inherit "std/room";
#include "path.h"
void setup()
{
//ef13.c
set_light(70);
set_short("Gnarlwood Forest");
set_long("Gnarlwood Forest\n"
"The forest thickens here, as oak trees and maples "
"fill your space and bend as they hit the roof ceiling above. "
"Vines of never-opened morning glories wrap around the "
"trunks, as the blooms rot into foul liquid. You brush "
"against a tree, and startle as you feel the bark - instead "
"of rough and textured, it is smooth and slick, like a reptile's "
"scales. Something to the west attracts your attention, and you see a giant "
"weeping willow, as black as the surrounding trees "
"are white, rise above all else. "
"Perhaps it weeps for this forest's fate.\n");
add_item(({"oak","oaks","maple","maples","tree","trees"}),
"The anemic trees here are larger and older than many of the "
"trees on the outskirts. The strong trunks now have kinks "
"and cricks as the branches meet the ceiling and try to find "
"a new direction to grow.\n");
add_item(({"vine","vines","morning glories","bloom","blooms","liquid"}),
"The morning glories wait for a sign of dew or sunlight to "
"signal the beginning of a new day. This sign shall never come.\n");
add_item(({"willow"}),
"Wider than twice the length of your outstreched arms, "
"the willow, although its black bark and leaves make it "
"ugly and full of death, still is admired by you.\n");
add_item(({"bark","scales"}),
"Colorless bark lays atop itself like the scales on a serpent. "
"The evil that feed these trees can replicate growth, but it cannot "
"hide these outwardly signs as the life of the forest mutates.\n");
add_property("no_undead",1);
add_exit("south", HERE+"ef10", "path");
add_exit("east", HERE+"ef1", "path");
add_clone(NPCS+"bear",1);
}