5
E
4 darker 4 trees~
There is something unsettling about these new dark trees.  Their bark is

deeply crenelated and thick with age.  The branches at the top seem the

oldest, as new ones begin near the base.

~
E
4 sickly~
There is no visible reason for the younger shuvanas to lack in prosperity

that you can see.  They simply appear to have grown poorly in the soil

that these darker trees seem to be thriving on.

~
-1
S

#19354
Faint Path through the Woods~
The trail turns south here, returning to its original course as it

completes the circuit around the massive shuvana tree.  On this side of

the shuvana tree, you notice strange @Rsymbols@n carved into its side.  The

@Rsymbols@n are highlighted with a dark stain that could be berry dye, or

blood.

~
~
301465600 3 9 0
D2
~
~
0 -1 19355 10 10 5
D3
~
~
0 -1 19353 10 10 5
E
3 symbols 7 carvings~
The symbols are ragged, as if etched with a claw or dull blade.  They are

not in any language you know, but some appear almost to be crude drawings. 

One in particular looks ominously like a skull.

~
E
berry dye blood stain~
You can not be sure which was originally used, berry dye or blood.  The

tree has soaked in the color completely and no residue remains on the

outside.  Someone took great care in insuring that the dark highlights

would not be weathered away.

~
-1
S

#19355
Faint Path through the Woods~
As you follow the trail you begin to notice a sweet scent on the air. 

The buzzing of bees nearby quickly brings your attention to a large plant

producing the pleasant aroma.  The trail continues north and begins to

narrow as it turns east from here.

~
~
301465600 3 9 0
D0
~
~
0 -1 19354 10 10 5
D1
~
~
0 -1 19356 10 10 5
E
plant bush flower~
A bush to the south, perhaps a bit taller than most gnomes, is covered in

large flowers that range from deep red to brilliant orange.  The flowers

are several inches across and very deep.  The bush is swarming with bees,

seeking rich, golden pollen from the flowers.

~
E
3 bees~
You see nothing unusual about them.  They appear to be plain and simple

honeybees.

~
A
pick get take cut~
flower bush plant red orange~
act_tochar( #ouch, ch );

act_notchar( #rouch, ch );

i = 2d2;

dam_message( ch, i, "poisonous pollen" );

inflict( ch, mob, i, "poisonous flower" );

~
E
rouch~
@Y$N reaches for a flower and is suddenly enveloped in a yellowish dust

that spews out of the bloom.@n

~
E
ouch~
@YAs your hand closes over the stem of a flower, it emits a noxious yellow

dust.  The dust quickly begins to burn your skin and lungs.@n

~
!
0 0 0
-1
S

#19356
Faint Path through the Woods~
As the path winds its way to and fro through the deep woods, it turns

south and west here.  A fallen tree crosses the path here, downed by a

storm.  It is was still fairly young as these giants go, so it is easily

crossed over, and the trail continues.

~
~
301465600 3 9 0
D2
~
~
0 -1 19357 10 10 5
D3
~
~
0 -1 19355 10 10 5
E
tree fallen log~
The tree is already in the first stages of decomposition and the bark is

mostly warn off.  The once splintered base is somewhat smoothed over by

the passage of time and insect.  Where the fallen tree crosses the trail,

it has a notched depression, as if many feet have worn their way over the

spot.

~
-1
S

#19357
Faint Path through the Woods~
Enormous trees are visible in any direction you look.  It is nearly

impossible to see far ahead or behind on the path, since it is forced to

change direction often by the trees.  To the south, a particularly large

tree forces the path to change directions, now heading east instead.

~
~
301465600 3 9 0
D0
~
~
0 -1 19356 10 10 5
D1
~
~
0 -1 19358 10 10 5
E
south large~
A large tree with dark, deeply etched bark has grown here for some time

to get so large.  The path has altered directions over the centuries out

of necessity.

~
E
4 trees~
The trees of the forest stand in many varieties now, however the strange

darker trees continue to grow in frequency. 

~
-1
S

#19358
Faint Path through the Woods~
The narrow path is lined to the north and south by dense forest

vegetation.  High above a break in the trees allows a shaft of golden

sunlight to stream through the forest canopy.  The sudden brilliance

after so long in the dense woodland is a painful reminder of how long you

have been in the shade.

~
~
301465600 3 9 0
D1
~
~
0 -1 19359 10 10 5
D3
~
~
0 -1 19357 10 10 5
E
vegetation ~
The dense vegetation is comprised of primarily small leafed bushes in

contest with the young trees for growing space.

~
E
shaft~
It almost seems a solid object as it lances down from the forest canopy. 

It paints a small section of ground, no wider than a foot, in a swathe of

brilliance.

~
-1
S

#19359
Faint Path through the Woods~
The path narrows again, winding briefly around a stump in the middle of

the trail before resuming its east-west course.  At some point, some one

must have gotten tired of ducking that tree's branches on the trail and

cut it down.  Despite its absence, enough trees remain to insure the

shade of the forest is secure here.

~
~
301465600 3 9 0
D1
~
~
0 -1 19360 10 10 5
D3
~
~
0 -1 19358 10 10 5
E
stump~
The exposed surface is weathered with years of aging.  Its surface is

marked by many concentric rings, some slightly darker than the rest.

~
A
count~
rings~
act_tochar( #kneel, ch );

act_notchar( #rkneel, ch );

wait( 2 );

act_tochar( #stand, ch );

act_notchar( #rstand, ch );

~
E
kneel~
You squat down before the stump and begin to count the rings. 1, 2, 3...

~
E
rkneel~
$n squats down before a tree stump and inspects its surface.

~
E
stand~
After a brief period you count out 163 concentric ring on the stump.

~
E
rstand~
After a brief period, $n stands again.

~
!
0 0 0
-1
S

#19360
Faint Path through the Woods~
The east-west path you are on begins to widen to the east.  The air

begins to carry the feel of moisture on it.  Surrounding the path on

either side, the vegetation rapidly becomes too dense to see through.

~
~
301465600 3 9 0
D1
~
~
0 -1 38673 10 10 5
D3
~
~
0 -1 19359 10 10 5
E
vegetation~
Years of untamed growth has allowed the small leafed bushes to grow into

a thick tangle of greenery.  Thick branches with almost black bark cause

the shadowed recesses to appear even deeper.

~
-1
S

#19364
The Vaasa~
A great root leads up out of the ground and disapears off to the east. 

All around all you see is trees and greenery.  Massive shuvana trees

block out most of the sunlight leaving a dim greenish light to filter

down to the forest floor.

~
~
301465600 3 9 0
D0
~
~
0 -1 19061 10 10 5
D1
~
~
0 -1 19058 10 10 5
D3
~
~
0 -1 19371 10 10 5
-1
S

#19365
Forest Floor~
Massive shuvana trees form the bulk of the vegetation.  Younger trees

grow sparingly between the massive roots vying for living space with the

lesser bushes.  Occassional signs of old animals trails cross you, but

none seem current.

~
~
301465600 3 6 0
D0
~
~
0 -1 19095 10 10 5
D1
~
~
0 -1 19366 10 10 5
D2
~
~
0 -1 19156 10 10 5
D3
~
~
0 -1 19370 10 10 5
-1
S

#19366
Forest Floor~
To the east lies a massive erratic, or rock that was left when a glacier

passed through this valley many centuries ago.  The face of the rock is

completely covered in a slick moss and trees even grow from the cracks in

its surface.  You can vaguely make out a trail south of the erratic,

through a space in the trees.

~
~
301465608 3 6 0
D0
~
~
0 -1 19367 10 10 5
D2
~
~
0 -1 19157 10 10 5
D3
~
~
0 -1 19365 10 10 5
-1
S

#19367
Forest Floor~
The boles of the great shuvana trees hinder your passage, causing you to

change your course often.  On the ground bushes and vines grow

prolifically, making the passage harder yet.  To the east the greenery

becomes so thick as to become unpassable except to animals and true

woodsmen.

~
~
301465600 3 6 0
D1
~
~
0 -1 19369 10 10 5
D2
~
~
0 -1 19366 10 10 5
D3
~
~
0 -1 19095 10 10 5
A
~
~
if( find_stat( ch, level ) > 90 ) {

  continue;

  end;

  }

if( can_fly( ch ) ) {

  act_tochar( #fly, ch );

  act_notchar( #rfly, ch );

  transfer( ch, find_room( 19369 ) );

  act_notchar( #fly_arrive, ch );

  end;

  }

if( is_player( ch ) ) {

  if( class( ch ) == ranger ) {

    act_tochar( #travel_on, ch );

    act_notchar( #bye, ch );

    transfer( ch, find_room( 19369 ) );

    act_notchar( #arrives, ch );

    }

  else{

    act_tochar( #no_travel, ch );

    act_notchar( #stuck, ch );

    }

  }

else {

  act_tochar( #familiar, ch );

  act_notchar( #animal, ch );

  transfer( ch, find_room( 19369 ) );

  act_notchar( #arrives, ch );

  end;

  }

~
E
arrives~
$n comes through the foliage.

~
E
fly_arrive~
$n flies over the foliage.

~
E
rfly~
$n flies east over the dense foliage, lithely avoiding the great trees.

~
E
fly~
You fly east over dense foliage, avoiding the grat tree boles as you go.

~
E
familiar~
You squeeze through a hole in the foliage only an animal would notice or

fit through.

~
E
animal~
$n moves east through the dense foliage as only animals do.

~
E
stuck~
$n attempts several times to head east, only to be turned back by the

dense foliage every time.

~
E
no_travel~
You unsuccessfully attempt to find passage through the dense foliage.

~
E
bye~
$n passes through the dense foliage nearly unhindered.  When they have

passed, you see no sign of how to follow.

~
E
travel_on~
Using the woodland skills that have become innate in you, you pass through

the dense foliage.

~
!
3 0 2
-1
S

#19368
Faint Trail~
The Vaasa surrounds you in a coccoon of greenery.  One of the lesser

trees of the forest, fallen after some storm, lies propped up against the

branches of another tree.  Passing by, you are forced to duck under its

fallen bole.

~
~
301465600 3 9 0
D1
~
~
0 -1 19105 10 10 5
952 9 1509949540 3 0
-1
S

#19369
Forest Floor~
Having passed through the dense foliage you stand now in a lightly wooded

section just north of a massive rock left by ancient glaciers.  The face

of the rock has been carved by the hand of nature, creating in it a

natural shelf upon which many devotions have been left over the centuries.

~
~
301466112 3 5 0
D1
~
~
0 -1 19161 10 10 5
D3
~
~
0 -1 19367 10 10 5
E
shelf ledge rock erratic stone 8 devotions~
The natural forces have combined to errode a natural shelf into the large

rock.  The remnants of offerings left by many skilled in woodlore are

still visible.  Dark stains look ominously like blood, or berry juices.

~
1071 49 100 -2 0
236 83 1509975090 -2 0
920 82 1509975040 -2 0
-1
S

#19370
The Vaasa~
Great trees create a dazzling display of light as it filters down from

above.  Detritus covers the ground in a carpet of leaves and sticks,

concealing the dirt below.  There are no signs of any trails here.

~
~
301465600 3 6 0
D0
~
~
0 -1 19094 10 10 5
D1
~
~
0 -1 19365 10 10 5
2509 9 1509949540 3 0
915 17 1509949540 -2 0
-1
S

#19371
The Vaasa~
You stand in the midst of unparalleled greenery.  In no other forest have

you found such verdant plant life, all around you it springs forth like

the essence of eternal life.

~
~
301465600 3 6 0
D1
~
~
0 -1 19364 10 10 5
D2
~
~
0 -1 19373 10 10 5
D3
~
~
0 -1 19372 10 10 5
-1
S

#19372
The Vaasa~
One of the lesser trees, an oak it appears, has fallen in some long

forgotten storm and now lays propped in the crook of a young shuvana

tree's branches.  Small by comparison to the older shuvanas, the young

shuvana still dwarfs the oak significantly.

~
~
301465600 3 6 0
D1
~
~
0 -1 19371 10 10 5
D2
~
~
0 -1 19374 10 10 5
D3
~
~
0 -1 19378 10 10 5
-1
S

#19373
The Vaasa~
One of the great shuvana trees blocks the woods to the east of here, its

massive bole blocking even sight in that direction.  You stand in a small

clearing near its base, formed when other plants were unable to put out

roots deep enough to claim the nutrients in the soil already claimed by

the shuvana.

~
~
301465600 3 6 0
D0
~
~
0 -1 19371 10 10 5
D2
~
~
0 -1 19381 10 10 5
D3
~
~
0 -1 19374 10 10 5
-1
S

#19374
The Vaasa~
Trees and vegetation envelope you in what appears to be an endless sea of

greenery.  To one not born of the woods, the sheer endlessness of it

might be unsettling, for no other forest seen can compare to what lies

before you.

~
[Fenlyn] POD: Random Entrance 67023 --> D

~
301465600 3 6 0
D0
~
~
0 -1 19372 10 10 5
D1
~
~
0 -1 19373 10 10 5
D3
~
~
0 -1 19375 10 10 5
D5
hole~
hole~
34 -1 67023 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( 67023 ) ) >= 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

#19375
The Vaasa~
The vegetation encompasses you completely.  There is no sight of a break

in the greenery save for the huge shuvana root that lays across the trail

to the west.  You can either try and go up over the root, or head back

east into the dense vegetations.

~
~
301465600 3 6 0
D1
~
~
0 -1 19374 10 10 5
A
climb~
root 1 up~
if( is_mounted( ch ) ) {

  send_to_char( #nomount, ch );

  end;

  }

if( find_skill( ch, climb ) > random( 0, 5 ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 19376 ) );

  act_notchar( #arr, ch );

  end;

  }

if( has_obj( 247, ch ) ) {

  send_to_char( #rc, ch );

  act_notchar( #rr, ch );

  transfer( ch, find_room( 19376 ) );

  act_notchar( #arr, ch );

  }

else {

  if( random( 1, 5 ) < 5 ) {

    send_to_char( #char, ch );

    act_notchar( #room, ch );

    transfer( ch, find_room( 19376 ) );

    }

  else {

    send_to_char( #c_fail, ch );

    act_notchar( #r_fail, ch );

    }

  }

~
E
rr~
$n uses a rope to climb up the root.

~
E
rc~
You throw the rope over the root and use it to climb.

~
E
r_fail~
$n climbs partyway up the root, but slips and falls to the

near you.

~
E
c_fail~
The root is ribbed, but some of the moss on it is slick, and you lose

your grip and fall back to the ground.

~
E
arr~
$n comes climbing up the south side of the root.

~
E
room~
$n climbs up the face of the root and disappears out of view.

~
E
char~
The root's surface is ribbed, and you have little trouble climbing up.

~
E
nomount~
The sheer climb up the root makes it impossible for the mount to carry

you up its side.

~
!
0 0 0
A
1 west~
~
send_to_char( #root, ch );

~
E
root~
You go right up to the face of the root and marvel at its size.

~
!
0 0 0
-1
S

#19376
The Vaasa~
You stand atop a huge root that cuts through the dense vegetation.  North

you can see the root enter the thick foliage of the forest where it

curves straight up as it joins the trunk of a shuvana.  You can head east

or west off the root from here.

~
~
335020032 3 6 0
A
west~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 19379 ) );

if( find_stat( ch, dex ) < 12 ) {

  if( random( 0, 10 ) < 4 ) {

    act_tochar( #pain, ch );

    act_notchar( #a_pain, ch );

    dam_message( ch, 2d5+0, #dam );

    inflict( ch, mob, 2d5+0, "falling" );

    }

  end;

  }

else

  act_notchar( #arr, ch );

~
E
dam~
The fall

~
E
arr~
$n jumps down from atop the root, landing near you.

~
E
a_pain~
$n jumps down from atop the root above, but lands poorly and

winces in pain.

~
E
pain~
@b@RYou land badly and twist your leg.

~
E
room~
$n jumps down into the undergrowth to the west.

~
E
char~
You jump down into the undergrowth to the west.

~
!
0 0 0
A
east~
~
act_tochar( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 19375 ) );

if( find_stat( ch, dex ) < 12 ) {

  if( random( 0, 10 ) < 4 ) {

    act_tochar( #pain, ch );

    act_notchar( #a_pain, ch );

    dam_message( ch, 2d5+0, #dam );

    inflict( ch, mob, 2d5+0, "falling" );

    }

  end;

  }

else

  act_notchar( #arr, ch );

~
E
dam~
The fall

~
E
arr~
$n jumps down from atop the root, landing near you.

~
E
a_pain~
$n jumps down from atop the root above, but lands poorly and

winces in pain.

~
E
pain~
@b@RYou land badly and twist your leg.

~
E
room~
$n jumps down into the undergrowth to the east.

~
E
char~
You jump down into the undergrowth to the east.

~
!
0 0 0
A
~
~
act_notchar( #arrive, ch );

~
E
arrive~
$n joins you atop the great root.

~
!
0 -1 0
-1
S

#19377
The Vaasa~
At the foot of one tree, a small spring bubbles forth.  The spring

forms a small pool, then trickles forth a short ways before disappearing

back underground.  Large green ferns and mosses grow around the secluded

spring, fed well by the deep waters brought forth.

~
~
301465600 3 6 0
D2
~
~
0 -1 19378 10 10 5
E
spring water~
You examine the spring and find its source located behind the fronds of a

fern overlooking its rim.  The natural waters trickle down over hard

rock, leaving a sparkling trail with flecks of silvery-blue light in it. 

The basin the waters empty into is a few feet wide and remains shallow.

~
E
flecks 6 silvery-blue blue light~
The flecks appear to be some sort of material brought up from deep within

the earth and are cast out with the spring water.  By the way they

reflect light they almost appear to be some sort of metal.

~
A
dip~
cup clay simple design starwater~
if( cflag( 91, ch ) ) {

  if( has_obj( 826, ch ) ){

    act_tochar( #dip, ch );

    act_notchar( #rdip, ch );

    junk_obj( has_obj( 826, ch ), 1 );

    obj_to_char( oload( 1088 ), ch );

    remove_cflag( 91, ch );

    }

  else

    act_tochar( #no_cup, ch );

  }

else

  interpret( ch, "fill cup" );

~
E
rdip~
$n reverently dips a cup in the spring, filling it with water. 

Strangely, both the spring and $n seem to yield a gentle glow as $n

collects the water.

~
E
dip~
You reverently dip the cup into the spring, filling it with the sparkling

water.  The spring seems to glow with a gentle luminosity as the dryad's

blessing affects both you and the starwater.

~
E
no_cup~
It seems you have the wrong cup for the task.

~
!
0 0 0
22 17 1509949540 -2 29
2694 17 1509949457 -2 0
-1
S

#19378
The Vaasa~
The brilliant colors of the forest surround you in a blanket of light and

warmth.  Ancient vines, some nearly as thick as the lesser trees, have

worked their way up the great shuvana trees.

~
~
301465600 3 6 0
D0
~
~
0 -1 19377 10 10 5
D1
~
~
0 -1 19372 10 10 5
-1
S

#19379
The Vaasa~
The vegetation surrounds you in a lush blanket of green.  To the east, a

huge shuvana root lays across the trail blocking it.  You can either try

and go up over, or you can head west where the plants and greenery get

thicker.

~
~
301465600 3 6 0
D3
~
~
0 -1 19082 10 10 5
A
climb~
root 1 up~
if( is_mounted( ch ) ) {

  send_to_char( #nomount, ch );

  end;

  }

if( find_skill( ch, climb ) > random( 0, 5 ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 19376 ) );

  act_notchar( #arr, ch );

  end;

  }

if( has_obj( 247, ch ) ) {

  send_to_char( #rc, ch );

  act_notchar( #rr, ch );

  transfer( ch, find_room( 19376 ) );

  act_notchar( #arr, ch );

  }

else {

  if( random( 1, 5 ) < 5 ) {

    send_to_char( #char, ch );

    act_notchar( #room, ch );

    transfer( ch, find_room( 19376 ) );

    }

  else {

    send_to_char( #c_fail, ch );

    act_notchar( #r_fail, ch );

    }

  }

~
E
rr~
$n uses a rope to climb up the root.

~
E
rc~
You throw the rope over the root and use it to climb.

~
E
r_fail~
$n climbs partyway up the root, but slips and falls to the

near you.

~
E
c_fail~
The root is ribbed, but some of the moss on it is slick, and you lose

your grip and fall back to the ground.

~
E
arr~
$n comes climbing up the west side of the root.

~
E
room~
$n climbs up the face of the root and disappears out of view.

~
E
char~
The root's surface is ribbed, and you have little trouble climbing up.

~
E
nomount~
The sheer climb makes it impossible for your mount to carry you up the

side of the root.

~
!
0 0 0
A
1 east~
~
send_to_char( #root, ch );

~
E
root~
You go right up to the face of the root and marvel at its size.

~
!
0 0 0
-1
S

#19380
The Vaasa~
The trees begin to thicken, their great trunks forming a living artwork

of shapes and shadows, painted in part by shifting rays of light. 

Thousands of little shafts of sunlight manage to pierce the shifting

canopy above like little spears causing little dust motes to sparkle and

glow.

~
~
301465600 3 9 0
D1
~
~
0 -1 19056 10 10 5
D3
~
~
0 -1 19381 10 10 5
350 8 1509949540 3 0
-1
S

#19381
Forest Floor~
The earthy scent of the soil mixed with the normal forest smells mix to

create an intoxicating melange.  This is the essence of the wild, the

verdant greenery counterpointed by the abundant fauna.  All of it combining

to create a magic only found in nature.

~
this is 1 of 5 paths to meet high druid

to be set on 'game time' related trigger.  -Talis

~
301465600 3 9 0
D0
~
~
0 -1 19373 10 10 5
D1
~
~
0 -1 19380 10 10 5
A
~
~
if( find_stat( ch, int ) > 14 ) {

  if( rflag( reset1, room ) && rflag( reset2, room ) ) {

    if( random( 1, 12 ) == 1 ) {

      act_tochar( #trail, ch );

      remove_rflag( reset1, room );

      }

    }

  }

~
E
trail~
You spot some tracks beside a plant, pointing out a small game trail.

~
!
1 0 3
A
go follow enter~
game trail~
if( !rflag( reset1, room ) && rflag( reset2, room ) ) {

  remove_rflag( reset2, room );

  act_tochar( #go_trail, ch );

  act_notchar( #gone_trail, ch );

  wait(1);

  transfer( ch, find_room( 19389 ) );

  act_notchar( #arr_trail, ch );

  loop( followers ) {

    act_tochar( #go_trail, rch );

    act_notchar( #gone_trail, rch );

    transfer( rch, find_room( 19389 ) );

    act_notchar( #arr_trail, rch );

    }

  }

else

  act_tochar( #huh, ch );

~
E
go_trail~
You follow the game trail into the woods.

~
E
gone_trail~
$n has walked off into the woods.

~
E
arr_trail~
$n has arrived from the woods.

~
E
huh~
You try to follow a game trail but quickly lose sight of it in the

tangled forest growth.

~
!
0 0 0
A
~
~
if( !rflag( reset1, room ) && rflag( reset2, room ) ) {

  remove_rflag( reset2, room );

  continue;

  }

else

  continue;

~
!
3 0 63
-1
S

#19382
On a Small River~
Under Construction.

~
To be expanded as forest is expanded.

Players can't get here yet.

Just needed this room here for the exit and an climb action down from here.

~
301465600 8 9 0
D5
~
~
0 -1 19333 10 10 5
-1
S

#19383
In a Circular Clearing~
You stand in a perfectly circular clearing lined at its edge by small

stone markers.  Ancient trees lie just outside the circular clearing

matching it precisely.  In the circle's center rests a simple altar of

stone.

~
Entrances from 19066, 19108, 19161, 19247, 19381

l,c,d,s,i -Talis

~
301465729 3 9 0
D0
~
~
0 -1 19387 10 10 5
D1
~
~
0 -1 19386 10 10 5
D2
~
~
0 -1 19389 10 10 5
D3
~
~
0 -1 19385 10 10 5
E
blade grass ground~
You can see nothing out of the ordinary about it, it is just simple green

grass growing within the clearing.

~
E
moss~
A spongy little greenish yellow moss that seems to like its rocky home. 

It feels somewhat soft to the touch.

~
E
5 stones 6 markers~
The stone markers each jut out of the ground with roughly two to three

feet exposed above the ground and an indeterminite amount beneath the

ground.  They are covered sparsely by a rough moss that grows in the

cracks of the weatherworn surface.

~
E
trees~
The trees, ancient beyond reckoning, appear to mirror the clearing

perfectly.  Although they line the rim with uncanny accurateness, you can

see no sign that blade or hand has ever turned their growth.  They appear

to have grown this way naturally, somehow defying the general chaotic

growth of the wilds.

~
E
altar~
The altar is formed from a slab of granite resting across two more blocks

of granite.  The crosspiece on top is smooth and timeworn from ages of

use.  The two granite blocks holding it up still retain some of the

rougher details from their initial quarrying.

~
A
~
~
i = random( 1, 5 );

act_tochar( #travelling, ch );

act_notchar( #rtravelling, ch );

if( i == 1 )

  transfer( ch, find_room( 19067 ) );

if( i == 2 )

  transfer( ch, find_room( 19372 ) );

if( i == 3 )

  transfer( ch, find_room( 19083 ) );

if( i == 4 )

  transfer( ch, find_room( 19113 ) );

if( i == 5 )

  transfer( ch, find_room( 19254 ) );

act_notchar( #arr, ch );

loop( followers ) {

  ch = rch;

  act_tochar( #travelling, ch );

  act_notchar( #rtravelling, ch );

  if( i == 1 )

    transfer( ch, find_room( 19067 ) );

  if( i == 2 )

    transfer( ch, find_room( 19372 ) );

  if( i == 3 )

    transfer( ch, find_room( 19083 ) );

  if( i == 4 )

    transfer( ch, find_room( 19113 ) );

  if( i == 5 )

    transfer( ch, find_room( 19254 ) );

  act_notchar( #arr, ch );

  }

~
E
arr~
$n arrives from out of the woods.

~
E
rtravelling~
$n and $s followers leave the protective grove and are quickly swallowed

by the trees.

~
E
travelling~
You leave behind the sacred grove of the High Druid and return to the

seemingly endless treescape of the Vaasa.  After what seems like hours

you come upon an area that looks somewhat more travelled.

~
!
3 0 15
A
get take cut pull yank ~
moss~
if( mob_in_room( 779, room ) ) {

  act_tochar( #no_get, ch );

  end;

  }

if( rflag( reset0, room ) ) {

  act_tochar( #get_moss, ch );

  obj_to_char( oload( 1270 ), ch );

  if( random( 1, 10 ) > 2 ) {

    remove_rflag( reset0, room );

    end;

    }

  }

else{

  act_tochar( #no_moss, ch );

  end;

  }

~
E
no_moss~
You attempt to get some of the moss, but only succeed in ripping it to

shreds.

~
E
get_moss~
You manage to scrape off a sizable chunk of moss from the rocks.

~
E
no_get~
The druid of the grove, seeing what you are about to do says "Please

leave the moss alone, it serves a purpose".  Listening to his soft voice,

you feel compelled to do as he asks.

~
!
0 0 0
A
give~
2.ingot 2*ingot all.ingot 2.steel 2*steel all.steel~
act_tochar( #no, ch );

~
E
no~
Tiercen says "Please do not rush me.  Just hand them to me one at a time,

preparations must be made for each." 

~
!
0 0 0
A
~
~
end;

if( mob_in_room( 1300, room ) ) {

  if( !is_fighting( mob_in_room( 1300, room ) ) ) {

    act_room( #bears_leave, ch );

    junk_mob( mob_in_room( 1300, room ) );

    }

  }

~
E
bears_leave~
A grizzly bear loses interest and wanders off into the surrounding forest.

~
!
2 500 0
779 9 1509949540 3 0
-1
S

#19384
Tha Vaasa~
You have managed to get completely lost in the great Vaasan Forest, and

have come finally to a dead end.  To the east, west, and south you are

surrounded by an arc of giant stone monoliths engraved with a single,

identical icon on each.  The only way out appears to be an opening to the

north.

~
Room not intended for actual use I needed visible exits from Tiercen's

room and mages can blink through blocked exits.

~
301465736 3 9 0
D0
~
~
0 -1 19389 10 10 5
E
4 icons 4 monoliths 5 stones arc~
Each stone is engraved with the same icon, that of a lizard-like being in

humanoid form.  The being appears to be holding some sort of large barbed

spear above its head parallel to the ground in both hands.  The stone

monoliths stand together with a seam no larger than your finger

seperating each.  Beyond them you can see more of the seemingly endless

Vaasan treescape.

~
A
~
~
i = random( 1, 5 );

act_tochar( #travelling, ch );

act_notchar( #rtravelling, ch );

if( i == 1 ) {

  transfer( ch, find_room( 19067 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 2 ) {

  transfer( ch, find_room( 19372 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 3 ) {

  transfer( ch, find_room( 19083 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 4 ) {

  transfer( ch, find_room( 19113 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 5 ) {

  transfer( ch, find_room( 19254 ) );

  act_notchar( #arr, ch );

  end;

  }

~
E
arr~
$n arrives from out of the woods.

~
E
rtravelling~
$n and $s followers leave the protective grove and are quickly swallowed

by the trees.

~
E
travelling~
You leave behind the sacred grove of the High Druid and return to the

seemingly endless treescape of the Vaasa.  After what seems like hours

you come upon an area that looks somewhat more travelled.

~
!
3 0 1
-1
S

#19385
The Vaasa~
You have managed to get completely lost in the great Vaasan Forest, and

have come finally to a dead end.  To the north, west, and south you are

surrounded by an arc of giant stone monoliths engraved with a single,

identical icon on each.  The only way out appears to be an opening to the

east.

~
Room not intended for actual use I needed visible exits from Tiercen's

room and mages can blink through blocked exits.

~
301465736 3 9 0
D1
~
~
0 -1 19383 10 10 5
E
4 icons 4 monoliths 5 stones arc~
Each stone is engraved with the same icon, that of a lizard-like being in

humanoid form.  The being appears to be holding some sort of large barbed

spear above its head parallel to the ground in both hands.  The stone

monoliths stand together with a seam no larger than your finger

seperating each.  Beyond them you can see more of the seemingly endless

Vaasan treescape.

~
A
~
~
i = random( 1, 5 );

act_tochar( #travelling, ch );

act_notchar( #rtravelling, ch );

if( i == 1 ) {

  transfer( ch, find_room( 19067 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 2 ) {

  transfer( ch, find_room( 19372 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 3 ) {

  transfer( ch, find_room( 19083 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 4 ) {

  transfer( ch, find_room( 19113 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 5 ) {

  transfer( ch, find_room( 19254 ) );

  act_notchar( #arr, ch );

  end;

  }

~
E
arr~
$n arrives from out of the woods.

~
E
rtravelling~
$n and $s followers leave the protective grove and are quickly swallowed

by the trees.

~
E
travelling~
You leave behind the sacred grove of the High Druid and return to the

seemingly endless treescape of the Vaasa.  After what seems like hours

you come upon an area that looks somewhat more travelled.

~
!
3 0 2
-1
S

#19386
The Vaasa~
You have managed to get completely lost in the great Vaasan Forest, and

have come finally to a dead end.  To the north, east, and south you are

surrounded by an arc of giant stone monoliths engraved with a single,

identical icon on each.  The only way out appears to be an opening to the

west.

~
Room not intended for actual use I needed visible exits from Tiercen's

room and mages can blink through blocked exits.

~
301465736 3 9 0
D3
~
~
0 -1 19383 10 10 5
E
4 icons 4 monoliths 5 stones arc~
Each stone is engraved with the same icon, that of a lizard-like being in

humanoid form.  The being appears to be holding some sort of large barbed

spear above its head parallel to the ground in both hands.  The stone

monoliths stand together with a seam no larger than your finger

seperating each.  Beyond them you can see more of the seemingly endless

Vaasan treescape.

~
A
~
~
i = random( 1, 5 );

act_tochar( #travelling, ch );

act_notchar( #rtravelling, ch );

if( i == 1 ) {

  transfer( ch, find_room( 19067 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 2 ) {

  transfer( ch, find_room( 19372 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 3 ) {

  transfer( ch, find_room( 19083 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 4 ) {

  transfer( ch, find_room( 19113 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 5 ) {

  transfer( ch, find_room( 19254 ) );

  act_notchar( #arr, ch );

  end;

  }

~
E
arr~
$n arrives from out of the woods.

~
E
rtravelling~
$n and $s followers leave the protective grove and are quickly swallowed

by the trees.

~
E
travelling~
You leave behind the sacred grove of the High Druid and return to the

seemingly endless treescape of the Vaasa.  After what seems like hours

you come upon an area that looks somewhat more travelled.

~
!
3 0 8
-1
S

#19387
The Vaasa~
You have managed to get completely lost in the great Vaasan Forest, and

have come finally to a dead end.  To the north, east, and west you are

surrounded by an arc of giant stone monoliths engraved with a single,

identical icon on each.  The only way out appears to be an opening to the

south.

~
Room not intended for actual use I needed visible exits from Tiercen's

room and mages can blink through blocked exits.

~
301465736 3 9 0
D2
~
~
0 -1 19383 10 10 5
E
4 icons 4 monoliths 5 stone arc~
Each stone is engraved with the same icon, that of a lizard-like being in

humanoid form.  The being appears to be holding some sort of large barbed

spear above its head parallel to the ground in both hands.  The stone

monoliths stand together with a seam no larger than your finger

seperating each.  Beyond them you can see more of the seemingly endless

Vaasan treescape.

~
A
~
~
i = random( 1, 5 );

act_tochar( #travelling, ch );

act_notchar( #rtravelling, ch );

if( i == 1 ) {

  transfer( ch, find_room( 19067 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 2 ) {

  transfer( ch, find_room( 19372 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 3 ) {

  transfer( ch, find_room( 19083 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 4 ) {

  transfer( ch, find_room( 19113 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 5 ) {

  transfer( ch, find_room( 19254 ) );

  act_notchar( #arr, ch );

  end;

  }

~
E
arr~
$n arrives from out of the woods.

~
E
rtravelling~
$n and $s followers leave the protective grove and are quickly swallowed

by the trees.

~
E
travelling~
You leave behind the sacred grove of the High Druid and return to the

seemingly endless treescape of the Vaasa.  After what seems like hours

you come upon an area that looks somewhat more travelled.

~
!
3 0 4
-1
S

#19388
Furrier's shop~
You are standing on the pelt of an immense grizzly covering a platform of

living wood.  To the west, a well cured hide serves as a partition where

the platform continues on to meet another.  On all sides, save the west,

living branches have woven themselves into the walls of a room.

~
Not attached because is good mob type, just not very elven idea to mass

slaughter animals.  Still debating best idea what to do with this, will

do something eventually.  -Talis 

~
301465601 3 9 0
D3
~
~
0 -1 19011 10 10 5
1020 8 1509949540 3 0
-1
S

#19389
On the Edge of a Clearing~
All about you stand the boles of immense shuvanas and no sign of any

trail.  The only differentiation in the landscape seems to be a tight

little clearing visible to the north.  To the east and west, the forest

undergrowth is thick enough to be a burden.  If you did not want to enter

the clearing, perhaps you could find your way back to where you were by

heading away from it, to the south.

~
~
301465728 3 9 0
D0
~
~
0 -1 19383 10 10 5
D2
~
~
0 -1 19384 10 10 5
A
~
~
i = random( 1, 5 );

act_tochar( #travelling, ch );

act_notchar( #rtravelling, ch );

if( i == 1 ) {

  transfer( ch, find_room( 19067 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 2 ) {

  transfer( ch, find_room( 19372 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 3 ) {

  transfer( ch, find_room( 19083 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 4 ) {

  transfer( ch, find_room( 19113 ) );

  act_notchar( #arr, ch );

  end;

  }

if( i == 5 ) {

  transfer( ch, find_room( 19254 ) );

  act_notchar( #arr, ch );

  end;

  }

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

  

~
E
arr~
$n arrives from out of the woods.

~
E
rtravelling~
$n and $s followers disapear into the forest to the south.

~
E
travelling~
You leave behind the strange little clearing and return to the seemingly

endless treescape of the Vaasa.  After what seems like hours you come

upon an area that looks somewhat more travelled, 

~
!
3 0 4
-1
S

#19390
Path Through the Heather - Before a Mighty Shuvana~
The sunlight ripples off the ocean of heather here, as it waves gently in

the breeze.  The small leaves quiver as small animals and birds disturb

their dreamy sway.  Little insects chirrup, basking on the leaves.  The

scent of flowers blows across the sea of heather.  The trees here are

slightly smaller than the huge shuvanas in the deeper forest, however one

of the massive trees grows here.  It looks old enough to be from a time

when this was still part of the all encompassing forest, and the pool was

only a puddle.  It towers over the surrounding trees, standing tall and

proud, the remnant of a long forgotten past.  The bark is rough and very

hard, but there looks to be small cuts up the side closest to the forest. 

From the west you can just hear the sounds of a river washing through the

trees.

~
closed.  Area was made for a player, big no-no.

I'll do something with the area when I have the chance.

Ok to unlink this room and replace with a clan room.

-Talis

~
301465600 2 9 0
D4
~
~
1024 -1 19391 10 10 5
D5
~
~
0 -1 5 10 10 5
E
shuvana tree~
The huge Shuvana tree as a girth much wider than an elf is tall, and bark

as hard as a stone.  The massive higher branches spread over the tops of

the smaller surrounding trees.  Cut somehow into this side of the trunk

are little depressions that could be used as handholds.

~
A
~
~
close( room, east );

send_to_room( #vanish, find_room( 19064 ) );

act_tochar( #char, ch );

act_notchar( #rchar, ch );

~
E
vanish~
The path to the west mysteriously vanishes.

~
E
char~
The path through the heather closes mysteriously as you walk across it.

~
E
rchar~
The path $n arrived from mysteriously disappears.

~
!
1 0 2
A
clear~
path heather~
if( is_open( room, east ) )

  act_tochar( #already, ch );

else {

  act_tochar( #open, ch );

  act_notchar( #ropen, ch );

  open( room, east );

  send_to_room( #clears, find_room( 19064 ) );

  }

~
E
open~
You clear a small path through the delicate flowers.

~
E
ropen~
$n clears a small path through the delicate flowers to the east.

~
E
clears~
Someone clears a path through the flowers to the west.

~
E
already~
The path is already clear.

~
!
0 0 0
A
none~
none~
act_tochar( #climb, ch );

act_notchar( #rclimb, ch );

continue;

~
E
climb~
You climb the tree using the cuts in the trunk as handholds.

~
E
rclimb~
$n climbs up the tree using the cuts in the trunk as handholds.

~
!
3 0 16
-1
S

#19391
A Home High Within a Shuvana~
A large, open-plan house has been cut into the trunk of the Shuvana at

the widest point.  The tree is still alive around it, embracing the home

its its mighty branches.  The room seems to have been built long ago, in

a time forgotten to generations past.  The furnishings, however, seem new

and well maintained.  The decorations are cleverly made in sylvan colours

and blend in well.  A balcony is built out on a limb to the east, while

to the west stands a door.  Handholds carved into the tree's mighty trunk

can be climbed to the field of heather below.

~
If this is an elven home, you might want to change it a bit.  Check out

the elven city, they don't cut the wood generally, particularly not

living wood.  Its all carefully shaped/grown over many years.  - Talis.

Need to change.

~
301465605 1 8 0
D1
~
~
0 -1 19392 10 10 5
D3
thick wooden door~
thick wooden door west~
131 -1 19393 10 10 5
D5
~
~
1024 -1 19390 10 10 5
A
~
~
if( rflag( reset0, find_room( 19393 ) ) )

continue;

else

act_tochar( #try, ch );

~
E
try~
You try to open the door, but it is barred from the other side.  Perhaps

try knocking first?

~
!
8 0 8
A
knock~
door~
if( is_open( room, west ) )

  act_tochar( #already, ch );

else {

  act_tochar( #knock, ch );

  act_notchar( #rkn, ch );

  send_to_room( #knocks, find_room( 19393 ) );

  if( players_room( find_room( 19393 ) ) < 1 ) {

    set_rflag( reset0, find_room( 19393 ) );

    act_tochar( #opens, ch );

    }

  }

~
E
already~
The door is open...

~
E
knocks~
Someone quietly knocks on the door to the bedroom.

~
E
rkn~
$n quietly knocks on the bedroom door.

~
E
knock~
You knock quietly, yet firmly, on the bedroom door.

~
E
opens~
You hear a wooden bolt seemingly fall from behind the door.  Apparently

the room was deserted!

~
!
0 0 0
1499 17 1509949540 -2 0
-1
S

#19392
A Forest Balcony~
Open to the moon, sun, and weather, this balcony overlooks a field of

heather.  Also visible from this vantage is a pool of crystal blue to the

southeast.  To the west the light of a lantern beckons you through an

open archway.

~
need to change.

~
301465600 1 9 0
D3
~
~
0 -1 19391 10 10 5
-1
S

#19393
A Quiet Bedroom~
This small, cozy room appears to be a somewhat recent addition to this

home in the trees.  A large bed lies against one wall, and is engraved

with images of the forest.  Near the window is a small table with a vase

of beautiful dark purple flowers, their scent making the room one of true

peace and tranquility.  A heavy wooden bar can be moved to lock the thick

door to the east.

 

The room is lit dimly by a small candle, also on the table.

~
need to change.

~
301465605 1 9 0
D1
thick wooden door~
thick wooden door~
131 -1 19391 10 10 5
A
raise lift~
heavy bar~
if( rflag( reset0, room ) )

  act_tochar( #already, ch );

else {

  set_rflag( reset0, room );

  act_tochar( #raise, ch );

  act_notchar( #rraise, ch );

  }

~
E
already~
The bar is already up.

~
E
raise~
You raise the wooden bar.

~
E
rraise~
$n raises the wooden bar in front of the door.

~
!
0 0 0
A
lower~
heavy bar~
if( is_open( room, east ) ) {

  act_tochar( #hard, ch );

  end;

  }

if( !rflag( reset0, room ) )

  act_tochar( #already, ch );

else {

  act_tochar( #lower, ch );

  act_notchar( #rlower, ch );

  remove_rflag( reset0, room );

  }

~
E
already~
The bar is already lowered.

~
E
lower~
You bar the door.

~
E
rlower~
$n bars the door.

~
E
hard~
It's hard to do that when the door's open!

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

act_tochar( #hard, ch );

else

continue;

~
E
hard~
It's pretty hard to open a barred door, even from the inside.

~
!
0 0 0
1400 17 1509949540 -2 0
912 49 1509949540 -2 0
27 81 1509949540 -2 0
1500 113 1509949540 -2 0
1498 81 1509949540 -2 0
1498 81 1509949540 -2 0
1498 81 1509949540 -2 0
-1
S

#19394
In the Upper Branches of a Massive Shuvana~
After an arduous climb, you have managed to make it to the upper branches

of the shuvana.  The ground is a distant memory lost far beneath the

extensive canopy around and below you.  From here, you can see what

appears to be an endless vista of rolling greenery.  The tops of the

shuvana trees seem to form rolling hills and valleys as their height

varies.

~
~
335020032 3 5 0
D5
~
~
0 -1 19048 10 10 5
-1
S

#19395
Atop a Great Root~
You stand atop a huge, wide root that slants down into the dense foliage. 

Southwest you can see the root enter the thick bole of a massive shuvana

tree.  You can drop down off the root to the forest floor below it.

~
~
335020032 3 6 0
D4
~
~
0 -1 19048 10 10 5
D5
~
~
0 -1 19114 10 10 5
E
bole tree shuvana southwest~
The massive bole of the shuvana tree is covered by thick, protective

bark, yet several thick vines seem to have found purchase in it.  The

vines twine their way around and up into the branches of the tree high

above.

~
E
vines up~
The vines flourish and broad green leaves sprout from them.  They look

quite sturdy.  If you were caeful, perhaps you could use them to climb

into the branches of the tree.

~
E
root~
A really big tree root.  You're standing on it.

~
A
~
~
act_tochar( #climbing, ch );

continue;

~
E
up~
You begin the long, rigorous ascent using the thick vines for support.

~
E
up2~
After much hard work, you are much nearer to the lowest branches.

~
E
climbing~
The climb is strenuous, but the lush vines make it possible.

~
!
3 0 16
A
~
~
act_tochar( #down, ch );

act_notchar( #rdown, ch );

continue;

~
E
down~
You carefully work your way over the side of the root and back down to

the ground.

~
E
rdown~
$n climbs down the side of the root.

~
!
3 0 32
-1
S

#19396
Vintner's Shop~
A wide, relatively flat branch serves to make a fine floor.  Offshoot

branches seem to form natural half-walls to keep anyone from falling over

the edges.  Light from overhead filters down through the leaves of other

branches throwing a tapestry of dappled shadows across the impromptu

floor.  Someone has set up a counter off to one side with stools in front

of it.

~
For celebrations set a 100% reload for item 1645 with liquid set to

springwine.  The actions are already in place for it.  -Talis 

Oh yeah, don't reset it on the counter, reset it on the ground.

                                     -----

[Grimsza] hrmm.. type custom here.. I am getting "bottle" and "small bottle" should probably be bottles_of_ something.

~
301465667 3 9 0
D0
~
~
0 -1 19011 10 10 5
E
1 south 1 east 1 west~
The leaves and branches of trees stretch on as far as you can see in that

direction.

~
E
branches~
The branches have grown into an intermingled tangle that effectivly

prevent anyone, but the suicidal, from going over the edge.  They are

covered in lush green leaves. 

~
A
get~
stools counter all~
if( mob_in_room( 1247, room ) )

  act_tochar( #no, ch );

~
E
no~
Clenestil intervenes and asks "If you really feel the need to take

something, might I interest you in a bottle of fine wine?" 

~
!
0 0 0
A
fill refill~
~
if( obj_in_room( 1645, room ) ) {

  if( random( 1, 15 ) == 1 ) {

    act_tochar( #last, ch );

    act_notchar( #rlast, ch );

    acode( room, 3 );

    }

  }

continue;

~
E
last~
Looks like you used up the last of this cask as the last few drop trickle

out.

  

~
E
rlast~
Looks like $n has emptied the cask as the last few drop trickle out.

  

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

junk_obj( obj_in_room( 1645, room ) );

if( mob_in_room( 1247, room ) ) {

  wait( 1 ) ;

  act_room( #restock, ch );

  obj_to_room( oload( 1645 ), room );

  }

~
E
restock~
Clenestil removes an empty cask from the branches and places a new one in

its place.  He quickly taps a spigot into one end and announces, "Drinks

for the festivities, on the house!" 

   

~
!
0 0 0
1247 9 1509949540 3 0
24 17 1509949540 -1 2
24 17 1509949540 -1 2
114 17 1509949520 -1 2
23 17 1509949490 -1 2
1625 17 1509949540 -2 0
1625 17 1509949540 -2 0
1625 17 1509949540 -2 0
1626 17 1509949540 -2 0
-1
S

#19397
On the Bank of the Windlass~
The water cuts away at the bank here creating a steep, yet not dangerous,

descent into the Windlass.  Tufts of grass and plant find frail purchase

on the edge where erosion has worn away the softer soil leaving behind

hard earth.  Roots from nearby trees poke out of the side, hanging in

tangled masses just over and sometimes in the water.

~
~
301465600 3 9 0
D0
~
~
0 -1 19402 10 10 5
D3
~
~
0 -1 19304 10 10 5
E
water windlass river~
The crystaline waters of the windlass flow by bearing the occassional

leaf or twig upon it.

~
E
roots~
Roots, the things that anchor a tree to the ground and provide it water

and nourishment from the soil.  These happen to be sticking out of the

earth and resting in the flowing waters of the Windlass.

~
A
~
~
act_tochar( #sploosh, ch );

continue;

~
E
sploosh~
You use the tree roots for footing as you climb down into the chill of

the Windlass.

~
!
3 0 8
324 17 1509949540 -2 0
-1
S

#19398
On the Windlass~
The walls of the riverbed are steep and slick now, making it nearly

impossible to climb out.  The chill waters of the Windlass try to tug you

downstream along with the various leaves and sticks that float on its

surface.

~
~
301465600 8 9 0
D0
~
~
0 -1 19304 10 10 5
D1
~
~
0 -1 19399 10 10 5
324 17 1509949540 -2 0
-1
S

#19399
On the Windlass~
The swift bubbling current tugs at you as it flows southward searching

for another body of water to join.  Small waterbugs skitter along the

surface, fighting the currents, in search of a meal.  Occassionally one

disapears as a fish somewhere below surfaces suddenly for a tasty meal.

~
~
301465600 8 9 0
D2
~
~
0 -1 19400 10 10 5
D3
~
~
0 -1 19398 10 10 5
324 17 1509949540 -2 0
-1
S

#19400
On the Windlass~
Over the centuries the Windlass seems to have eroded the fertile ground

of the Vaasa.  The walls of the riverbed stretch above your head by

several feet.  Underfoot you can feel countless smooth pebbles, worn away

by the constant flow of water.

~
~
301465600 8 9 0
D0
~
~
0 -1 19399 10 10 5
D2
~
~
0 -1 19401 10 10 5
324 17 1509949540 -2 0
-1
S

#19401
On the Windlass~
The flow of the Windlass pick up rapidly, accompanied by a loud roaring

sound.  It is not until you catch yourself of a large dam of logs,

trapped by boulders, that you realize your narrowly avoided fate.  To the

south the sheer walls of the riverbed stop abuptly as the Windlass comes

to an abrupt, and dazzling, end and flows over the edge of a cliff to

form a spectacular waterfall.

~
BIG Waterfall here!  no go for players?

~
301465600 8 9 0
D0
~
~
0 -1 19400 10 10 5
E
waterfall 1 south 1 down~
Carefully leaning over the dam, you can just see over the waterfall. 

Jagged rocks, several scores of feet below, form the stopping spot where

the windlass resumes amidst a white spray of mist.  twin rainbows cascade

out of the spray of the dalling Windlass.  From this height you are

roughly eye-level with the canopy of the trees that line the lower valley. 

There seems to be no way down from here.

~
324 17 1509949540 -2 0
-1
S

#19402
Faint Trail~
The abundant greenery of the forest floor is broken where a

well-travelled trail winds its way through the vegetation.  The sheer

density of the undergrowth crossing the path impedes progress, however

the trail could be followed east or south with a little effort.  To the

north, a thin game trail leads into deeper vegetation.

~
remember to add clumps of herbs, and handfuls of sage cedar and cinnamon through here.

maye add some grapes

a few new Vaasa type mobs (fun fun fun!!!)

trail runs south and east 

~
301465600 3 9 0
D0
~
~
0 -1 19404 10 10 5
D1
~
~
0 -1 19403 10 10 5
D2
~
~
0 -1 19397 10 10 5
E
trail 1 east 1 south~
The trail is overrun with plants as if it is seldom used.  Fortunately

enough of it remains open to see where it generally is and you are able

to follow it either east or south from here.

~
E
game north~
Not much more than a small break in the greenery.  Animals must use this

way to pass through the woods.

~
E
greenery vegetation~
Countless varieties of plants; from low-lying ferns to large shrubs and

even massive trees.  In places you can make out stands of barberry among

the sumac.  In others you can see honeysuckle twining its way among the

alders, dogwoods, and shuvanas.

~
-1
S

#19403
Faint Trail~
A thin trail carves the only path through the dense vegetation of the

forest floor.  The small openings between the forest growths are barely

big enough for birds, rabbits and other small game to use.  Even deer are

restricted to the paths here.  The narrow path you traverse heads on only

a short way in either direction before it turns out of sight.

~
~
301465600 3 9 0
D1
~
~
0 -1 19411 10 10 5
D3
~
~
0 -1 19402 10 10 5
E
greenery vegetation ~
the variety is surprisingly diverse even in this small section of the

great forest.  Amidst the elms, oaks and shuvanas you see stands of

barberry, privet and honeysuckle.

~
E
1 west 1 east path trail~
It heads east and west for a short distance than turns out of sight. 

Leaves and branches from the honeysuckle and privet are the primary

offenders that cross the path in a rampant attempt to reclaim it for the

plants.

~
-1
S

#19404
The Vaasa~
The greenery of the forest rises up on either side of you clearly

defining the game trail upon which you travel.  Several breaks in the

line of tall grasses and leafy plants reveal the presence of a small

hollow to the west.  From this point it would be easy to push your way

through the plants and into the hollow, or continue along either north or

south along the small game trail.

~
~
301465600 3 9 0
D0
~
~
0 -1 19406 10 10 5
D2
~
~
0 -1 19402 10 10 5
D3
~
~
0 -1 19405 10 10 5
E
greenery plants~
Primarily large stands of elderberry and firethorn that fill the spaces

between the giant trees.

~
E
1 west~
Looks like a clearing that has formed around the base of a large oak tree.

~
A
~
~
act_tochar( #step_through, ch );

continue;

~
E
step_through~
You push aside some of the vegetation and make your way into the clearing.

~
!
3 0 8
-1
S

#19405
At the Base of an Oak Tree~
You stand in a small hollow in the woods, at the center of which stand a

large oak tree.  The ground about the base is littered in acorn

fragments, chewed through by foraging animals long ago.  Gnarled oak

roots occassionaly break the uniform surface of the ground.  Dense

vegetation surrounds the hollow on all sides except the east.  In that

direction the vegetation is thin enough to push through and reach what

seems to be a trail.

~
Oak Tree here is climbable.

~
301465600 3 9 0
D1
~
~
0 -1 19404 10 10 5
E
tree oak 1 up~
The oak, though obviously ancient, is dwarfed by nearby shuvana trees. 

Its nearest branches are still high overhead, yet enough rough

protrusions in the bark and several vines on its side might make it

possible to make the dangerous ascent up its sheer side.  If you could

just make it safely to the lower branches, the rest of the climb should

be relatively easy.

~
E
roots 1 down~
The gnarled roots are thick near the trees base, but get thinner as they

move away.  Acorn husks are scattered everywhere, but lie in greatest

profusion up against the roots where they gather in the small crevices.

~
E
greenery vegetation~
Surprisingly dense stands of hydrangea mingle with honeysuckle and

chokeberry to cut off passage in any direction except the east where you

can push through to an old game trail.

~
E
1 east~
You could push through the vegetation to the east easily enough and reach

a game trail that is just visible in that direction.

~
E
roots~
The thick bark of the tree covers the exposed roots as thoroughly as the

rest of it.  The roots break ground only briefly, to return back into the

earth within inches of where they surfaced.

~
E
acorns fragments ~
The empty husks left behind by hungry squirrels and the like.

~
A
climb~
oak tree 1 up~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #flying, ch );

  transfer( ch, find_room( 19465 ) );

  act_notchar( #fly_arr, ch );

  end;

  }

if( is_mounted( ch ) ) {

  send_to_char( #nomount, ch );

  end;

  }

if( find_skill( ch, climb ) > random( 4, 8 ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 19465 ) );

  act_notchar( #arr, ch );

  }

else{

  if( find_stat( ch, dex ) < 15 ) {

    if( random( 0, 10 ) < 4 ){

      act_tochar( #pain, ch );

      i = 2d5;

      act_notchar( #rmpain, ch );

      dam_message( ch, i, #dam );

      inflict( ch, mob, i, "falling" );

      }

    else{

      send_to_char( #fail, ch );

      act_notchar( #failed, ch );

      }

    }

  else{

    send_to_char( #fail, ch );

    act_notchar( #failed, ch );

    }

  }

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
fly~
You fly up into the canopy and find a branch to rest on.

~
E
flying~
$n flies up into the forest canopy and disapears.

~
E
fly_arr~
$n flies up and lands on one of the branches here.

~
E
nomount~
You can't do that while mounted.

~
E
char~
You carefully climb the tree until you find a good branch to stop a

moment and rest.

~
E
room~
$n carefully climbs an oak tree, disapearing into the canopy.

~
E
arr~
$n climbs up into the tree.

~
E
pain~
@RYou slip and fall from the tree back to the ground below.@n

~
E
rmpain~
@R$n slips and falls from the tree, landing hard on the ground.

~
E
dam~
The fall

~
E
fail~
You slip and almost hurt yourself as you attempt to climb the tree.

~
E
failed~
$n slips and almost gets hurt as $e tries to climb a tree.

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

continue;

~
E
push_through~
You push aside some vegetation and make your way to the trail.

~
!
3 0 2
672 17 1509949500 -2 0
672 17 1509949460 -2 0
-1
S

#19406
The Vaasa~
A thin game trail arcs to avoid the massive roots of an ancient shuvana

tree.  small, green plants have begun to grow in the nooks and hollows

created where the huge roots fold over and under each other.  The whole

effect begins to look like a terraced garden of sorts, only the growth is

all wild and unplanned.  The game trail leads away from here heading east

and south.

~
~
301465600 3 9 0
D1
~
~
0 -1 19407 10 10 5
D2
~
~
0 -1 19404 10 10 5
E
plants nooks hollows root terraced garden growth~
The small plants are numerous in the ample space created by the nooks and

hollows of the root.  They range in variety and color here as much as

anywhere else in the vastness of the Vaasa.  Miniature stands of

cinquefoil and azalea seem most predominant though, their white and pink

flowers a contrast the the dark bark of the root.

~
-1
S

#19407
Faint Trail~
Cool drops of dew fall from overhead plants, relieving you of some of the

heat.  All about you, the massive boles of giant trees rise up out of a

lush carpet of greenery that stands as tall, and often taller than, you. 

There is an old trail here that runs off into the woods heading north and

east.  A low break in the vegetation to the west is all that defines an

old game trail leading deeper into the woods.

~
Faint trail runs north and east here.

that stands as tall as, and often taller than, you.

~
301465600 3 9 0
D0
~
~
0 -1 19408 10 10 5
D1
~
~
0 -1 19409 10 10 5
D3
~
~
0 -1 19406 10 10 5
E
greenery~
Oleaster, alder and buckthorn seem most prevalent though other plants are

readily appearant to the observant viewer.

~
E
1 west vegetation~
A narrow break in the greenery is all that marks the start of an old

animal trail leading to the west.

~
E
trail 1 north 1 east~
The trail looks long unused because of the many branches that cross it

unbroken to the north and east.  Testing a branch nearby you can tell

that appearances can be deceiving as the branch springs easily back into

place after you pass with an impressive resilience.

~
A
~
~
act_tochar( #tunnel, ch );

continue;

~
E
tunnel~
@g

As you push through the plants trying to overrun the trail you find

youself suddenly under several arcing shuvana roots the vegetation

concealed from sight.

~
!
3 0 1
-1
S

#19408
Faint Trail~
The massive roots of an immense shuvana tree arc overhead forcing you to

duck under them in several places as you follow the trail.  Patches of

moss have found purchase on the underside of the roots in the deep

shadows that know little or no light.  The natural tunnel runs for nearly

a score of feet with only occassional breaks in the walls and roof where

the roots pull apart and weave back together.

~
~
301465600 3 9 0
D0
~
~
0 -1 19428 10 10 5
D2
~
~
0 -1 19407 10 10 5
E
moss 1 up roots~
The moss is thick with this season's new growth.  Small red buds hang

down from stiff red stems where tiny flowers will soon open their blooms

to the world for the first time.  The underside of the great shuvana

roots are barely visible through the plush swathe of moss covering it.

~
E
greenery plants bushes vegetation~
The greenery consists of the large, moss-covered roots arcing low

overhead.  The only other plants are a few small buckthorn specimens that

have found small patches of light to grow in beneath breaks in the roots. 

The leaves strive to reach the narrow breaks in the roots overhead that

yield up life-giving light.

~
A
~
~
act_tochar( #leaving, ch );

continue;

~
E
leaving~
@g

Moving the barricade of plants aside, you step out from under the roots.

~
!
3 0 5
-1
S

#19409
Faint Trail~
The thick woodland growth has directed the path of the trail over the

years as it prevented people and animals from walking in any direction

they choose.  In past years constant use of the path kept it denuded of

the vegetation thqt has once again begun to overtake it.  The thick

branches filled out with lush greenery form an effective barricade on

either side of the trail.

~
~
301465600 3 9 0
D2
~
~
0 -1 19410 10 10 5
D3
~
~
0 -1 19407 10 10 5
E
greenery vegetation branches barricade~
The vegetation appears to consist primarily of common barberry.  Amidst

the sharp thorns of the barberry, the trees stand unmollested protected

by their thick bark.

~
E
path~
It curves a bit now running west and south amidst the greenery.

~
-1
S

#19410
Faint Trail~
The trail meanders a bit as it is forced to avoid growing trees and a few

water-filled dips in the ground.  The gentle arcs in the path are

overshadowed by low hanging branches from nearby bushes and young trees

providing the suggestion of arches just overhead.  In the midst of one

swaying curve you can make out a break in the greenery to the east, as if

a clearing were just on the other side of the thin barrier of leaves and

branches.

~
~
301465600 3 9 0
D0
~
~
0 -1 19409 10 10 5
D1
~
~
0 -1 19420 10 10 5
D2
~
~
0 -1 19411 10 10 5
E
water dips water-filled~
Shallow puddles of murky water filled with things best left untasted. 

There is too little in any one place to gather a fair drink from.  what

remains are slippery little mud slicks that offer a nuisance best walked

around.

~
E
bushes~
The branches of such shrubs as leatherleaf and huckleberry overhang the

trail withing grasping distance if you were so inclined.

~
E
1 east clearing~
A break in the narrow-leaved branches of leatherleaf provides a partial

view of an opening to the east.  A strand of the leatherleaf's white

bell-shaped flowers frame the view with near perfection.

~
-1
S

#19411
Faint Trail~
Verdant green leaves line, and often overlay, the thin trail that

stretches away north and west.  Branches from unruly bushes are numerous

enough that it is nearly impossible to push them all out of the way.  The

result is that you are constantly poked, prodded and snagged by little

branches every step of the way.

~
trail runs north and west here

~
301465600 3 9 0
D0
~
~
0 -1 19410 10 10 5
D2
~
~
0 -1 19412 10 10 5
D3
~
~
0 -1 19403 10 10 5
E
bushes branches greenery vegetation~
The unruly branches of the leatherleaf and the privet snag at you even as

your feet tend to get tangled in the lower branches of the honeysuckle

snaking its way slowly onto the path.  While the heavier branches are a

direct nuisance, the subtle way the honeysuckle has of getting tangled

about your legs is a more insinuous threat.

~
-1
S

#19412
The Vaasa~
The broad leaves of the plants here provide cooling shade as well as

managing to obscure sight.  Though packed close enough to prevent getting

much of an idea what may lay ahead in any direction, the broad leaves

hang loosely enough to be easily pushed aside to let you walk onward.  To

the south and west the thick, tangled roots of ancient shuvanas impede

your progress forcing you to choose some other direction.

~
~
301465664 3 9 0
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~
~
0 -1 19411 10 10 5
D1
~
~
0 -1 19413 10 10 5
E
broad leaves plants~
The plants seem to be a particularly broad-leaved variety of witch-hazel. 

Narrow-leaved pale yellow flowers grow from their buds among the broad

leaves.

~
-1
S

#19413
The Vaasa~
The broad-leaved plants grow thick together here, often impeding your

progress.  Frequently you have to backtrack a few steps before you can

find a way forward again.  To the south the greenery comes to an abrupt

halt where an overhanging shuvana root casts its deep shade.

~
~
301465664 3 9 0
D2
~
~
0 -1 19414 10 10 5
D3
~
~
0 -1 19412 10 10 5
E
broad leaf leaved plants greenery~
The greenery seems to be mostly a broad-leaved variety of witch-hazel,

though you can see several chokeberry bushes nearby as well.

~
E
1 south shuvana root~
You can glipse the root between the occassional breaks in the greenery as

it rises over the shrubbery like some wooden idol in worship of the trees

that surround you.

~
-1
S

#19414
The Vaasa - Under a Shuvana Root~
You stand, more or less crouch really, under a low hanging and quite

broad shuvana root.  The massive root forms a cave of sorts where the

near total darkness has detered the growth of more plants.  The overhead

root arcs up from the west and stretches off to the east, while another

root to the south closes off the back of this artificial cave.

~
~
301465604 3 9 0
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~
~
0 -1 19413 10 10 5
D1
~
~
0 -1 19415 10 10 5
E
root 1 up~
Moss has found purchase in several places amidst the crenelations on the

underside of the root's dark bark.  Perhaps use with an open flame sould

be carefully moderated in here lest it catches on fire and falls down

upon you to see if you burn well.

~
E
1 east~
The root curves back into the ground somewhere east of here.

~
E
1 north~
The broad leaves of the witch-hazel neatly conceal sight of anything past

the end of the cave.

~
-1
S

#19415
The Vaasa - Under a Shuvana Root~
You hunch over under the low hanging massive root that looms overhead. 

For all its massive size, it manages to hold itself up easily.  It arcs

out of the ground to the east stretches off to the west.  Where there

should be another opening to the south, another massive root blocks the

opening turning this into a cave.

~
~
301465604 3 9 0
D0
~
~
0 -1 19416 10 10 5
D3
~
~
0 -1 19414 10 10 5
E
root 1 up~
Moss has found purchase in several places amidst the crenelations on the

underside of the root's dark bark.  Perhaps use with an open flame sould

be carefully moderated in here lest it catches on fire and falls down

upon you to see if you burn well.

~
E
1 west~
The root curves back into the ground somewhere west of here.

~
E
1 north~
The broad leaves of the witch-hazel neatly conceal sight of anything past

the end of the cave.

~
-1
S

#19416
The Vaasa~
Broad-leaved plants hinder sight and impede progress with their mingling

branches.  Fortunately the intertwined branches are flexible and can be

separated with some effort.  Through a break in the branches it is

possible to see the massive roots of a shuvana tree off to the south.

~
~
301465664 3 9 0
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~
~
0 -1 19417 10 10 5
D1
~
~
0 -1 19418 10 10 5
D2
~
~
0 -1 19415 10 10 5
E
plants greenery vegetations broad-leaved~
The leaves on the mingling branches seem to identify these plants as some

sort of witch-hazel though there is plentiful evidence that they are not

the only plants in the area.  the serrated edges of raspberry leaves

mingle as freely with the witch-hazel as do the narrow ground-level

leaves of the St. John's-wort growing here.

~
E
1 south root shuvana~
You can glipse the root between the occassional breaks in the greenery as it

rises over the shrubbery like some wooden idol in worship of the trees

that surround you.

~
2441 17 1509949540 -2 0
-1
S

#19417
The Vaasa~
Deep within the Vaasa, you are surrounded on all sides by the trunks of

the giant shuvana trees.  When it is possible to see the bases of the

mighty giants, each seems to rise out of a dense tangle of lush greenery

where the occasional roots arc out like a spray of water from a fountain. 

Though no trail lines the way, the forest growth seems to create a

natural passage that will lead you north or south from here.

~
~
301465664 3 9 0
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~
~
0 -1 19419 10 10 5
D2
~
~
0 -1 19416 10 10 5
E
vegetation plants tangle greenery~
The dense tangle of vegetation consists primarily of thick raspberry

stands mingling with honeysuckle.  The raspberry plants seem the more

troublesome of the two as the thick, thorny bushes have a tendancy to

cross the path at every opportunity forcing you to backtrack often or

face their thorny ire.  The occasional stand of witch-hazel is

interspersed among the growth, but seems heavier to the south and

southwest.

~
E
shuvana~
The shuvana are the mighty giants of the Vaasa.  The dark bark of their

massive boles stretch high into the forest canopy overhead.

~
2441 17 1509949540 -2 0
-1
S

#19418
The Vaasa~
The broad leaved plants around you hinder sight nearly completely now as

they grow even closer together.  Every step you take involves a few

moments of work untangling the mesh of braches that have spent years

growing together.  Rapid, darting movements within the branches

accompanied by the flutter of wings startle you each time a bird takes

flight from its hidden perch within the greenery.

~
new witch-hazel and St. John's-wort

Acode for moving through room, untangling witch-hazel every step

needs more rdescs.

~
301465664 3 9 0
D1
~
~
0 -1 19453 10 10 5
D3
~
~
0 -1 19416 10 10 5
E
bushes branches greenery vegetation plants shrubbery foliage~
The relatively smooth-barked branches of the fifteen foot tall

witch-hazel plants are criss-crossed and mingled until they form a tough

mesh.  Sheer strength alone is not enough to bully your way through the

tangle.  Only through diligent work can you move enough branches to force

your way through the next few steps.  Mingling lower among the tangling

grenery the narrow leaves and fluffy yellow flowers of St.  John's-wort

add their own distinctive touch.

~
2441 17 1509949470 -2 0
-1
S

#19419
The Vaasa~
The dense tangle of woodland greenery completely surrounds you.  Large

bushes with variegated green and magenta leaves mingle with shorter,

broad leaved plants.  The great boles of giant shuvana trees rise out of

the hills and valleys formed by the shrubbery like mighty pillars high

into the canopy.

~
~
301465664 3 9 0
D2
~
~
0 -1 19417 10 10 5
D3
~
~
0 -1 19420 10 10 5
E
greenery tangle dense shrubbery~
The greenery consists primarily of currant, diapensia and knotweed

growing in profusion about the lower levels of the dawnberry bushes.

~
E
variegated green magenta leaves bush~
The dawnberry bushes with the variegated green and magenta leaves seem to

overshadow the smaller variety of greenery in the area.

~
E
shuvana~
Immense trees that grow only here in the Vaasa amidst the magical nature

of the land and the elves.  The tall oaks standing next to them look

small in comparison.

~
-1
S

#19420
Small Clearing by a Fallen Oak~
The remains of a fallen oak rests on the ground offering a relatively

comfortable place for bipeds to sit a while and admire the view.  The

fall of the oak managed to crush several of the bushes and small trees in

its path providing a small clearing of sorts.  Where a few crushed bushes

still manage to grow the branches of new growth and of old growth, still

struggling to recover from the devastating blow, hang over the fallen

bole.

~
~
301465600 3 9 0
D0
~
~
0 -1 19421 10 10 5
D1
~
~
0 -1 19419 10 10 5
D3
~
~
0 -1 19410 10 10 5
E
greenery shrubbery plants bushes branches~
The plants around the perimeter seem to consist primarily of leatherleaf,

with its thin green leaves and small, white bell flowers and knotweed

with its broad, spade-like flowers and chains of small flowers.

~
E
view~
The view is pretty much what you'd expect of a forest.  Trees, shrubs,

and various other flora.  In places you see branches and leaves shifting

from either a gentle breeze or the occasional squirrel or other specimen

of wildlife.

~
E
crushed~
The crushed bushes seem to be the remains of a stand of leatherleaf. 

Though the perimeter of the small clearing is lined with it, the

specimens under the fallen tree are hampered in their growth by its bulk.

~
A
get take lift~
fallen oak tree~
act_tochar( #no, ch );

act_notchar( #haha, ch );

wait( 1 );

loop( all_in_room ) {

  if( rch != ch )

    interpret( rch, "laugh ";ch );

  }

~
E
no~
Strain as you might, the fallen oak is far too heavy for you to lift. 

Perhaps if you had a team of twenty strong ents they could manage it.

Then again, perhaps they couldn't either.  Its a rather heavy log.

~
E
haha~
$n makes a serious effort to lift a fallen oak that is at least twenty

times $s mass.  As $s hace beings to turn purple at the strain of the

futile attempt you can't help but laugh at the ludicrousness of the

situation.

~
!
0 0 0
2240 17 1509949540 -2 0
-1
S

#19421
The Vaasa~
You are encircled by the prodding and poking branches of leafy bushes. 

Beneath you is a lush carpet of mosses, grasses and weeds.  Overhead is

the verdant canopy obscures sight of the sky.  The dense forest growth

surrounds you on all sides.

~
leatherleaf

~
301465600 3 9 0
D1
~
~
0 -1 19422 10 10 5
D2
~
~
0 -1 19420 10 10 5
E
bushes branches greenery vegetation plants shrubbery foliage~
The prodding and poking branches turn out to be the branches of many

densely packed leatherleaf shrubs.  The narrow leaves, though not so

tightly clustered as some growths, grow in such profusion that they

quickly obscure sight.  As you move about the leaves brush against you;

somewhat rough-textured with scores of tiny dots covering their surface.

~
E
leaves leaf~
The leaves are longer than they are wide, and rounded at both ends giving

them a narrow appearance.  The surface of the leaves are textured with

many small bumps which give them a rough, almost leathery feel.  Though a

few of the leaves have curling brown ends where insects have devoured

them, most of them are a healthy green.

~
E
mosses grasses weeds 1 down~
Despite the ample vegetation you can make out the rare patch of bare soil. 

The grasses are short, and pale existing on as little sunlight as

possible this far down in the forest growth.  The moss, in striking

contrast, is a vibrant green and must subside on the nutrients in the

soil moreso than the sunlight to have such a healthy appearance in an

area so long devoid of direct sunlight.

~
E
canopy 1 up~
High overhead the canopy forms a sky of green.  No seem or break mars the

completeness of the mighty trees' crowns.

~
E
sky~
The forest canopy is in the way.

~
-1
S

#19422
The Vaasa~
A spray of color forms where countless little flowers, the largest

growing no bigger than an inch across, grow from various points on frail

vines.  The twining vines wrap their way up around the boles of the oaks,

maples and shuvanas nearby in great profusion, nearly hiding the trees

from sight.

~
add pick flower code.  Use flowers as pretties or maybe as a custom

somewhere?

waning leatherleaf from west.  Grass from north.  New plant eastward.


vegies

~
301465600 3 9 0
D0
~
~
0 -1 19423 10 10 5
D1
~
~
0 -1 19424 10 10 5
D3
~
~
0 -1 19421 10 10 5
E
flowers~
There are literally thousands of flowers growing from the abundance of

vines.  The colors range from a soft lavenders and periwinkle blues to

bright yellows and bold crimsons.  In the middle of each little five

petaled flower are striations of deeper colors that nicely offset the

little blossoms.

~
E
vines~
The flower-bedecked vines are actually quite frail when you look closely

at them.  Their thin, wispy runners would provide no sense of support for

climbing use, though they do seem sturdy enough for the blossoms that

grow from them.

~
E
trees oaks maples shuvanas~
A multitude of trees surround you.  This is, after all, a forest.  Among

their number you count many types of trees, from elm and maple to yew and

ash, though most notable of all are the giant shuvanas that make even the

oaks appear small in contrast.

~
-1
S

#19423
The Vaasa~
A break in the nearly seemless mass of the canopy high overhead provides

quite a dramatic change in the level of light.  In daylight the break

provides a swath of light wherein flattened grasses show that animals

must like to rest.  At night the difference must be equally striking as

the only star and moonlight to reach the forest floor breaks the complete

darkness that exists everywhere else. 

~
~
301465600 3 9 0
D2
~
~
0 -1 19422 10 10 5
D3
~
~
0 -1 19425 10 10 5
E
break canopy 1 up~
A break in the forest canopy is visible as an absence of leaves while the

densely packed leaves of the trees conceals all us from sight high above.

~
E
grasses flattened 1 down ground~
The lush, green grasses growing here lay at odd angles from repeated

pressing into the ground.  Oval depressions form amidst straighter stalks

where animals have decided to lay down to bask or nap here during

daylight hours.

~
E
bushes branches greenery vegetation plants shrubbery foliage~
Though thick bushes grow nearby, the dominant plant lining the trail

seems to be a lush green grass that grows several feet high in places. 

The healthy grass bends easily to oncoming people and animals making this

section of the woods perhaps easier to cross than some of the overgrown

trails you've seen.

~
-1
S

#19424
The Vaasa~
Sheltered in the deep of the Vaasa, you are surrounded on all sides by

lush vegetation.  Green and brown vines wrap themselves around tall trees

hoping to reach the pure sunlight high over head.  Small wildflowers

blossom in random spatterings along the forest floor alongside stands of

wild grasses and moss.

~
climb vine to go up here.


vegies

no.mob to keep birds in the tree.

~
301465608 3 9 0
D1
~
~
0 -1 19444 10 10 5
D3
~
~
0 -1 19422 10 10 5
E
vines~
The vines are alive, though somewhat frail in this world where sunlight

is hard-won.  Most are unclimbable, though a few show promise and perhaps

you could climb one of them.

~
E
wildflowers~
Small flowers growing in clusters wherever their seeds fell, they have

produces small oasises of color amidst the lush greenery of the Vaasa

forest floor.  The majority of them seem to be a sky blue color, though

others in pinks and soft yellows are scattered throughout as well.

~
E
grasses moss~
The grasses and moss that grow here look much as it does everywhere else. 

They range in colors from lush green to light yellow or even brown.  In

the deep shade of the forest floor its amazing that anything at all

manages to grow.

~
E
trees elms~
A stand of elms that grow rather large for their species, though they

still look small in comparison to nearby shuvanas.  A tangle of vines

have sent creepers spiraling up the sides of some of the nearby elms.

~
A
~
~
wait( random( 3, 8 ) );

i = random( 1, 2 );

if( i == 1 )

act_room( #animal, ch );

if( i == 2 )

act_room( #rustling, ch );

~
E
animal~
The shrill chittering of some small forest animal momentarily breaks the

tranquil silence of the woods.

~
E
rustling~
With an explosive suddeness the branches and leaves on several shrubs

shake violently as something large dashes through the growth.

~
!
1 0 10
A
climb use go~
1 up vines~
if( !cflag( 68, ch ) ) {

  set_cflag( 68, ch );

  act_tochar( #climb, ch );

  act_notchar( #rclimb, ch );

  send_to_room( #attempt, find_room( 19487 ) );

  wait( 1 );

  if( find_skill( ch, climb ) > 4 ) {

    if( random( 1, 4 ) == 1 ) {

      act_tochar( #success, ch );

      act_notchar( #rsuccess, ch );

      transfer( ch, find_room( 19487 ) );

      act_notchar( #arr, ch );

      remove_cflag( 68, ch );

      end;

      }

    }

  act_tochar( #snap, ch );

  interpret( ch, "scream" );

  act_notchar( #thud, ch );

  send_to_room( #failed, find_room( 19487 ) );

  i = 1d3+2;

  dam_message( ch, i, "the fall" );

  inflict( ch, mob, i, "a fall from a tree" );

  remove_cflag( 68, ch );

  }

else

  act_tochar( #not_now, ch );

~
E
climb~
You select a vine that looks as if it could hold some weight and begin

your careful ascent.

~
E
rclimb~
$n inspects a few vines, decides on one and begins a careful ascent up

the vine.

~
E
success~
The vines nearly gives a few times, but you do make it to the lowest

branches of a nearby elm.

~
E
rsuccess~
After a few close calls, $n finally makes it safely to the lowest

branches of an elm.

~
E
arr~
$n finally makes it to the lower branches of this tree.

~
E
snap~
You make it a good way up towards the lower branches before the vine

snaps, sending you plummeting to the ground.

~
E
thud~
With an audible tearing sound the vine rips away from the tree and $n

comes plummeting to the ground.

~
E
attempt~
On the forest floor below you can see $n making an attempt to use a vine

to climb up into the branches of this tree.

~
E
failed~
With an audible tearing sound you see the vine $n was climbing tear away

from the tree and they plumet to the ground where they raise a small

circular plume of dust around them.

~
E
not_now~
You are a bit busy to begin climbing another vine right now.

~
!
0 0 0
A
~
~
if( cflag( 68, ch ) )

  act_tochar( #not_now, ch );

else

  continue;

~
E
not_now~
You are a bit busy climbing vines right now to just leave.  You'll have

to get down first.

~
!
3 0 63
-1
S

#19425
The Vaasa~
Amidst the variety of shrubs and trees a multitude of flowers has taken

root on the shallow hillside.  The flowers seem to have sprung up in an

area curiously denuded of larger greenery and rest nestled amidst low

lieing weeds in dark soil.  The relative spaciousness caused is

shortlived, however, as the dense foliage quickly recovers at the

periphery of the colorful growth.

~
~
301465600 3 9 0
D0
~
~
0 -1 19426 10 10 5
D1
~
~
0 -1 19423 10 10 5
E
flowers~
Fragrant clusters of little flowers with blossoms of blue, violet and

amber.  Each bloom has precisely five petals growing from its short stalk

measuring anywhere from one to four inches from where it meets the dark

soil.

~
E
soil~
The dark soil lays in a long swath along the ground and seems to be the

bed for the mass of colorful flowers.  The patch of soil doesn't seem to

have been transported here, rather it seems a natural result of a decayed

tree in its final stage.  Whatever shrubs once held dominance in this are

must have fallen prey to the toppled giants that now provide nutrients

for the new growth.

~
E
weeds~
Broad leaves with little spikes around their fringe lay close to the

ground covering large sections of the dark soil.  The weeds seem to be

vieing with the flowers for control of the fertile soil.  At this point

it seems to remain a stalemate as to which will win.  Perhaps if you are

willing to sit here and wait a season or so you will find out which wins

out, the weeds or the flowers.

~
E
bushes branches greenery vegetation plants shrubbery foliage~
Around the periphery you see dense clusters of shrubs ranging in all

sizes and manners.  Glossy green-leaved azaleas sprouting colorful

flowers mingle with stands of broad-leaved knotweed and berry-laden

elderberry bushes.

~
A
pick~
flower~
act_tochar( #ouch, ch );

act_notchar( #rouch, ch );

dam_message( ch, 1, "the prickly weed" );

inflict( ch, mob, 1, "killer weed" );

~
E
ouch~
As you reach for a flower the leaves of the nearby weeds suddenly snap

upwards attempting to clasp your hand.  Being the stronger you easily

pull away, but not without first feeling their prickly spines first.


~
E
rouch~
$n reachs for a pretty flower only to yank $s hand back suddenly when the

weeds try to wrap their leaves around $s hand.


~
!
0 0 0
-1
S

#19426
The Vaasa~
The immense boles of shuvana trees are intermingled with younger species

like oak and elm providing a treescape of many layers.  Around you and

overhead the bushes and younger trees provide several layers of random

growth.  Above the mass of growths the tiers of life become more orderly

as the mature trees top out at average heights.  The oaks, slightly

taller than the elms, overshadowing their smaller siblings and highest of

all the immense mass of the shuvanas hiding the sky.

~
need extra for elms *sigh*  where's my tree book!

~
301465600 3 9 0
D1
~
~
0 -1 19464 10 10 5
D2
~
~
0 -1 19425 10 10 5
D3
~
~
0 -1 19427 10 10 5
E
bushes branches greenery vegetation plants shrubbery foliage~
The serrated-edged leaves and bramble-laden branches quickly distinuish

the raspberry plants that are rapidly taking over this small corner of

the woods from the less painful flora.  Smaller stands of elderberry and

spicebush are visible in various directions but it seems the raspberry

bushes are wining out over all.

~
E
oak~
A tree perhaps considered large anywhere else in the world, the oak is

little more than a small cousin compared to the ancient shuvanas.  Acorn

fragments littler the ground around the bases of the oaks, victims of

hungry squirrels.

~
E
shuvanas~
The largest known trees in the realms, are these mighty giants found only

here in the Vaasa.  The smooth bark of their boles stretches high above

the tops of most other trees before the lowest branches even begin to

branch outward.

~
2441 17 1509949540 -2 0
-1
S

#19427
The Vaasa~
Forest greenery in all its many forms surrounds you as far as the eye can

see.  As you wander aimlessly through the woods you are forced to move

aside branches hold broad green leaves, narrow yellow-green leaves, and

thick fern-like leaves with a burgandy hue lining each stem.  The variety

appears nearly endless as you find at one moment you trod on gentle

grasses and the next a variety of soft, spongy brown moss.

~
~
301465600 3 9 0
D1
~
~
0 -1 19426 10 10 5
D3
~
~
0 -1 19428 10 10 5
E
bushes branches greenery vegetation plants shrubbery foliage~
The shrubbery is nearly completely dominated by spiceweed and sweet shrub

in various stages of growth and development.  The fragrance of the two

plants fill the air with an almost cloying sweetness due to the profusion

with which they fill the area.

~
A
~
~
act_tochar( #plant, ch );

continue;

~
E
plant~
@g

You work at pushing aside branches with every step to move onward.

~
!
3 0 15
-1
S

#19428
Faint Trail~
You hear the gentle sussurration of leaves as one of the forest animals,

a raccoon perhaps, makes its way unseen through the bushes nearby.  Broad

leaves grow close together on the densely packed bushes that make up the

vegetation.  In places, the vegetation threatens to completely obscure

the faint north-south running trail.

~
trail runs north-south here

~
301465600 3 9 0
D0
~
~
0 -1 19429 10 10 5
D1
~
~
0 -1 19427 10 10 5
D2
~
~
0 -1 19408 10 10 5
E
vegetation plants bushes greenery~
This little corner of the world seems to have been taken over by a grove

of sweet shrub and spiceweed.  Amidst the large plants that seem to

dominate this place smaller yellow-root shrubs poke through.  The

yellowish bark and stems of the small yellow-root contrasting with the

deeper shades of green produced by the dominant plants.

~
E
leaves~
The leaves of the sweet shrub are a deep green and soft on the underside. 

Where they come together at the stem you can sometimes find its red brown

strawberry-scented flowers.  The somewhat larger spiceweed, gorwing up to

about fifteen feet, has flowers of a lighter shade that nicely show off

its light yellow flowers and red berries.  At ground level the primarily

green coloration of the flora shifts to yellow where the smaller

yellow-root shrubs peek through.

~
A
~
~
act_tochar( #tunnel, ch );

continue;

~
E
tunnel~
@g

As you push through the plants trying to overrun the trail you find

youself suddenly under several arcing shuvana roots the vegetation

concealed from sight.

~
!
3 0 4
A
~
~
act_tochar( #offtrail, ch );

continue;

~
E
offtrail~
@g

You push through the plants making your way off the north-south running trail.

~
!
3 0 2
-1
S

#19429
Faint Trail~
The forest growth seems somewhat less dense here forming a gentle glade

split by a faint trail.  The soft plants and grasses are flattened in

places where deer and other animal have recently laid down to sleep. 

Towards the periphery the small glade is unevenly ringed by dense forest

growth of thick bushes and massive trees.

~
~
301465600 3 9 0
D0
~
~
0 -1 19430 10 10 5
D2
~
~
0 -1 19428 10 10 5
E
ring periphery shrubs bushes growth~
Most of the plants along the periphery are large sweet-shrub plants

filling the air with an aromatic scent.  Tufts of red appear amidst their

deep green leaves where the flowers have grown.  An occassional, lonely

spiceweed overshadows the over shrubs seperated from its kin by the

clusters of sweet shrub.

~
E
trees~
An immense shuvana grows nearby to the southwest and others are visible

nearby as well.  Closer at hand you can see other trees too; oaks, elms,

birch and maple making up the majority of the nearby trees.

~
E
grasses greenery~
Bushes ring the gentle glade obscuring it from easy sight.  The soft

grasses inside are cropped to a tolerable height by the constant grazing

of animals that come here to rest.  Flattened grasses show where animals

have lay down to rest, by the size probably a small herd of deer.

~
-1
S

#19430
Faint Trail~
The faint trail narrows considerably as forest growth does its best to

reclaim the fertile soil.  Untended branches grow partway into the trail

and have to be moved aside or you run the risk of getting poked in the

eye.  Underfoot, the ground is covered in large mossy patches showing the

few people have walked this way to tear the ground with their hardened

footwear.

~
Underfoot, the ground is covered in large mossy patches which show

evidence that a few people have walked this way to tear the ground

with thier hardened footwear.

~
301465600 3 9 0
D1
~
~
0 -1 19431 10 10 5
D2
~
~
0 -1 19429 10 10 5
E
bushes branches greenery vegetation plants shrubbery~
Most of the branches that bar the trail belong to the sweet shrub plants

that live here, their red-brown flower giving off a scent like

strawberries.  Mingling with the sweet shrub, stands of fragrant sumac

also grow dense enough to become a nuisance as each tripping step release

their scent into the air.

~
E
moss~
The moss has a marbled pattern of swirling yellows and greens where

several closesly related species vie for control of the moist ground.

~
-1
S

#19431
Faint Trail~
An animal trail runs east and west here winding its way around many

shuvana roots, some of which are quite large.  There is a vague

impression that the trail also broke away north from here, but the dense

undergrowth has reclaimed it now.  To the east, the trail disapears into

the shadows cast by one of the great shuvana roots.

~
To the east, the trail disappears

~
301465600 3 9 0
D0
~
~
0 -1 19432 10 10 5
D1
~
~
0 -1 19433 10 10 5
D3
~
~
0 -1 19430 10 10 5
E
bushes branches greenery vegetation plants shrubbery undergrowth~
The trefoil pattern of rounded-edged leaflets of fragrant sumac form the

majority of the undergrowth.  Whatever nutrients the plants seek must be

found in abundance here where the plants have overrun nearly everything. 

The dense bushes grow as tall as eight feet in several areas and would

form a formidable task for either a nimble elf or a strong ent to pass

through.

~
E
roots shuvanas~
The roots of the shuvanas stretch far from the base of their great boles

and even this far out they are large enough to be a hindrance.  Between

the dense vegetation in the area and the meanderings caused by the

presence of abundant shuvana roots the trail is easily lost, only to be

found again through perseverence.

~
E
1 north trail~
Between the desnsely packed greenery that thrives in this section of the

woods and the large roots that force the trail to meander about it is

hard to keep track of where the trail actually exists.  In places it

seems to disapear completely in the wild growth only to continue again a

few paces away.  Through a break in the greenery it almost looks as if

the trail once led northward as well, but has now been completely

consumed by the abundant shrubbery.

~
A
~
~
act_tochar( #root, ch );

continue;

~
E
root~
@g

You push through the densely packed fragrant sumac and find yourself

under the dark canopy of a shuvana root that arcs right overhead.

~
!
3 0 2
415 17 1509949485 -2 0
-1
S

#19432
The Vaasa~
The great boles of the shuvana trees surround you, visible as great

columns reaching skyward out of the dense foliage that enmeshes you. 

Leafy vegetation and thick shrubbery offer excellent concealment for the

animals and beings that dwell here.  The constant rustling of branches

and leaves around you by unseen sources is ample evidence of the

effectiveness of the concealment.

~
Talis, you feeble-minded addle-brained dolt.. its C O L U M N, not collumns. -Talis

~
301465600 3 9 0
D0
~
~
0 -1 19463 10 10 5
D2
~
~
0 -1 19431 10 10 5
E
boles shuvanas trees~
The shuvanas lance upwards out of the greenery like great pillars holding

up the emerald canopy that is the sky of this forest realm.  Smaller

trees like oak and ash try to grow where they can, mingling with the

shuvanas but looking nothing so much like large bushes in contrast to

their larger cousins.

~
E
bushes branches greenery vegetation plants shrubbery foliage~
The foliage is a blend of countless varieties common to the region,

though a few seem to be gaining a greater claim than others.  Among the

larger groupings you see stands of sweet pepperbush dotted with clusters

of little white flowers.  Greenish-yellow leaves tipped with a pink blush

dot the branches of the abundant mensiesia bushes creating a nice

contrast to the sweet pepperbushes.  Southward the way seems dominated by

growths of frarant sumac that only grow denser the further you go in that

direction.

~
A
~
~
wait( random( 1, 5 ) );

act_room( #bird, ch );

~
E
bird~
From somewhere deep in the plants you hear several birds softly warbling

to each other.

~
!
1 200 63
A
listen~
~
act_tochar( #rustle, ch );

~
E
rustle~
rustle, rustle...

~
!
0 0 0
-1
S

#19433
Under a Great Root~
Animal tracks in the fertile soil show that the trail passes under the

great root.  The root rises from the base of a shuvana tree south of

here, arching overhead only to dip deep down into the ground again just

north of here.  Proliferant vegetation grows right up to the edge of the

openings to the east and west beyond which lies the rest of the forest.

~
~
301465604 3 9 0
D1
~
~
0 -1 19434 10 10 5
D3
~
~
0 -1 19431 10 10 5
E
1 up root~
The massive shuvana root forms a what could either be a wide arch or a

short tunnel.  Small plants, mostly mosses have found purchase in the

nearly lightless soil on the ground or on the cool underbark of the root.

room

~
E
bushes branches greenery vegetation plants shrubbery foliage~
The opening to the west is jammed with the scented leaves of fragrant

sumac.  To the east the opening is crowded by the glossy, dark green

clusters of azalea leaves.

~
A
~
~
act_tochar( #root, ch );

continue;

~
E
root~
@g

Pushing aside the densely packed vegetation blocking the entrance you

step out from under the shuvana root and back into the forest.

~
!
3 0 10
-1
S

#19434
Faint Trail~
The animal trail twists and turns here, avoiding branches and roots often. 

For the most part it seems to run predominantly west and south of here. 

Particularly large ferns dapple the ground in shadow and light, their

large fronds arcing overhead.  A break in the dense foliage to the south

shows a large clearing in that direction.

~
~
301465600 3 9 0
D2
~
~
0 -1 19435 10 10 5
D3
~
~
0 -1 19433 10 10 5
E
bushes branches greenery vegetation plants shrubbery foliage~
The loamy soil seems to have provided a good ground for the growth of

azaleas and ferns that seem to own this little spot of the forest.  The

azealeas seem densist to the north and west displaying their flowers in

beautiful sprays of yellow, orange and red.  As your gaze travels east

and south of the azaleas the mix terns to lush, green ferns of giant

proportians that form efficient walls to block easy sight in those

directions.

~
E
1 west root~
It looks like there's a large shuvana root arcing over the trail west of

here.  In the sadows of the root it is hard to make anything out though

by the vegetation surrounding the root its probably safe to assume the

forest continues on the other side.

~
E
1 south clearing field~
Where the trail leads south there is a parting between two large ferns

whereing you can see a large field of tall grass and heather.

~
A
~
~
act_tochar( #root, ch );

continue;

~
E
root~
@g

You push through the densely packed azaleas and find yourself under the

dark canopy of a shuvana root that arcs right overhead.

~
!
3 0 8
-1
S

#19435
Clearing~
An ocean of heather ripples around you as you stand here in a large field. 

Standing in the northwest corner, the shuvana trees to the east and south

appear almost normal in size at this distance.  The great trees to the

north and west, however, are much closer and quickly remove any illusion

that you are in a lesser forest.  A break in the greenery to the north

shows a spot where animals enter and leave the forest here.

~
vegies

~
301465600 2 9 0
D0
~
~
0 -1 19434 10 10 5
D1
~
~
0 -1 19436 10 10 5
D2
~
~
0 -1 19464 10 10 5
-1
S

#19436
Clearing~
Large, powder-puff balls float on a gentle breeze, the pollen of some

plant in the field.  You stand in the northeast corner of a large field

of rippling heather.  Off in the distance the trees look almost mundane

in size where the field ends.  East of here the general forest foliage

seems thinner than usual.

~
vegies

~
301465600 2 9 0
D1
~
~
0 -1 19438 10 10 5
D2
~
~
0 -1 19437 10 10 5
D3
~
~
0 -1 19435 10 10 5
-1
S

#19437
Clearing~
The heather around you ripples like waves in the slight breeze. 

Somewhere towards the center of the field a small flock of birds takes

flight, as if startled by something.  You watch their flight until they

disapear into the forest canopy off in the distance.

~
vegies

~
301465600 2 9 0
D0
~
~
0 -1 19436 10 10 5
D3
~
~
0 -1 19464 10 10 5
-1
S

#19438
The Vaasa~
Though there are no actual trails appearing here, countless animal tracks

cross the ground here as if it were a popular gathering spot.  The tracks

seem to lead off mostly to the north and east, deeper into the forest, or

westward into a large clearing.

~
vegies

~
301465600 3 9 0
D0
~
~
0 -1 19439 10 10 5
D1
~
~
0 -1 19440 10 10 5
D3
~
~
0 -1 19436 10 10 5
-1
S

#19439
Game Trail in the Vaasa~
The green vegetation begins to thicken to the north, forcing the ambling

tracks of the animals onto a single game trail.  To the south the

undergrowth is less dense and the tracks widen out onto several paths.

~
vegies

~
301465600 3 9 0
D0
~
~
0 -1 19455 10 10 5
D2
~
~
0 -1 19438 10 10 5
-1
S

#19440
The Vaasa~
A good number of obvious animal tracks lead in from the west only to

rapidly disapear as the ground becomes less yielding to the east.  The

low bushes begin to gain size and mass toward the east as well, their

root systems leechng more of the moisture from the ground to dry it.  As

the vegetation grows thicker, the way becomes harder forcing you to

frequently move branches that obstruct your path.

~
vegies

~
301465600 3 9 0
D2
~
~
0 -1 19441 10 10 5
D3
~
~
0 -1 19438 10 10 5
-1
S

#19441
The Vaasa~
The thick tangle of branches from the dense shrubbery around you makes

progress a little difficult.  As you travel about you are buffeted by

thick branches that yield only with hard work on your part.  Countless

leaves on the branches tend to obscure your sight beyond a few feet in

any direction.  No matter how many of the branches you break back or move

aside, there always seems to be two more ready to spring into the space

created.

~
vegies

~
301465664 3 9 0
D0
~
~
0 -1 19440 10 10 5
D2
~
~
0 -1 19442 10 10 5
-1
S

#19442
The Vaasa~
A gentle breeze carries on it the gentle sound of birdsong from almost

every direction.  multi-colored flowers and leaves spring forth from the

various and sundry levels of forest growths that is the undisputed master

of this terrain.  Between the mosses and grasses on the ground, the

multitude of small and large shrubs and the great trees, not a bare patch

of earth is visible anywhere.

~
vegies

~
301465664 3 9 0
D0
~
~
0 -1 19441 10 10 5
D1
~
~
0 -1 19445 10 10 5
D3
~
~
0 -1 19443 10 10 5
-1
S

#19443
The Vaasa~
A dieing elm stands its last years forlorn of leaves like some kind of

wooden skeleton.  Where its proud foliage should add to the lower canopy,

only a gaping hole remains giving clear view of the upper canopy that

consists solely of shuvana trees.  Around the elm, nearby foliage seems

healthy and green.

~
vegies

~
301465600 3 9 0
D1
~
~
0 -1 19442 10 10 5
D2
~
~
0 -1 19444 10 10 5
E
elm~
The leaves are all gone and its branches shortened by decay to short,

thick stubs.  Insects have worked away at it for quite some time and it

is nearly devoid of its bark.  Sections of it break away and crumble into

a dry, splintery pulp.  Nothing seems inordinately wrong with it.  Some

natural malady must have occured and its time was past.

~
-1
S

#19444
The Vaasa~
The ground is thoroughly covered in a thick carpet of lush moss.  The

moss runs from green to yellow, from dull to vibrant in a patchwork quilt

of color.  Around you the densely packed trees continue to stand their

guard, the silent sentinels of the forest.

~
vegies

~
301465600 3 9 0
D0
~
~
0 -1 19443 10 10 5
D3
~
~
0 -1 19424 10 10 5
-1
S

#19445
The Vaasa~
The dense greenery provides little choice of where to go.  Each step is

dictated by what can or can't be moved and several times you are forced

to backtrack to find a way around a tangle too dense to push through. 

Tangles like this form excellent warrens for smaller animals who can hide

from larger predators such as you.

~
vegies

~
301465664 3 9 0
D2
~
~
0 -1 19446 10 10 5
D3
~
~
0 -1 19442 10 10 5
-1
S

#19446
The Vaasa~
The thick undergrowth tangles about you catching in armor and tearing at

your clothing managing to slow you down.  Every step must be carefully

chosen lest you catch your foot on a root or low branch and chance

twisting an ankle or worse.  A green ivy has wrapped itself around the

branches of most of the plants and grows rampant in this section of the

woods.

~
blueberries and twining ivies


entering code, toggle a room flag, no one can leave due to tangles and

tripping for a short time until timer resets flag?  slows people down, so

you can't "run" through here.  Maybe no_mob so as not to create death

trap.


vegies

~
301465664 3 9 0
D0
~
~
0 -1 19445 10 10 5
D1
~
~
0 -1 19447 10 10 5
-1
S

#19447
The Vaasa~
As you wend your way through the trailless woodland you are forced to

contend with unyielding branches, troublesome roots and tricky footing

over rock and leaf-filled depressions.  Though difficult and at times

even treacherous to get here, the woods yield as many rewards as it does

dangers.  The crystal drops of clear dew hanging from tilted leaves yield

up such treasures as small rainbows in the air.  The gentle breeze

carries with it the aromatic boquet of nearby flowers and the sound of a

nearby brook burbles along with it.

~
vegies

~
301465664 3 9 0
D2
~
~
0 -1 19448 10 10 5
D3
~
~
0 -1 19446 10 10 5
-1
S

#19448
The Vaasa~
Amidst the proliferation of vegetation, both ground shrubbery and

high-rising trees, you have come across the remains of shuvana that has

spent years decomposing.  Surrounded on all sides by greenery, the

remains have become the focal point for a horde of insects.  Trails of

termites and wood ants, among other things, swarm over parts of the

fallen giant assisting the natural forces of decay that are slowly

creating enriched soil for the new growth.

~
extra actions for insects to watch

extra for fallen/decomposing shuvana

ivies to west, pick up plants from north


vegies

~
301465664 3 9 0
D0
~
~
0 -1 19447 10 10 5
D3
~
~
0 -1 19449 10 10 5
-1
S

#19449
The Vaasa~
The root of a large shuvana tree arcs overhead here creating a brief

tunnel in the midst of the dense foliage.  Healthy green ivies dangle

down from their perch atop the roots forming living curtains that must be

parted as you pass through them.

~
under root, ivies to east and south


vegies

~
301465668 3 9 0
D1
~
~
0 -1 19448 10 10 5
D2
~
~
0 -1 19450 10 10 5
-1
S

#19450
The Vaasa~
A small clearing, no more than a lessening of the dense foliage really,

has formed in this place.  Flattened grasses and plants show where

animals have come to lay for a time either to rest or drink at the edge

of the crystal clear sylvan pool that has formed here.  A steady drip of

water falls from high overhead to collect in conspicuously well placed

plant leaves that funnel all the water neatly into the pool.

~
ferns around pool, ivies draped from roots to north


vegies

~
301465664 3 9 0
D0
~
~
0 -1 19449 10 10 5
D3
~
~
0 -1 19451 10 10 5
1497 17 1509949540 -2 0
-1
S

#19451
The Vaasa~
Amidst the tangle of smaller shrubbery and giant shuvanas, large ferns

have taken root in just about every available space.  While some are

quite large, larger than an ent in some cases, many are no taller than an

elf and some smaller still.  The ferns are slowly spreading eastward

taking over new ground one plant at a time over the years.

~
ferns

vegies

~
301465600 3 9 0
D1
~
~
0 -1 19450 10 10 5
D3
~
~
0 -1 19452 10 10 5
-1
S

#19452
The Vaasa~
Some very large ferns grow here, with great fronds that arch overhead

sheltering you.  In places where fern fronds arch overhead on both sides

they almost create tunnels.  Fortunately, the large fronds bend with

little effort and are easily moved aside to permit passage when they

block you.

~
ferns


vegies

~
301465664 3 9 0
D1
~
~
0 -1 19451 10 10 5
D2
~
~
0 -1 19453 10 10 5
E
1 north 4 ferns~
The ferns grow huge and lush here, hemming in all sides.  Looking into

the depths of the ferns on the north side, you see a small clearing

beyond.  Maybe you can get to it from here.

~
E
clearing~
Through the leafy fronds you see a small clearing.  Your eye registers

movement, but you can't spot it.  Perhaps it was just a small animal or a

bird flitting through the branches that line the clearing's perimeter,


~
A
3 enter~
4 ferns~
send_to_char( #char, ch );

act_notchar( #room, ch );

transfer( ch, find_room( 19454 ) );

act_notchar( #arr, ch );

loop( followers ) {

  act_notchar( #f_leave, rch );

  transfer( rch, find_room( 19454 ) );

  act_notchar( #arr, rch );

  }

~
E
f_leave~
$n comes pushing through the ferns to the south.

~
E
room~
Looking around, you become aware that $n is no longer with you.

~
E
char~
Walking slowly, you carefully push through the heavy ferns.

~
E
arr~
$n comes pushing through the ferns to the south.

~
!
0 0 0
-1
S

#19453
The Vaasa~
Plants with large, broad leaves mingle with enormous ferns in a chaos of

greens tinted with yellows and reds.  The ferns grow in clusters,

managing to somehow find root and keep the more densely packed plants at

bay.  The broad leaved plants appear to have completely taken over to the

west, whereas the large ferns seem more proliferate to the north.

~
vegies

~
301465664 3 9 0
D0
~
~
0 -1 19452 10 10 5
D3
~
~
0 -1 19418 10 10 5
-1
S

#19454
The Vaasa~
The edges of this secluded glade are lined by tall, densely packed

greenery.  The natural walls created by the bushes on the glades fringes

are held back as if trimmed into position, though there is no sign that

any blade has ever touched them.  The ground is covered in a uniformly

lush, green grass that would probably feel quite good beneath your bare

feet.

~
either a tree or secluded glade here

maybe a druid or dryad thing?

maybe include a spring

Probably A'elinfail's home.

needs extra descs as well still

~
301465600 3 9 0
D2
~
~
0 -1 19452 10 10 5
A
~
~
act_tochar( #leaving, ch );

act_notchar( #rleaving, ch );

continue;

~
E
rleaving~
@G$n disapears into the ferns to the south.@n

~
E
leaving~
@GYou push through the ferns to the south.@n

~
!
3 0 4
1486 9 1509949540 3 0
-1
S

#19455
Game Trail in the Vaasa~
The massive roots of a shuvana tree forces the winding animal path to

turn here.  Frail, young ivies grow over the vegetation here, doing their

best to win in the struggle for what little nourishing light penetrates

the dense forest canopy.

~
vegies

~
301465600 3 9 0
D1
~
~
0 -1 19456 10 10 5
D2
~
~
0 -1 19439 10 10 5
E
ivy ivies~
It is still young, but in plant terms it is rapidly overtaking the

surrounding growth.  The ivies are too frail to assist in any climbing,

perhaps when they grow older they will be more useful for such purposes.

~
-1
S

#19456
Game Trail in the Vaasa~
The trail narrows here as the dense vegetation attempts to overgrow it. 

Nibble marks on the greenery, as well as tracks in the soft dirt, show

that the path is just too well used by the animals for the vegetation to

win over at this time.

~
vegies

~
301465600 3 9 0
D1
~
~
0 -1 19457 10 10 5
D3
~
~
0 -1 19455 10 10 5
-1
S

#19457
Game Trail in the Vaasa~
The game trail is forced to turn as it works its way around a shuvana

tree.  It twists and turns as it avoids large roots that break out of the

ground only to arc back down into it later.  What little vegetation grows

in the shadow of the arboreal giant shows a great deal of nibbling from

the animals that use this trail.

~
vegies

~
301465600 3 9 0
D2
~
~
0 -1 19458 10 10 5
D3
~
~
0 -1 19456 10 10 5
-1
S

#19458
Game Trail in the Vaasa~
You stand nearly between two of the massive shuvana trees, one to the

west and one just a little north of being to the east.  Looking upward

into the forest canopy they almost appear to be some sort of great living

pillars holding up a sky of emerald impossibly high overhead.  Bewteen

such giants as these even a dragon must feel dwarfed in size.  Following

the tangled path of the massive roots the trail is forced into sinuous

curves.

~
animals running code here.

vegies

~
301465600 3 9 0
D0
~
~
0 -1 19457 10 10 5
D1
~
~
0 -1 19459 10 10 5
A
~
~
if( random( 1, 10 ) == 1 ) {

  if( num_in_room( room ) == 1 )

    act_tochar( #scurry, ch );

  continue;

  }

else

  continue;

~
E
scurry~
The rapid scurrying of forest animals is heralded by your approach.  In

one or two places you just manage to catch the gentle quivering of

branches stilling themselves where some larger animal has disapeared into

the forest growth.

~
!
1 0 3
-1
S

#19459
Game Trail in the Vaasa~
The gentle sounds of birdsong filter down from high above you in the

forest canopy.  For whatever reason, this must be a popular spot with the

birds.  In the dense bushes that line the trail you can see the small

dark masses of countless nests amidst the tangled branches.

~
need nests extra

vegies

~
301465600 3 9 0
D1
~
~
0 -1 19460 10 10 5
D3
~
~
0 -1 19458 10 10 5
A
get take steal~
nest~
if( rflag( reset0, room ) ) {

  remove_rflag( reset0, room );

  if( random( 1, 10 ) == 1 ) {

    act_tochar( #got_nest, ch );

    act_notchar( #rgot_nest, ch );

    obj_to_char( oload( 2176 ), ch );

    }

  else { 

    act_tochar( #cant_get, ch );

    act_notchar( #rcant_get, ch );

    }

  }

else {

  act_tochar( #cant_get, ch );

  act_notchar( #rcant_get, ch );

  }

~
E
got_nest~
You reach your arm deep into the tangled branches and, after fumbling

about for a few moments, you manage to withdraw a nest.

~
E
rgot_nest~
$n sticks $s arm into the densely tangled branches and, after a few

moments of seeming to search for something, manages to withdraw a nest.

~
E
cant_get~
You reach deep into the tangled branches, but try as you might, you are

unable to reach any of the nests.

~
E
rcant_get~
$n sticks $s arm deep into the branches of a bush, and after several

frustrated attempts finally pulls $s arm out emptyhanded.

~
!
0 0 0
-1
S

#19460
Game Trail in the Vaasa~
The bushes that line the trail grow together overhead forming an vault of

greenery.  The tangled branches show enough gaps to let enough

leaf-filtered light through to see during the day, though the trail is

cast in gentle shadow even then.  In one space, ringed by a carona of

lush moss is the water-filled basin of a small spring.

~
vegies

~
301465600 3 9 0
D0
~
~
0 -1 19461 10 10 5
D3
~
~
0 -1 19459 10 10 5
1203 17 1509949540 -2 0
-1
S

#19461
Game Trail in the Vaasa~
Verdant bushes line the sides of the game trail with their thick branches

and lush green leaves.  The trail itself meanders as it winds its way

around the ages old plants that form the homes and playgrounds for

countless birds and beasts.

~
vegies

~
301465600 3 9 0
D1
~
~
0 -1 19462 10 10 5
D2
~
~
0 -1 19460 10 10 5
-1
S

#19462
Game Trail Ending at a Ravine~
A ravine cuts a jagged swath into the forest floor, disrupting the growth

of the greenery.  The giant roots of a few massive shuvana trees bridge

the gap, forming a tenuous connection with the other side.  A game trail

leads west, deeper into the lush foliage.

~
Can climb down ravine.

  

Eventually kill moss on roots and add new section on other side?  -Talis

vegies

~
301465600 3 9 0
D1
~
~
0 -1 19483 10 10 5
D3
~
~
0 -1 19461 10 10 5
E
ravine down~
Looking down over the edge of the ravine, you see that it is not that far

to the bottom.  Certainly a fall from the height would be harmfull,

perhaps even lethal, but the abundance of roots protruding from the steep

side might make the climb down possible.

~
E
shuvana roots bridge 1 east~
Water from somewhere high overhead slowly drips down onto the large roots

that stretch over the ravine.  Slick mosses have found purchase on the

roots, living off the sunlight and ample water.  Unfortunately, you find

that the end result has produced a natural bridge that is slippery and

dangerous almost to the point of impossibility.

~
A
climb~
1 down 3 ravine~
if( can_fly( ch ) ) {

  act_tochar( #fly, ch );

  act_notchar( #rfly, ch );

  transfer( ch, find_room( 19250 ) );

  act_notchar( #flyarr, ch );

  end;

  }

if( is_mounted( ch ) ) {

  act_tochar( #nomount, ch );

  end;

  }

if( find_skill( ch, climb ) < 1 ) {

  act_tochar( #afraid, ch );

  act_notchar( #rafraid, ch );

  end;

  }

if( find_skill( ch, climb ) > random( 4, 8 ) ) {

  act_tochar( #cldown, ch );

  act_notchar( #rcldown, ch );

  transfer( ch, find_room( 19250 ) );

  act_notchar( #clarr, ch );

  end;

  }

else{

  act_tochar( #fall, ch );

  act_notchar( #rfall, ch );

  transfer( ch, find_room( 19250 ) );

  act_notchar( #fallarr, ch );

  i = 2d5;

  dam_message( ch, i, "The fall" );

  inflict( ch, mob, i, "falling off a ravine edge" );

  }

loop( followers ) {

  ch = rch;

  acode( room, 1 );

  }

~
E
afraid~
Walking carefully to the ravine's edge, you glance over the side.  The

way down looks treacherous, perhaps you should learn to climb small trees

before you begin rapelling down ravine edges.

~
E
rafraid~
$n walks over to the ravine and cautiously peers over the edge.

~
E
fly~
You fly over the edge and down into the ravine.

~
E
rfly~
$n flies over the edge and down into the ravine.

~
E
flyarr~
$n flies down from above.

~
E
nomount~
That is not something you can do while mounted.

~
E
cldown~
With skill and care you begin the descent over the edge.  Amidst the

crumbling dirt, you find ample handholds of the sturdy roots.

~
E
rcldown~
$n begins a careful descent down the side of the rvine, using protruding

roots for handholds.

~
E
clarr~
$n arrives from above, showering you in loose dirt and gravel from $s

descent down the ravine edge.

~
E
fall~
You begin the descent over the edge, only to find the ground giving way

beneath you.

~
E
rfall~
$n works $s way over the edge of the ravine, then suddenly you hear a

loud yell of surprise.  You make it to the edge and see $n lieing

sprawled in a pile on the ravine floor after $s fall.

~
E
fallarr~
Preceded by a loud yell, $n lands in a heap before you.  Either $e just

failed $s flying lessons or $e must have fallen off the edge of the

ravine.

~
!
0 0 0
A
climb cross enter go~
1 up onto roots 1 east~
if( can_fly( ch ) ) {

  act_tochar( #flying, ch );

  act_notchar( #rflying, ch );

  transfer( ch, find_room( 19483 ) );

  act_notchar( #fly_arrive, ch );

  }

if( is_player( ch ) ) {

  act_tochar( #careful, ch );

  act_notchar( #rcareful, ch );

  wait( 1 );

  if( find_skill( ch, climb ) > random( 6, 11 ) ) {

    transfer( ch, find_room( 19483 ) );

    act_notchar( #walk_arrive, ch );

    }

  else {

    act_tochar( #fell, ch );

    act_notchar( #rfell, ch );

    wait( 1 );

    transfer( ch, find_room( 19250 ) );

    act_notchar( #thud, ch );

    i = 5d4;

    dam_message( ch, i, "The fall" );

    inflict( ch, mob, i, "falling off a root into a ravine" );

    }

  }

else {

  act_tochar( #not_safe, ch );

  act_notchar( #afraid, ch );

  }

loop( followers ) {

  ch = rch;

  acode( room, 2 );

  }

~
E
flying~
You fly across the ravine.

~
E
rflying~
$n flies across the ravine.

~
E
careful~
You carefully edge your way out onto the slippery roots.

~
E
rcareful~
In no particular hurry, $n slowly edges out onto the slippery roots.

~
E
not_safe~
Are you nuts?  With that fall, you'd fall to your death.

~
E
afraid~
$n shies back from the steep ravine and refuses to cross the roots.

~
E
fly_arrive~
$n comes flying in from the west.

~
E
walk_arrive~
$n carefully edges out onto a root from the west.

~
E
fell~
Suddenly you slip, scramble for a grasp..  failing to find one, you fall....

~
E
rfell~
$n gets a few paces onto the roots, when suddenly... 

@R

              AAAAaaaaaaahhhhhhh......

@n

$n's screams fade away as $e falls far below into the ravine.

~
E
thud~
@R

aaaaaaaaaAAAAAAAHHHHHHHHHHH (@GSPLORCH@R!)

@n

$n falls out of the sky to land hard on the ground in front of you.

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

~
E
no~
The roots are slick with wet moss and unsure footing.  This is not the

sort of thing you wish to undertake as lightly as by casually strolling

eastward.  If you weren't to take your time and climb up onto the root

first, you might fall to your death.

~
!
3 0 2
-1
S

#19463
The Vaasa~
Thick Vaasan foliage makes travel through here difficult.  Almost every

step of the way is marked by the constant need to move branches heavy

with greenery out of your way or walk blindly forward.  Only a gentle

light manages to peirce the dense canopy formed by the ages old shuvana

trees around you, casting everything in soft shadows.

~
will connect north (to 19380)

~
301465600 3 9 0
D2
~
~
0 -1 19432 10 10 5
E
shrubbery greenery plants bushes branches~
The greenery is a complex tangle of countless plants in all their

splendor.  Among the mass of verdant growth you see the yellow tinged

leaves of euonymous, the serrated leaves of black alder and holly.  To

the south the mix of vegetation is sparsely dotted by little white

flowers that identify the plants as sweet pepperbush.

~
E
canopy~
Two distinct layers can be seen from the forest floor.  The closest is

sparse and formed by the smaller trees; oaks, maples, birch and the like. 

Higher above that canopy exists the lush, verdant canopy formed by the

shuvana trees as their lower branches arc outwards and mingle with each

other.

~
E
shuvanas trees~
While shuvanas form the majority of the trees in the woods, others

species do mingle in large numbers as well.  Among them you can make out

oaks, maples, birch, and elm nearby.

~
-1
S

#19464
Clearing~
The treeline stops abruptly in a nearly perfect arc from south to west

here.  Where the treeline stops, a fluffy field of heather quickly takes

over and stretches a long ways off north to east in a rough circle.  A

break in the trees west of here shows a spot where animals sometimes

enter or leave the forest.

~
vegies

~
301465600 2 9 0
D0
~
~
0 -1 19435 10 10 5
D1
~
~
0 -1 19437 10 10 5
D3
~
~
0 -1 19426 10 10 5
-1
S

#19465
Halfway Up an Oak Tree~
The thick branches of the ancient oak must measure nearly four feet in 

diameter on average.  Green leaves surround you as they sprout from the

ends of smaller branches.  You are in the lower branches of this ancient

oak.  It looks as if it would much easier to climb further up now that

there are ample branches for hand and foot holds, however, the way back

down looks quite difficult.

~
It looks as if it would be much easier...

~
301465600 3 7 0
D4
~
~
0 -1 19466 10 10 5
E
branches~
They look like normal branches and leaves.  Nothing unusual about them. 

You wouldn't want to get too far from the trunk of the tree, the branches

might snap towards their ends.

~
E
leaves~
Oak leaves, they have simple design with one main leaf blade on the

leaf-stalk and serations evident along the edges.

~
E
1 down~
The climb down looks a bit treacherous.  Why does it always seem easier

to climb up a tree than down?

~
E
1 up~
The top of the tree is that way and further still is the lower edge of

the canopy of shuvana leaves.

~
A
climb~
tree oak 1 down~
if( can_fly( ch ) ) {

  send_to_char( #fly, ch );

  act_notchar( #flying, ch );

  transfer( ch, find_room( 19405 ) );

  act_notchar( #arr, ch );

  end;

  }

if( is_mounted( ch ) ) {

  send_to_char( #nomount, ch );

  end;

  }

if( find_skill( ch, climb ) > random( 4, 7 ) ) {

  send_to_char( #char, ch );

  act_notchar( #room, ch );

  transfer( ch, find_room( 19405 ) );

  act_notchar( #arr, ch );

  }

else{

  if( find_stat( ch, dex ) < 15 ) {

    if( random( 0, 10 ) < 4 ){

      transfer( ch, find_room( 19405 ) );

      act_tochar( #pain, ch );

      act_notchar( #rmpain, ch );

      i = 2d4+4;

      dam_message( ch, i, #dam );

      inflict( ch, mob, i, "falling" );

      end;

      }

    else{

      transfer( ch, find_room( 19405 ) );

      send_to_char( #near_fall, ch );

      act_notchar( #room, ch );

      }

    }

  else{

    transfer( ch, find_room( 19405 ) );

    send_to_char( #near_fall, ch );

    act_notchar( #room, ch );

    }

  }

loop( followers ){

  ch = rch;

  acode( room, 1 );

  }

~
E
fly~
You fly down out of the tree to the forest floor.

~
E
flying~
$n flies down out of the tree.

~
E
fly_arr~
$n flies down out of the forest canopy and lands on the ground.

~
E
nomount~
You can't do that while mounted.

~
E
char~
You carefully climb down the side of the tree.

~
E
room~
$n climbs down out of the forest canopy and back to the ground.

~
E
pain~
@RYou slip on the way down and fall the rest of the way to the ground.@n

~
E
rmpain~
@R$n slips and falls from the tree, landing hard on the ground.@n

~
E
dam~
The fall

~
E
near_fall~
After a few near mishaps, you manage to make it safely to the ground.

~
E
arr~
$n climbs down out of the forest canopy and back to the ground.

~
!
0 0 0
-1
S

#19466
Atop an Oak Tree~
This is as high as the thinning branches will allow you to safely climb. 

Any higher and they would probably snap, and falling from this height

would most assuredly be fatal.  You are close enough to the top that you

can see past the thinning branches and leaves.  Not so far overhead now

are the lower branches of the shuvanas that form the dense forest canopy.

~
maybe have an eagle here 937?  remember to ask Phule first.

Phule said ok.

~
301465600 3 7 0
D5
~
~
0 -1 19465 10 10 5
E
1 up canopy shuvanas~
The lower branches of the shuvanas are dozens of feet overhead.  In

comparison to the height you've had to climb to get this far it is a

small distance, yet, it is too far for you to reach from here.

~
-1
S

#19467
Burned and Devastated Clearing in the Vaasa~
You stand amidst the charred remains of trees older than most living

beings.  The blackened stumps are all that remain of a host of once

mighty shuvana trees.  The ground is coated in a fine layer of charred

wood and ash.  The devastation only stops here because the mountains to

the west prevent passage any further.

~
~
301465600 3 9 0
D1
~
~
0 -1 19468 10 10 5
D4
~
~
0 -1 5 10 10 5
-1
S

#19468
Burned and Devastated Path in the Vaasa~
Amidst the ash and blackened remains, you can just make what was once a

well-tended path.  The trail leads off to the east and west through a

vast field of debris.  The charred remains of massive trees, still

smoking from their recent demise, have fallen to form effective barriers

so that what remains of the path is still the easiest route to tread.

~
~
301465600 3 9 0
D1
~
~
0 -1 19469 10 10 5
D3
~
~
0 -1 19467 10 10 5
-1
S

#19469
Burned and Devastated Path in the Vaasa~
The waste surrounding you pulls in close to the sides of the trail in

great mounds.  It looks as if someone, or something, rather large has

been shoveling about the debris to make more room.  Most of the debris

seems to have been moved here from the east where it is much clearer. 

Amidst the mounds of ash and burning wood, you make out the cracked,

blacked stumps of bones as well.

~
no_mob to keep dragon out.

~
301465608 3 9 0
D1
~
~
0 -1 19470 10 10 5
D3
~
~
0 -1 19468 10 10 5
-1
S

#19470
Burned and Devastated Clearing in the Vaasa~
The charred remains of the Vaasa surround you on all sides.  Something

has pushed a majority of the remains westward from here, turning this

once lush section of woods into a massive firepit.  A break in the debris

mounds to the west seems to be all that remains of a trail that once ran

through here.

~
~
301465600 3 9 0
D0
~
~
0 -1 19471 10 10 5
D1
~
~
0 -1 19474 10 10 5
D2
~
~
0 -1 19472 10 10 5
D3
~
~
0 -1 19469 10 10 5
-1
S

#19471
Burned and Devastated Clearing in the Vaasa~
You are at the edge of a field of devastation.  Mounds of still

smoldering shrubbery have been formed in an arc that prevents you from

heading north or west.  Deep gouges in the earth show where the mounds

have been nudged outward from their original resting places by something

huge and incredibly powerful.

~
~
301465600 3 9 0
D1
~
~
0 -1 19473 10 10 5
D2
~
~
0 -1 19470 10 10 5
-1
S

#19472
Burned and Devastated Clearing in the Vaasa~
The air is heavy with the rank smell of sulphur strong enough to burn

your eyes.  Amidst the rubble and debris of the once might forest you can

see the gooey, bubbling pools of dark slush tht must have once been

either people are animals.  A few crisp bone shards still remain in one

of the piles.

~
~
301465600 3 9 0
D0
~
~
0 -1 19470 10 10 5
D1
~
~
0 -1 19475 10 10 5
-1
S

#19473
Burned and Devastated Clearing in the Vaasa~
A wall of smoldering debris to the north marks this as the edge of the

ravaged clearing.  Deep gouges, many filled with a viscous slurry of mud

and ash, lead all the way to the edges of the field where debris was

pushed to the side.  A break in the wall of detritus occurs where a large

boulder has been hollowed out by intense heat.

~
~
301465601 3 9 0
D0
~
~
0 -1 19479 10 10 5
D1
~
~
0 -1 19476 10 10 5
D2
~
~
0 -1 19474 10 10 5
D3
~
~
0 -1 19471 10 10 5
-1
S

#19474
Burned and Devastated Clearing in the Vaasa~
This appears to be the center of the devastation.  From here you can go a

good distance in any direction and still see nothing but charred remains

of ancient trees.  Small tendrils of sulphurous smelling smoke still rise

from a few smoldering areas.

~
~
301465600 3 9 0
D0
~
~
0 -1 19473 10 10 5
D1
~
~
0 -1 19477 10 10 5
D2
~
~
0 -1 19475 10 10 5
D3
~
~
0 -1 19470 10 10 5
1450 9 1509949540 3 0
-1
S

#19475
Burned and Devastated Clearing in the Vaasa~
Many of the large mounds of debris around you still give off an ample

amount of heat from the fires that began burning days ago.  Deep gouges

in the ground show that most of the mounds were accumulated when

something rather large and strong went to the effort of pushing the

mounds southward to create this clearing.  A small tangle of trees in one

of the mounds has managed to form a loose cave of sorts.

~
~
301465600 3 9 0
D0
~
~
0 -1 19474 10 10 5
D1
~
~
0 -1 19478 10 10 5
D2
~
~
0 -1 19481 10 10 5
D3
~
~
0 -1 19472 10 10 5
-1
S

#19476
Burned and Devastated Clearing in the Vaasa~
Amidst the ash and char you can see a small pool of burbling mire.  At

one point, this must have been a beautiful spot where the stumps indicate

ancient trees overlooked a pristine spring of clear water.  Now tainted by

the destruction and decay, the spring issues forth only a noxious trickle

of murky water.

~
~
301465600 3 9 0
D2
~
~
0 -1 19477 10 10 5
D3
~
~
0 -1 19473 10 10 5
2093 17 1509949540 -2 31
-1
S

#19477
Burned and Devastated Clearing in the Vaasa~
Devastation surrounds you.  The smoking remains of a once lush and

beautiful grove exist as no more than charred wood and cinders.  The

blackened bones of a deer protrude from a soft spot in the ground. 

Beyond it, you notice a little greenery, the first you have seen in all

this desolation.

~
add, doing quest check to the door or entering.

if doing quest, check nest for scale, if not, add one.

~
301465600 3 9 0
D0
~
~
0 -1 19476 10 10 5
D1
branches~
branch branches~
171 -1 19480 10 10 5
D2
~
~
0 -1 19478 10 10 5
D3
~
~
0 -1 19474 10 10 5
E
deer greenery corpse~
It looks as if the deer that died here unintentionally shielded the

ground from some of the fires that ravaged this area.  A few blades of

green grass remain where once an entire grove stood, their sole task now

to reap the harvest of nutrients left in the wake of such massive

destruction.  Following the frail line of grass you notice a tree in one

of the nearby mounds also managed to avoid complete destruction.

~
E
tree~
Though bent over under the weight of the debris, a young shuvana tree

still lives and will probably grow well in the enriched soil.  Its leafy

branches are still supple with green youth and could probably be moved

out of the way.

~
A
move~
3 branches~
if( !is_open( room, east ) ) {

  open( room, east );

  end;

  }

if( is_open( room, east ) ) {

  close( room, east );

  end;

  }

~
!
0 0 0
-1
S

#19478
Burned and Devastated Clearing in the Vaasa~
Glowing embers can still be seen under the initial layers of the still

smoldering mounds.  The air has been heated to well above the seasonal

temperature by several days of destructive fires.  Deep ruts in the earth

show where the solid remains have been pushed generally southeastward

here in an arc to create this portion of the large, roughly circular

clearing.

~
~
301465600 3 9 0
D0
~
~
0 -1 19477 10 10 5
D3
~
~
0 -1 19475 10 10 5
-1
S

#19479
A Hollowed Depression in a Massive Boulder~
A massive boulder stands in the middle of the ring of debris that

surrounds the clearing.  This whole side of the boulder looks to have

melted and run down over the soil, forming a natural alcove in the rock. 

The once again hardened stone that melted off the side rests in smooth,

almost liquid shapes about your feet, like a river of rock frozen in time.

~
~
301465609 12 5 0
D2
~
~
0 -1 19473 10 10 5
-1
S

#19480
A Bowl-Shaped Depression in the Ruins of the Vaasa~
Something has removed several layers of soil lowering the ground level. 

The darker, newly exposed soil rests a good ten feet lower than what

passes for ground level outside.  Mounds of debris have been pushed to

the edges forming a large bowl shaped depression open to the sky.  It

looks as if Something immense has been using this as a lair of sorts.  A

small tunnel formed by the remains of a tree that is only half-burned

offers a way out to the west though you may need to move some branches

out of the way first.

~
~
301465600 3 9 0
D3
branches~
3 branches~
171 -1 19477 10 10 5
A
move~
3 branches~
if( !is_open( room, west ) ) {

  open( room, west );

  end;

  }

if( is_open( room, west ) ) {

  close( room, west );

  end;

  }

~
!
0 0 0
1989 17 1509949450 -2 0
-1
S

#19481
In a Pocket Under a Pile of Debris~
Though the quarters are a bit cramped, its obvious that whatever caused

the destruction outside couldn't fit in here.  Unfortunately, its

painfully obvious that whatever caused the destruction out there probably

wouldn't need to get in here to crush the whole pile of debris with you

in it if it found out you were here.

~
~
301465612 3 5 0
D0
~
~
0 -1 19475 10 10 5
-1
S

#19482
Sylvan Glade~
Under Construction.

~
~
301465600 2 9 0
-1
S

#19483
Slippery Shuvana Roots Crossing a Ravine~
From the dizzying height above the ravine, the normally large shuvana

roots seem much smaller and frailer at this moment.  The slick moss

shifts with a loose easiness under your feet as it releases its tenuous

grip.  A consistent drizzle rains down steadily from somewhere high in

the canopy feeding the moss and roots.  It would be an easy, and avisable

thing, to make your way east or west off either side of the root as

speedily as safely possible.

~
~
335020040 3 9 0
D1
~
~
0 -1 19484 10 10 5
D3
~
~
0 -1 19462 10 10 5
A
~
~
if( can_fly( ch ) ) {

  continue;

  end;

  }

else {

  act_tochar( #slip, ch );

  act_notchar( #rslip, ch );

  wait( 1 );

  transfer( ch, find_room( 19250 ) );

  act_notchar( #thud, ch );

  i = 5d4+3;

  dam_message( ch, i, "The fall" );

  inflict( ch, mob, i, "falling off a root into a ravine" );

  }

~
E
slip~
As you lunge to attack you lose your footing and fall.

~
E
rslip~
$n makes a sudden lunge, looses $s footing and falls...

@R

           AAAaaaaaahhhhhhhhh......

@n

$n's screams fade away as $e falls far below into the ravine.

~
E
thud~
@R

aaaaaaaaaAAAAAAAHHHHHHHHHHH (@GSPLORCH@R!)

@n

$n falls out of the sky to land hard on the ground in front of you.

~
!
7 0 0
-1
S

#19484
Broad Clearing Surrounded by Dense Folliage~
Under Construction.

~
Faery ring.

~
301465600 3 9 0
D3
~
~
0 -1 19483 10 10 5
A
climb cross enter go~
1 up onto roots 1 west~
if( can_fly( ch ) ) {

  act_tochar( #flying, ch );

  act_notchar( #rflying, ch );

  transfer( ch, find_room( 19483 ) );

  act_notchar( #fly_arrive, ch );

  }

if( is_player( ch ) ) {

  act_tochar( #careful, ch );

  act_notchar( #rcareful, ch );

  wait( 1 );

  if( find_skill( ch, climb ) > random( 6, 11 ) ) {

    transfer( ch, find_room( 19483 ) );

    act_notchar( #walk_arrive, ch );

    }

  else {

    act_tochar( #fell, ch );

    act_notchar( #rfell, ch );

    wait( 1 );

    transfer( ch, find_room( 19250 ) );

    act_notchar( #thud, ch );

    i = 5d4;

    dam_message( ch, i, "The fall" );

    inflict( ch, mob, i, "falling off a root into a ravine" );

    }

  }

else {

  act_tochar( #not_safe, ch );

  act_notchar( #afraid, ch );

  }

loop( followers ) {

  ch = rch;

  acode( room, 2 );

  }

~
E
flying~
You fly across the ravine.

~
E
rflying~
$n flies across the ravine.

~
E
careful~
You carefully edge your way out onto the slippery roots.

~
E
rcareful~
In no particular hurry, $n slowly edges out onto the slippery roots.

~
E
not_safe~
Are you nuts?  With that fall, you'd fall to your death.

~
E
afraid~
$n shies back from the steep ravine and refuses to cross the roots.

~
E
fly_arrive~
$n comes flying in from the west.

~
E
walk_arrive~
$n carefully edges out onto a root from the west.

~
E
fell~
Suddenly you slip, scramble for a grasp.. failing to find one, you fall....

~
E
rfell~
$n gets a few paces onto the roots, when suddenly...

@R

AAAAaaaaaaaahhhhhhhhh......

@n

$n's screams fade away as $e falls far below into the ravine.

~
E
thud~
@R

aaaaaaAAAAAAAHHHHHHHH (@GSPLORCH@R!)

@n

$n falls out of hte sky to land hard on the ground in front of you.

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

~
E
no~
The roots are slick with wet moss and unsure footing.  This is not the

sort of thing you wish to undertake as lightly as by casually strolling

eastward.  If you weren't to take your time and climb up onto the root

first, you might fall to your death.

~
!
3 0 8
-1
S

#19485
Old Trail~
Under Construction.

~
~
301465600 3 9 0
-1
S

#19486
Mountain Trail~
Under Construction.

~
~
301465600 5 9 0
-1
S

#19487
In the Lower Branches of an Elm~
About halfway up the side of the elm you find that the branches around

you are wide and strong.  The branches stem out in all directions from

the main trunk forming a fairly good laticework on which you can climb

outward or upward.  The constant rustling of the leaves amidst the outer

branches alerts you to the possibilities that their may be an abudant

colony of birds nearby.

~
~
301465600 3 9 0
D0
~
~
0 -1 19489 10 10 5
D1
~
~
0 -1 19490 10 10 5
D2
~
~
0 -1 19491 10 10 5
D3
~
~
0 -1 19492 10 10 5
D4
~
~
0 -1 19488 10 10 5
D5
~
~
0 -1 19424 10 10 5
A
~
~
wait( 1 );

act_notchar( #rslip, ch );

transfer( ch, find_room( 19424 ) );

act_notchar( #arr, ch );

if( find_stat( ch, level ) < 5 )

  i = random( 3d5 );

else

  i = random( 3d10 );

dam_message( ch, i, "The fall from the branches of a tall elm" );

inflict( ch, mob, i, "falling from the branches of a tall elm" );

act_tochar( #slip, ch );

~
E
slip~
@ROUCH!@n That really hurt!  You must have shifted off of the branche you

were trying to sleep on.


Maybe next time you should look for someplace a little wider and perhaps

a bit lcoser to the ground to sleep on.

~
E
rslip~
$n gives a little sniff, shifts in $s sleep, and suddenly disapears over

the edge of a branch!  What were they thinking of sleeping in the

branches of a tree like that?

~
E
arr~
A dark shape plummets to the ground from the branches above.  After a

rather breathless grunt when it hits the ground and a little bounce after

the first impact you can see it is $n.  Where did $e come from?

~
!
0 0 0
A
sleep~
~
if( is_player( ch ) ) {

  if( random( 1, 4 ) > 1 )

    acode( room, 1 );

  }

continue;

~
!
0 0 0
-1
S

#19488
In the Upper Branches of an Elm~
The ragged bark of the elm you are ensconced becomes smoother as it

reaches upwards where the new growth is.  What was once could have been

the main bole of the tree looks like no more than the other branches

around it, typical to the shape of all elms.  While it looks to be an

easy climb downward, where thicker branches easily support your weight

and lend footholds, it is appearant you would be unable to climb any

higher.

~
reset0 and reset1 used for arriving birds.

~
301465600 3 9 0
D5
~
~
0 -1 19487 10 10 5
A
sleep~
~
if( is_player( ch ) )

  act_tochar( #no, ch );

else

  continue;

~
E
no~
You look about for a safe place to sleep but can find no place on which

to balance.  Perhaps if you were a bird or some other animal accustomed

to sleeping in trees you could manage, but such is not the case.

~
!
0 0 0
A
~
~
room = find_room( 19488 );

if( num_in_room( room ) > 4 )

  end;

i = random( 1, 5 );

if( i < 3 )

  j = 215;

else

  j = 2159;

wait( random( 8, 16 ) );

if( players_room( room ) ) {

  if( rflag( reset0, room ) ) {

    send_to_room( #arrive, room );

    mload( j, room );

    }

  if( rflag( reset1, room ) ) {

    if( !rflag( reset0, room ) ) {

      remove_rflag( reset1, room );

      send_to_room( #arrive, room );

      mload( j, room );

      end;

      }

    }

  if( rflag( reset0, room ) )

    remove_rflag( reset0, room );

  }

if( players_room( room ) )

  acode( room, 3 );

~
E
arrive~
The flutter of wings announces the arrival of a bird nearby.

~
!
0 0 0
215 9 1509949540 3 0
-1
S

#19489
The Lower Branches of an Elm - Northern Side~
Lush, green leaves obscure a great deal of sight in most directions,

though the thick branches that sprout the leaves are seen clearly enough

from this close.  Though the branches are thick enough to support you

safely here, they rapidly diminish in size as you head northward away

from the elm's large bole.  A few broken branches a little further out

seem to show evidence that someone else attempted to head that way, and

obviously failed.

~
reset0 and reset1 used for arriving birds.

~
301465600 3 9 0
D2
~
~
0 -1 19487 10 10 5
A
~
~
wait( 1 );

act_notchar( #rslip, ch );

transfer( ch, find_room( 19424 ) );

act_notchar( #arr, ch );

if( find_stat( ch, level ) < 5 )

  i = random( 3d5 );

else

  i = random( 3d10 );

dam_message( ch, i, "The fall from the branches of a tall elm" );

inflict( ch, mob, i, "falling from the branches of a tall elm" );

act_tochar( #slip, ch );

~
E
slip~
@ROUCH!@n That really hurt!  You must have shifted off of the branche you

were trying to sleep on.


Maybe next time you should look for someplace a little wider and perhaps

a bit lcoser to the ground to sleep on.

~
E
rslip~
$n gives a little sniff, shifts in $s sleep, and suddenly disapears over

the edge of a branch!  What were they thinking of sleeping in the

branches of a tree like that?

~
E
arr~
A dark shape plummets to the ground from the branches above.  After a

rather breathless grunt when it hits the ground and a little bounce after

the first impact you can see it is $n.  Where did $e come from?

~
!
0 0 0
A
sleep~
~
if( is_player( ch ) ) {

  if( random( 1, 4 ) > 1 )

    acode( room, 1 );

  }

continue;

~
!
0 0 0
A
~
~
room = find_room( 19489 );

if( num_in_room( room ) > 4 )

  end;

i = random( 1, 5 );

if( i < 4 )

  j = 215;

else

  j = 2159;

wait( random( 8, 16 ) );

if( players_room( room ) ) {

  if( rflag( reset0, room ) ) {

    send_to_room( #arrive, room );

    mload( j, room );

    }

  if( rflag( reset1, room ) ) {

    if( !rflag( reset0, room ) ) {

      remove_rflag( reset1, room );

      send_to_room( #arrive, room );

      mload( j, room );

      end;

      }

    }

  if( rflag( reset0, room ) )

    remove_rflag( reset0, room );

  }

if( players_room( room ) )

  acode( room, 3 );

~
E
arrive~
The flutter of wings announce the arrival of a bird nearby.

~
!
1 0 4
215 9 1509949540 3 0
-1
S

#19490
The Lower Branches of an Elm - Eastern Side~
Amidst branches thick enough to support you smaller branches weave in and

out sprouting clusters of leaves as the chaotic glory of nature permits. 

Darker clusters hidden in the greenery seem to be the nests of birds or

squirrels, though through chance or design they remain well outside the

extent of your grasp.  Westward you see the thick bole of the elm that

supports these branches.

~
reset0 and reset1 used for arriving birds.

- - - - -

reach for nest, chance of slip and fall code

~
301465600 3 9 0
D3
~
~
0 -1 19487 10 10 5
E
nests~
The nests are formed from clusters of twigs and fallen leaves.  In a few

you can make out the softer hues of frayed string and the occasional slip

of cloth pilfered, per chance, from some elf.  Most are above eye making

it impossible to see if any hold eggs or young.

~
A
~
~
wait( 1 );

act_notchar( #rslip, ch );

transfer( ch, find_room( 19424 ) );

act_notchar( #arr, ch );

if( find_stat( ch, level ) < 5 )

  i = random( 3d5 );

else

  i = random( 3d10 );

dam_message( ch, i, "The fall from the branches of a tall elm" );

inflict( ch, mob, i, "falling from the branches of a tall elm" );

act_tochar( #slip, ch );

~
E
slip~
@ROUCH!@n That really hurt!  You must have shifted off of the branche you

were trying to sleep on.


Maybe next time you should look for someplace a little wider and perhaps

a bit lcoser to the ground to sleep on.

~
E
rslip~
$n gives a little sniff, shifts in $s sleep, and suddenly disapears over

the edge of a branch!  What were they thinking of sleeping in the

branches of a tree like that?

~
E
arr~
A dark shape plummets to the ground from the branches above.  After a

rather breathless grunt when it hits the ground and a little bounce after

the first impact you can see it is $n.  Where did $e come from?

~
!
0 0 0
A
sleep~
~
if( is_player( ch ) ) {

  if( random( 1, 4 ) > 1 )

    acode( room, 1 );

  }

continue;

~
!
0 0 0
A
~
~
room = find_room( 19490 );

if( num_in_room( room ) > 4 )

  end;

i = random( 1, 5 );

if( i < 4 )

  j = 215;

else

  j = 2159;

wait( random( 8, 16 ) );

if( players_room( room ) ) {

  if( rflag( reset0, room ) ) {

    send_to_room( #arrive, room );

    mload( j, room );

    }

  if( rflag( reset1, room ) ) {

    if( !rflag( reset0, room ) ) {

      remove_rflag( reset1, room );

      send_to_room( #arrive, room );

      mload( j, room );

      end;

      }

    }

  if( rflag( reset0, room ) )

    remove_rflag( reset0, room );

  }

if( players_room( room ) )

  acode( room, 3 );

~
E
arrive~
The flutter of wings announces the arrival of a bird nearby.

~
!
1 0 8
215 9 1509949540 3 0
215 9 1509949540 3 0
-1
S

#19491
The Lower Branches of an Elm - Southern Side~
The tangle of thick branches and smaller branches flourish with the

growth of abundant elm leaves obscuring your view after only a short

distance.  In places you can move smaller branches aside only to find

more of the same further out of reach.  A soft buzzing nearby alerts you

to the presense of a beehive nearby.

~
reset0 and status0 used with beehive/branch.

reset1 used with arriving birds.

~
301465600 3 9 0
D0
~
~
0 -1 19487 10 10 5
E
leaves branches~
The branches sprout thick clusters of healthy green elm leaves.  It looks

as if you could move a few branches aside if you were careful.

~
E
bees~
Little flying insects with furry black and yellow bodies.  They are well

known for the production of honey in their hives and for the painful

sting they can give when aggravated.  There seem to be an inordinately

large amount of the little insects buzzing about, darting over and under

the leaves in this place.

~
A
move~
branches~
if( rflag( status0, room ) ) {

  remove_rflag( status0, room );

  act_tochar( #reach, ch );

  act_notchar( #rreach, ch );

  wait( 2 );

  act_tochar( #found, ch );

  act_notchar( #rfound, ch );

  

  room = find_room( 19491 );

  obj_to_room( oload( 3110 ), room );

  acode( room, 6 );

  if( rflag( reset0, room ) ) {

    if( random( 1, 3 ) > 1 ) {

      remove_rflag( reset0, room );

      wait( 1 );

      act_tochar( #disturbed, ch );

      act_notchar( #rdisturbed, ch );

      if( find_stat( ch, level ) > 5 )

        i = random( 2d3+1 );

      else

        i = random( 1, 2 );

      dam_message( ch, i, "several bee stings" );

      inflict( ch, mob, i, "a swarm of bees" );

      

      wait( 4 );

      act_tochar( #dance, ch );

      act_notchar( #rdance, ch );

      if( find_stat( ch, level ) > 5 )

        i = random( 2d3+1 );

      else

        i = random( 1, 2 );

      dam_message( ch, i, "several bee stings" );

      inflict( ch, mob, i, "a swarm of bees" );

      

      wait( 4 );

      act_tochar( #dance, ch );

      act_notchar( #rdance, ch );

      if( find_stat( ch, level ) > 5 )

        i = random( 2d3+1 );

      else

        i = random( 1, 2 );

      dam_message( ch, i, "several bee stings" );

      inflict( ch, mob, i, "a swarm of bees" );

      

      wait( 4 );

      if( random( 1, 3 ) == 1 ) {

        act_tochar( #shoo, ch );

        act_notchar( #rshoo, ch );

        acode( room, 2 );

        end;

        }

      act_tochar( #dance, ch );

      act_notchar( #rdance, ch );

      if( find_stat( ch, level ) > 5 )

        i = random( 2d3+1 );

      else

        i = random( 1, 2 );

      dam_message( ch, i, "several bee stings" );

      inflict( ch, mob, i, "a swarm of bees" );

      

      wait( 4 );

      if( random( 1, 3 ) == 1 ) {

        act_tochar( #shoo, ch );

        act_notchar( #rshoo, ch );

        acode( room, 2 );

        end;

        }

      act_tochar( #dance, ch );

      act_notchar( #rdance, ch );

      if( find_stat( ch, level ) > 5 )

        i = random( 2d3+1 );

      else

        i = random( 1, 2 );

      dam_message( ch, i, "several bee stings" );

      inflict( ch, mob, i, "a swarm of bees" );

      wait( 4 );

      act_tochar( #shoo, ch );

      act_notchar( #rshoo, ch );

      acode( room, 2 );

      end;

      }

    }

  

  wait( 1 );

  act_tochar( #whew, ch );

  act_notchar( #rwhew, ch );

  }

else {

  set_rflag( status0, room );

  act_tochar( #close, ch );

  act_notchar( #rclose, ch );

  junk_obj( obj_in_room( 3110, room ) );

  }

~
E
reach~
You carefully reach out to move aside some branches.

~
E
rreach~
$n carefully balances on a branch to move aside some smaller ones.

~
E
found~
Moving one of the leafy branches you find the complex cluster of a

beehive in the crook of two more branches.

~
E
rfound~
$n has revealed a large beehive in the crook of two larger branches.

~
E
disturbed~
Uh oh!  Looks like you disturbed the bees nest.  A small swarm of

increasing size is suddenly heading your way!

~
E
rdisturbed~
Uh oh!  It looks as if $n has disturbed the bees.  A small swarm of

increasing size is starting to collect around $m.

~
E
dance~
You swat furiously at the frenzied horde of bees stinging you.  No matter

how many of the little insects you squash there always seems to be more.

~
E
rdance~
$n dances about swatting at a swarm of bees that surrounds $m mercilessly

stinging $m countless times.

~
E
shoo~
You finally manage to shoo away the last of the bees.  Mercifully the

stinging stops.

~
E
rshoo~
$n finally manages to shoo away the last of the swarm of bees that

surrounded $m.

~
E
whew~
You carefully prop back the branches making sure not to agitate the bees

into aggression.

~
E
rwhew~
$n carefully props the branches back managing to avoid agitating the bees

into aggression.

~
E
close~
You gently untangle the propped back branches and move them back into

position concealing the beehive.

~
E
rclose~
$n carefully untangles some branches and moves them a bit to conceal the

beehive.

~
!
0 0 0
A
~
~
wait( random( 5, 12 ) );

room = find_room( 19491 );

send_to_room( #reset, room );

if( !rflag( reset0, room ) )

  set_rflag( reset0, room );

~
E
reset~
A small swarm of bees coalesces from various spots of greenery only to

disapear behind one of the branches in a loud group movement.

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

act_notchar( #rslip, ch );

transfer( ch, find_room( 19424 ) );

act_notchar( #arr, ch );

if( find_stat( ch, level ) < 5 )

  i = random( 3d5 );

else

  i = random( 3d10 );

dam_message( ch, i, "The fall from the branches of a tall elm" );

inflict( ch, mob, i, "falling from the branches of a tall elm" );

act_tochar( #slip, ch );

~
E
slip~
@ROUCH!@n That really hurt!  You must have shifted off of the branche you

were trying to sleep on.


Maybe next time you should look for someplace a little wider and perhaps

a bit lcoser to the ground to sleep on.

~
E
rslip~
$n gives a little sniff, shifts in $s sleep, and suddenly disapears over

the edge of a branch!  What were they thinking of sleeping in the

branches of a tree like that?

~
E
arr~
A dark shape plummets to the ground from the branches above.  After a

rather breathless grunt when it hits the ground and a little bounce after

the first impact you can see it is $n.  Where did $e come from?

~
!
0 0 0
A
sleep~
~
if( is_player( ch ) ) {

  if( random( 1, 4 ) > 1 )

    acode( room, 3 );

  }

continue;

~
!
0 0 0
A
look~
beehive~
if( !obj_in_room( 3110, room ) )

  act_tochar( #cant_see, ch );

else

  act_tochar( #do_see, ch );

~
E
cant_see~
You don't see the hive right now, but it must be close for you to hear

such a profusion of buzzing.  A careful observation of your surroundsings

show that a great many of the little bees bumbling about seem to be

headed behind a few specific branches.

~
E
do_see~
A typical honeycomb formed of small octagonal chamber filled with either

the larvae of bees or dripping with honey.  If there's enough honey left,

and the bees don't object too much, perhaps you could get enough honey to

fill a cup or maybe even a whole jar!

~
!
0 0 0
A
~
~
wait( random( 20, 60 ) );

room = find_room( 19491 );

set_rflag( status0, room );

if( obj_in_room( 3110, room ) ) {

  junk_obj( obj_in_room( 3110, room ) );

  send_to_room( #close, room );

  }

~
E
close~
A few nearby branches slip their hold and slap back against the beehive

eliciting an angry response from the bees.

~
!
0 0 0
A
listen~
~
act_tochar( #hear_it, ch );

act_notchar( #tilt, ch );

~
E
hear_it~
The air is heavily laden with the profuse sound of buzzing bees busy at

work.

~
E
tilt~
$n tilts $s head every so slightly as $e pauses to listen to the sounds

of the forest.

~
!
0 0 0
A
~
~
room = find_room( 19491 );

if( num_in_room( room ) > 4 )

  end;

i = random( 1, 5 );

if( i < 4 )

  j = 215;

else

  j = 2159;

wait( random( 8, 16 ) );

if( players_room( room ) ) {

  if( rflag( reset1, room ) ) {

    remove_rflag( reset1, room );

    send_to_room( #arrive, room );

    mload( j, room );

    }

  }

~
E
arrive~
The flutter of wings announces the arrival of a bird nearby.

~
!
1 0 1
215 9 1509949540 3 0
-1
S

#19492
The Lower Branches of an Elm - Western Side~
Branches as thick around as a strong ogre mingle with lesser branches

that would snap under any significant weight.  If you were to progress

any further westward you would surely fall a few score of feet to the

hard-packed earth far below.  Through the clusters of leaves to the east

you can see the main trunk of the elm within which you are suspended.

~
reset0 and reset1 used for arriving birds.

~
301465600 3 9 0
D1
~
~
0 -1 19487 10 10 5
A
~
~
wait( 1 );

act_notchar( #rslip, ch );

transfer( ch, find_room( 19424 ) );

act_notchar( #arr, ch );

if( find_stat( ch, level ) < 5 )

  i = random( 3d5 );

else

  i = random( 3d10 );

dam_message( ch, i, "The fall from the branches of a tall elm" );

inflict( ch, mob, i, "falling from the branches of a tall elm" );

act_tochar( #slip, ch );

~
E
slip~
@ROUCH!!@n That really hurt!  You must have shifted off of the branch you

were trying to sleep on.


Maybe next time you should look for someplace a little wider and perhaps

a bit closer to the ground to sleep on.

~
E
rslip~
$n gives a little sniff, shifts in $s sleep, and suddenly disapears over

the edge of a branch!  What were they thinking of sleeping in the

branches of a tree like that?

~
E
arr~
A dark shape plummets to the ground from the branches above.  After a

rather breathless grunt when it hits the ground and a little bounce after

the first impact you can see it is $n.  Where did $e come from?

~
!
0 0 0
A
sleep~
~
if( is_player( ch ) ) {

  if( random( 1, 4 ) > 1 )

    acode( room, 1 );

  }

continue;

~
!
0 0 0
A
~
~
room = find_room( 19492 );

if( num_in_room( room ) > 4 )

  end;

i = random( 1, 5 );

if( i < 4 )

  j = 215;

else

  j = 2159;

wait( random( 8, 16 ) );

if( players_room( room ) ) {

  if( rflag( reset0, room ) ) {

    send_to_room( #arrive, room );

    mload( j, room );

    }

  if( rflag( reset1, room ) ) {

    if( !rflag( reset0, room ) ) {

      remove_rflag( reset1, room );

      send_to_room( #arrive, room );

      mload( j, room );

      end;

      }

    }

  if( rflag( reset0, room ) )

    remove_rflag( reset0, room );

  }

if( players_room( room ) )

  acode( room, 3 );

~
E
arrive~
The flutter of wings announces the arrival of a bird nearby.

~
!
1 0 2
215 9 1509949540 3 0
-1
S

#0