/
roa/
roa/lib/boards/
roa/lib/config/
roa/lib/edits/
roa/lib/help/
roa/lib/misc/
roa/lib/plrobjs/
roa/lib/quests/
roa/lib/socials/
roa/lib/www/
roa/lib/www/LEDSign/
roa/lib/www/LEDSign/fonts/
roa/lib/www/LEDSign/scripts/
roa/src/s_inc/
roa/src/sclient/
roa/src/sclient/binary/
roa/src/sclient/text/
roa/src/util/
#1900
A small closet~
 Hmmm... looks like a closet, smells like a closet... your guess is: You
are in a closet.  There is a dim glow coming from a door in front of you
that is open enough to provide light, and maybe for you to squeeze through.

Welcome to Aurealan Realms! The door north (simply type: north) will
take you through our introduction area.  If you are already familiar with
Circle-type MUDs, use the narrow doorway leading east to bypass this area.

Again, Welcome!  We hope you like what you see, and enjoy your stay!
~
19 134225928 0
r0
D0
To the north, you see a large entry hall.
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V0 0 1906
D1
Looking east, you see a narrow opening into a roughly-cut hallway.
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V0 0 1902
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Remember: You can type %b%7help <command>%0 to see additional info on any command.~
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#1901
The end of a rough-cut hallway~
 The hallway comes to an end here.  To the west, you can see the way you
came in, and the walls %b%6glowing%0 with a strange energy.  To the east, you
see a %b%1large, pulsing portal%0, arcing with energy.  It looks rather painful,
yet... there seems no other way out.  Perhaps you should simply enter the
magical doorway and see where it leads you to... adventure?  Most likely.
~
19 0 0
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D1
You see a %b%1large, glowing portal%0.
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V0 0 1903
D3
West, the rough-cut hallway continues.
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#1902
Inside a rough-cut hallway~
 This tunnel is rough-hewn, and carved out of a strange rock which seems
to %b%6glow%0 with an inner energy.  The tunnel leads from a narrow opening in
the west wall, and continues towards a %b%1pulsing portal%0 at the far end
of this hallway.  The portal seems to beckon to you...
~
19 12 0
r0
D1
East, the hallway ends in front of the %b%1glowing portal%0.
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V0 0 1901
D3
West, you see a narrow opening into what looks like a closet.
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#1903
A well-stocked Armoury~
This room appears to be nothing more than a standard armoury, with every
conceivable type of weapon and armor hanging or sitting somewhere.  You
sense, but do not see, someone (or something) moving about here, picking
up items, setting others down, but for what purpose you're not quite sure.
To the north and south, you see doorways leading onward from this chamber.
~
19 134225928 0
r0
D2
To the south, a strangely glowing light can be seen.
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Remember: You can type %b%7help <command>%0 to see additional info on any command.~
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#1904
A %b%6glowing sphere of energy%0~
 As you enter this room, the north exit slowly closes behind you.  You
stand in a place that is everywhere and no where, and you sense a great
power here.  A voice speaks out of the nothingness, saying: %b%6Welcome, noble
adventurer.  Know that I, and all of the other deities of the Realms, will
be watching over you as you travel, protecting you as you fight and mourning
with you if you die.  But if you should succumb to death, I will return you
to the world of the living, to fight another day.  Take the knowledge and
equipment you have gained here in these halls and enter the world.  We shall
ever be with you...%0 and the voice is gone.  You feel power building...
~
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#1905
A small closet~
You find yourself within a small closet.  You stand amidst coats and sweaters
of all shapes and sizes, with the musty smell of old material filling your
nostrils.  There is a door in front of you that is open enough for you to
squeeze through, although you get the feeling you're not where you thought
you were.  To go through the door, type: %b%7North%0.
~
19 0 0
r0
D0
North, you see what appears to be a large hall.
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#1906
An entry hall~
You have stepped into what appears to be some sort of large hall.  The marble
walls here give you the feeling of being in a museum, or perhaps in a large
university of sorts.  There is a %b%3large, glowing sign%0 on the north wall that
is BEGGING to be read, (%b%7HINT:%0 Read all the signs you come across, by typing
%b%7look sign%0) a small closet on the south wall, and twin doorways, opened wide
and inviting, leading to the east and west out of this large room.
~
19 134225928 0
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sign large glowing~
 %b%3Welcome to %0Aurealan Realms%b%3!  We hope that you enjoy your stay here, and
hope that you find this entrance area helpful.  The glowing orb is here to
provide you with instructions.  If you are new to mudding, or simply wish to
"take the tour", type: %0say novice%b%3. On the other hand, if you are an
experienced mudder, you may type: %0say expert%b%3 for that information.
%0~
D1
To the east, you see a war room.
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V0 0 1919
D2
South, you see a small closet.
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D3
To the west, a doorway marked %b%3Novice%0 can be seen.
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Remember: You can type %b%7help <command>%0 to see additional info on any command.~
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#1907
The Welcome Room~
This room appears to be someone's study, with books all over the walls and a
roaring fireplace on the west wall.  There is a %b%3large, glowing sign%0 here, no
doubt with instructions on how to gain the information this chamber has to
offer you.  There is a doorway to the east and another to the north of you.
~
19 134217736 0
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sign large glowing~
 %b%3Welcome to the first stop on the New Players Tour!  This tour is designed
to get you familiar with the basic mud commands, and help you prepare for your
journey (and survival) in the realms.  The teacher here has two pieces of
information for you.  To receive the first, type: %7say info%3, and to receive
the second, type: %7say reroll%3.  Both are things you need to know.%0~
D0
To the north, a doorway beckons you onward.
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D1
To the east, you see the doorway to the entrance hall.
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Remember: You can type %b%7help <command>%0 to see additional info on any command.~
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#1908
The Looking Room~
 This rooms seems filled with things to look at.  There is, of course, a
%b%3large, glowing sign%0 here, as well as a desk, a counter, a cabinet, a stool,
and a person.  Now that you look more closely, this almost appears to be some
sort of shoppe, or perhaps just a stock room, you're not quite sure.
~
19 134217736 0
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sign large glowing~
 %b%3This room is here to teach you how to inspect your surroundings.  As you
go through the realms, you will automatically see the descriptions of all the
rooms you enter, but what about the people and objects?  To learn about this,
type: %b%7tell jenk look%b%3, then, after you do that, type: %b%7tell jenk examine%b%3.
Notice the new command?  Tell is used to communicate privately with another
player or monster.  This is different from say, which is like speaking out
loud (ie. it can be heard by all players and monsters in the same room.)%0
~
E
desk~
This desk seems old and worn, with cracks in it's surface.  It is piled
high with papers and bits of old food, and it smells rather poorly...
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E
stool~
This small stool shows the signs of heavy use, or perhaps just nominal
use by a heavy person.  It looks like the type to creak if sat upon.
~
E
counter~
The counter that Jenk stands behind is made of wood, with rather bad glass
door in the front of it, allowing customers to access it.  The doors are
locked, however, and the cases are quite empty of all but dust.
~
D0
To the north, an open doorway beckons.
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D2
To the south, an open doorway beckons.
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#1909
The Consideration Room~
 This chamber seems rather stark and forboding, and you see what you think
are old blood-stains on the walls.  There is a %b%3large, glowing sign%0 on the
east wall, and a golem of some sort standing against the west wall.  To the
north and south, open doorways lead to adjacent rooms beyond this one.
~
19 134217736 0
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sign large glowing~
 %b%3This room will teach you two helpful combat-realted abilities, both of which
will increase your chances of survival in the realms.  To teach you, Brother
Tomas has come here, and waits for you to type: %b%7whisper tomas consider%b%3 which
will give you the first answer, then to type: %b%7whisper tomas wimpy%b%3 which
should provide you with the second.  %b%4Note:  Here is yet another method of
communicating, %b%7whisper%b%4.  With this command, you can send a private
message to someone in the room with you, but you will be observed whispering
to that person by others in the room.%0
~
D2
To the south, an open doorway beckons.
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D9
To the northwest, you see a doorway leading outside.
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#1910
A bone courtyard~
 You find yourself inside a courtyard whose walls are made up entirely of
large bones, strung together with some sort of vine...or is that intestine...
There is a %b%3large, glowing sign%0 here, giving the entire are a rather surreal
feeling.  To the southwest you see a doorway leading into a building, and to
the north you see an opening leading into what appears to be a large cave.
~
19 134217736 2
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sign large glowing~
 %b%3Welcome to the combat room.  The swordmaster here has information for you
about combat.  To find out about initiating combat, type: %7ask swordmaster tell
me about killing%3.  To find out about dealing with corpses after you are
victorious, type: %7ask swordmaster tell me about corpses%3.  After you hear what
he has to tell you, type %7help%3 followed by each of the following terms:
%7autogold, autoloot and autosplit%3.  They're very helpful.
~
D0
To the north, an opening leads into a huge cavern.
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V0 0 1911
D7
To the southeast, a doorway beckons.
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#1911
The Channel Room~
 This cavern is easily as large as any you've ever seen.  It's walls are
rough and seem to sparkle slightly in the dim light.  There is a huge mound
at the center of the room, high over which sits a %b%3large, glowing sign%0.  To
the south, you see an opening leading to a courtyard, to the north, you see
another opening leading to a marble-walled room after a short hallway.
~
19 134217736 0
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sign large glowing~
 %b%3Welcome to the channel room.  Here you'll find out more information about
all the different ways of communicating with the various players and monsters
in the realms.  To learn about public communication, type: %7tell kyrgroth what
about public channels%3.  To learn about private communication styles, type:
%7tell kyrgroth what about private channels%3.  After you've done this, type:
%7help channels%3.  This will tell you about the rest of them.%0
~
D2
To the south, an opening leads to an outdoor courtyard.
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D6
To the northeast, you see a marble walled room at the end of a short hallway.
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#1912
A grand study~
 You enter what appears to be a grand study, with walls covered by shelves
full of books, tomes and scrolls of arcane knowledge and power.  There is a
%b%3large, glowing sign%0 suspended in mid-air in the center of this room,
directly over a small pentagram in which it appears to have been summoned.
There is a doorway to the southwest and another one to the east of you.
~
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sign large glowing~
 %b%3There are two commands you need to know to keep updated on the workings
of the realms, and the Grand Mistress of Magic is here to teach you about them.
To learn of the first command, type: %7tell mistress news%3.  To learn the
second, type: %7tell mistress policy%3.  In addition to these commands, you
should type: %7help boards%3 to learn a bit more about the mud bulletin boards.
You may read the main notice board here in this room before you move on.%0
~
D1
To the east, you see a smoke-filled room which looks none-too-safe.
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V0 0 1913
D8
To the southwest, you see a bone courtyard through an open doorway.
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#1913
The Assassin's Den~
 This room is dark, smokey, and you feel very uncomfortable here.  There are
a few small, cracked wooden tables here and there, and several chairs that
look to have seen better days.  There is a %b%3large, glowing sign%0 against the
back wall, a doorway to the west which appears to lead to a library of sorts,
and another to the east seeming to lead to a small, ornate chapel.
~
19 134217736 0
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sign large glowing~
 %b%3This room is to teach you about the dangers you may discover from your
fellow players, but only if you choose to put yourself in the way of it.  The
individual who stands here is named Filthy, and he will tell you of the dark
underworld of the %0%1assassin%b%3 here in the realms.  To find out about assassins
in general, type: %7tell filthy assassin%3, and to find out about the life of an
assassin, type: %7tell filthy playerkilling%3.%0
~
D1
To the east, you see an ornate library.
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V0 0 1914
D3
To the west, you see a small library.
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#1914
A small, ornate chapel~
 This small chapel is done up in grey and royal blue, and gives you the
feeling of secrecy and curiousity for some reason.  There is a small altar
on the north wall, in front of a %b%3large, glowing sign%0.  There are also several
rows of wooden benches in front of the altar.  To the west, through a doorway,
you see a dirty, smoke-filled room, and to the southeast, surprisingly, you
think you see a grass-covered hilltop somewhere outdoors.
~
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sign large glowing~
 %b%3This room is here to teach you about two player aids: a Scroll of Recall
and a Scroll of Identify.  The Gamma Factol of The Fated is here to provide
you with a bit more information about the scrolls and their uses.  To find out
about scrolls of recall, type: %7tell gamma recall%3.  To find out about scrolls
of identify, type: %7tell gamma identify%3.  These two scrolls are helpful.%0
~
D3
To the west, you see a dirty, smoke-filled room.
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D7
To the southeast, you see a grass-covered hilltop.
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#1915
A grassy hilltop~
 You have entered a open-air area, and are now standing high atop a grassy
hill, looking out at a forest.  The sky overhead seems very far away, and the
air is clear, clean and fresh.  To the northwest, you see what appears to be
a small chapel with an open doorway, and to the south, you see a rather plain,
utiltarian building which resembles a school of sorts.  There is a %b%3large,
glowing sign%0 hanging high over the top of the hill.
~
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sign large glowing~
%b%3Here you learn about the equipment of the realms.  Weapons, armor, rings
and sheilds, lights and wands, staves and rods, all exist in the realms.
How to wear them, use them, wield and remove them is the topic of conversation
with this good wizard.  Simply type: %7tell wizard items%3 to hear what he has
to say about the objects, and then type: %7tell wizard use%3 to learn how to
manipulate these items in the wonderful world of the Aurealan Realms.%0
~
D2
To the south, you see what appears to be small school.
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D9
To the northwest, you see what appears to be a small chapel.
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V0 0 1914
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#1916
The School of Languages~
 This plain, stone building looks very utilitarian from the inside as
well as from the outside.  All around the room, the walls are covered with
chalkboards, except for the %b%3large, glowing sign%0 against the east wall.
To the north, you see a grassy hilltop through an open doorway, while to the
southwest, you see another open doorway leading to a bare, stone room.
~
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sign large glowing~
 %b%3Welcome to an extension of the Nirenoft School of Languages.  The teacher
here will tell you not only about the languages of the realms, but also about
the stores and shoppes of the realms as well.  To learn about languages, type:
%7tell teacher languages%3.  To learn about shoppes, type: %7tell teacher shoppes%3.%0
~
D0
To the north, you see a grassy hilltop through an open doorway.
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V0 0 1915
D8
To the southwest, you see a bare, spartan room.
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V0 0 1917
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#1917
A spartan chamber~
 This room is made of carved stone, grey in color, and completely barren
except for a plain, circular rug on the floor, and twin doorways leading
out.  To the northeast, you see an opening leading to what appears to be
a small school, while to the south, you see a rather austere office.  There
is a %b%3large glowing sign%0 hanging over the rug in this room.
~
19 134217736 0
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sign large glowing~
 %b%3This room is a typical practice chamber, where the members of all the
different classes go to gain new abilities.  This man is a guildmaster, it
is his duty to train those who come to him.  Most specialize in their own
specific classes, whilst some rare ones possess the knowledge to train all
classes.  To learn about levels, type: %7tell guildmaster levels%3, while to
learn about practicing, type: %7tell guildmaster practice%3.%0
~
D2
To the south, you see an austere office.
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V0 0 1918
D6
To the northeast, you see what appears to be a small school.
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V0 0 1916
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Remember: You can type %b%7help <command>%0 to see additional info on any command.~
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#1918
An Austere Office~
 This office seems rather businesslike, almost severe in it's lack of any
type of warmth or decoration.  There is a desk here, over which floats a
%b%3large, glowing sign%0.  To the north, you see a bare, spartan chamber,
while to the south, you see what appears to be a war room of some type.
~
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sign large glowing~
 %b%3This room is all about directions.  The Abbess will tell you about them,
about the information you can get from them, and about a special ability
called scan.  To learn about directions, type: %7tell abbess direction%3. To
learn about scan, type: %7tell abbess scan%3.%0
~
D0
To the north, you see a bare, spartan chamber.
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V0 0 1917
D2
To the south, you see what appears to some form of war room.
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#1919
A War Room~
 This room appears to be some form of war room.  In the center of the
room lies a huge map of the realms, with the names of the various places
inscribed as indicators.  There is a %b%3large, glowing sign%0 against the
south wall, and doorways leading north, west and east out of the room.
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sign large glowing~
 %b%3This room is one of the last here, and it's purpose it to provide you
with a look at the overall geography of the realms, and to give you a brief
look at how magic works in the realms, being such a vital part of the land.
The Matron Mother of the drow is here to (under protest) tell you about
these things.  To find out about the lay of the land, type: %7tell mother
geography%3, and to find out about magic, type: %7tell mother magic%3.%0
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To the north, you see an austere office.
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V0 0 1918
D1
To the east, you see only swirling mist, obscuring all sight.
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V0 0 1920
R
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#1920
Swirling Mist~
 This room is full of a swirling, %b%5lavender%0 mist, making it impossible
for you to see what is inside it.  You can see a %b%3large, glowing sign%0 clearly
through the mists, but barely make out three other things.  There is a shadowy
figure standing near the back wall, and exits leading to the south and west.
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sign large glowing~
 %b%3This is the last room of the "tour".  Here, the shadowy figure may
or may not be an immortal of the realms, but either way, he/she/it is here
to tell you about the social aspects of the realms.  There are commads in
this realm specifically geared towards interactions between players, called
socials.  To find out more, type: %7tell figure socials%3 and learn.%0
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To the south, you see what appears to be a small armoury.
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V0 0 1903
D3
To the west, you see a small war room.
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V0 0 1919
R
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#1921
The bubble room~
If you're here, you should be an immortal.  Otherwise, you're in a place
you don't want to be.
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#1950
%2A faint trail through the %B%2light forest%0~
You are walking upon a small path along the edge of the forest, with
the plains and farmlands to your east and thicker growth of trees to
your west. You note the various trees along your path, an oak here,
ash there, occasionally you see a cherry tree. The sound of the forest
is soothing and calm, and the plantlife looks to be in good health.
This path continues south, while to the north, it adjoins a road.
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19 4 3
r0
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A much larger and well-traveled road is up ahead.
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D2
This small trail through this lightly forested area meanders
south, further away from the road.
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#1951
%2A small path on the edge of the %B%2light forest%0~
The path here is still faint, but not so much now, and you see the reason
is that animals seem to frequent this trail, perhaps drawn by the tender
shoots of plants along the edges. Trees continue to partially screen your
view of the open terrain to the east, while their thick growth in the west
prevent serious passage in that direction. Up above, through the light
cover of leaves, the sky can be seen. To north and south, the dirt trail
you are on continues.
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19 0 3
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D0
This faint trail through this lightly forested area continues
north, meandering until it meets a road.
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V0 0 1950
D2
This small trail through the light forest continues to meander
south.
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V0 0 1952
R
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#1952
%2Upon a small path in the %B%2light forest%0~
More signs of animal tracks abound at your feet, occasionally glimpsed
in bare spots not covered by shoots, bushes, and forest-floor detritus.
Deer hoofprints are the most evident, but occasionally you recognize
marks left by foxes and birds. The leaves overhead provide dappled shade
in the day, a soothing cool relief from the sun. By night, however, they
cut off much of the light of the moons and stars, casting darkness upon
the forest.
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19 0 0
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This small trail continues to meander north.
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V0 0 1951
D2
A small pool seems to be up ahead on the trail!
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V0 0 1953
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#1953
%6At a small pond %2somewhere in the %B%2light forest%0~
You've come upon a small pool of clear water amidst a small clearing in
this lightly forested area. The water looks clean, and you can see tiny
minnows darting to and fro along the pebbly grey bottom, venturing from
a small copse of watercress to another. Reeds grow right up to the edges
of this pool, and behind them are trees. Only the path north is clear.
To the west, through some trees, you catch a glimpse of another clearing.
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19 0 0
r0
D0
The small game trail meanders north, leading away from this small
pool of water and the clearing it resides in.
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V0 0 1952
D1
A private path leads east.
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V0 0 200
D3
Through some trees, you catch the glimpse of a campfire in the
middle of a small clearing...
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V0 0 1954
R
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#1954
%3A small clearing %2in the %B%2light forest%0~
You come across a campfire burning softly in a circle of stones here in
the very center of a small clearing in the forest. It is somewhat dim here,
your view of the sky partially blocked by the canopy overhead. However, the
feeling you have in your heart is not one of fear and claustrophobia, but
rather one of peace and ease. A piece of meat roasts on a stick balanced
between rocks over the fire. A large handwoven blanket lies spread out to
one side of the campfire, it's earth tones blending easily with the ground.
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Through some trees, clumps of reeds can be seen growing.
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#99999
$~