/********************************************************* * EASTCOAST.ZONE * * Core Zone: Author Unknown * * Notes: Distribute with full DYRT distribution only * * Edited by Rex on 29 September 1996 * *********************************************************/ #include "undef.h" #include "cflags.h" #include "exits.h" %zone:eastcoast %mobiles Name = shepherd PName = "The Shepherd" Location = 35 Strength = 80 Damage = 10 Aggression = 21 Speed = 0 Description = "A wizened shepherd is here, herding his sheep." End = shepherd Name = sheepdog PName ="The Sheepdog" Location = 34 Strength = 60 Damage = 10 Aggression = 31 Speed = 2 Description = " A lean and swift sheepdog is here, looking for sheep to round up." End = sheepdog Name = flock PName = "The Flock" Location = 35 Strength = 120 Damage = 10 Aggression = 22 Speed = 0 Description = " A flock of sheep bleat contentedly here, nibbling at anything plant-like." End = flock Name = blackie PName = "Blackie" Location = 33 Strength = 40 Damage = 10 Aggression = 27 Speed = 2 SFlags { Female } Description = " Blackie, the black sheep of the flock, roams alone here, looking dejected." End = blackie Name = dreamer PName = "The Dreamer" Location = 32 Strength = 99 Damage = 10 Aggression = 23 Speed = 0 Description = " A man in a flowing robe stands here, gazing across the sea, daydreaming." End = dreamer Name = trapper PName = "The Trapper" Location = 15 Strength = 80 Damage = 10 Aggression = 28 Speed = 2 Description = " A ragged and dirty trapper is here, sputtering something incomprehensible." End = trapper Name = clammy PName = "Clammy" Location = 20 Strength = 80 Damage = 10 Aggression = 28 Speed = 2 Description = " A large oyster, as big as a man, sits under the water." End = clammy Name = jaws PName = "Jaws" Location = 31 Strength = 110 Damage = 10 Aggression = 16 Speed = 2 Description = " A big shark fin sticks out of the water, and it's no fake!" End = jaws Name = maya PName = "Maya" Location = 2 Strength = 20 Damage = 10 Aggression = 29 Speed = 2 SFlags { Female } Description = " Maya the Bee flits from flower to flower, looking terminally happy." End = maya Name = swallowtail PName = "The Swallowtail" Location = 2 Strength = 10 Damage = 10 Aggression = 30 Speed = 2 Description = " A Zebra Swallowtail flies nearby, fluttering gracefully in the breeze." End = swallowtail Name = manta PName = "Manta" Location = 26 Strength = 70 Damage = 10 Aggression = 31 Speed = 2 Description = " Flat against the sandy bottom of the shallow sea floor, a manta ray rests." End = manta Name = herman PName = "Herman" Location = 25 Strength = 35 Damage = 10 Aggression = 32 Speed = 2 Description = "Herman the Pelican waddles nearby, looking for a fish." End = herman %objects Name = cloak Location = IN_ROOM:21 BValue = 110 Size = 5 Weight = 10 Armor = 1 OFlags { WearOnBody Armor PitReset } Desc[0] = "A cloak lies in a crumpled pile here." Examine = " It is fancifully woven from sheep's wool, with interesting runes making artistic designs around the hood and edges, an ornate metal clasp for the neck, and dyed in a rich red color. You almost expect a see a picnic basket nearby." End = cloak Name = buttercup Location = IN_ROOM:2 State = 1 MaxState = 1 BValue = 50 Size = 1 Weight = 1 OFlags { GetFlips WearOnBody } Desc[0] = " You see a pretty buttercup lying limp nearby, awaiting some attention." Desc[1] = "A large yellow buttercup grows here." Examine = " This is a splendid specimen of a buttercup, and its rich golden-yellow color compels you to take it with you." End = buttercup Name = wool_robe PName = robe Location = WORN_BY:shepherd BValue = 30 Size = 13 Weight = 10 OFlags { WearOnBody } Desc[0] = "A woolen robe lies uselessly on the ground." Examine = "Looks like it could keep you warm most anywhere." End = wool_robe Name = lantern Location = CARRIED_BY:trapper State = 1 MaxState = 1 BValue = 30 Size = 12 Weight = 10 OFlags { Extinguish Lightable PitReset } Desc[0] = "A lantern rests here, emitting a bright, unflickering flame." Desc[1] = "You see a lantern tossed carelessly aside." Examine = " This small red lantern has a round latch-lock door on one side, a wick adjustment handle, ornately-shaped vents, and a wooden handle. Indeed, this is just the sort of lantern that real adventurers use!" End = lantern Name = iron_chain PName = chain Location = WIELDED_BY:trapper BValue = 50 Size = 20 Weight = 20 Damage = 6 Armor = 3 OFlags { Weapon WearOnNeck Armor PitReset } Desc[0] = "A hefty length of chain lies in a rusty pile here." Examine = " It appears to be an extra chain for use in securing animal traps into place." End = iron_chain Name = furs Location = IN_ROOM:14 BValue = 120 Size = 30 Weight = 10 OFlags { WearOnBody } Desc[0] = "A pile of old and musty furs lies here." Examine = " An assortment of beaver, squirrel, bear, tiger, grue, and shark skins make up the majority of the fur in this pile. You can only guess to the rest of the exotic, colorful furs." End = furs Name = diary Location = IN_ROOM:14 State = 1 MaxState = 1 BValue = 100 Size = 8 Weight = 8 OFlags { GetFlips } Desc[0] = "You see a small book labeled 'My Diary' lying at your feet." Desc[1] = "A small book labeled 'My Diary' rests here on a small shelf." Examine = " This appears to be a poorly written diary of a trapper that practices his trade in the swamplands. Most of the entries recount mundane catches and places that the trapper has been to, but one entry catches your attention: 'Reset 509, 2 hours and 45 minutes: I hav wanderd far into the swamplans in the hopes of settin some new trapps, wheir I stumbeld into a small, peeramid-like buildin. This plase didn't evn show up on my map, which I uuz to saafly travle the swamps. I looked insyde this thingy-ma-bob, onlee to fynd a small jayde figgurine. It seem to have a tenglin feeling whin I tuch it. I plan on keepin it unteal I figgur out what it myte meen.'" End = diary Name = jade_artifact PName = artifact Location = IN_ROOM:14 State = 1 MaxState = 1 BValue = 250 Size = 3 Weight = 3 OFlags { GetFlips } Desc[0] = "A small, cleverly-carved jade artifact rests here." Desc[1] = "A jade artifact rests next to the book." Examine = " It seems to be painstakingly hand-crafted into the shape of a fabled Aztec serpent, called a Quetzalcoatl. Strangely, the small figure seems to squirm under your hand, but doesn't seem to move at all." End = jade_artifact Name = pack_backpack PName = backpack AltName = pack Location = IN_ROOM:16 State = 1 MaxState = 1 BValue = 30 Size = 45 Weight = 10 OFlags { Container GetFlips WearOnBack PitReset } Desc[0] = "An old and worn equipment backpack lies here." Desc[1] = "An equipment backpack lies useless in a corner." Examine = " It looks a little old, with holes worn in the corners, but the straps are still intact, and the clasps are still serviceable. It looks like it couldn't contain an elephant, but hey, you might be surprised." End = pack_backpack Name = meats Location = IN_ROOM:16 BValue = 40 Size = 10 Weight = 10 OFlags { Food } Desc[0] = " A small assortment of dried meats, enough for one meal, lies in a pile here." Examine = " Dry and salty for your taste, but it will look good when you're hungry" End = meats Name = thorny_branch PName = branch Location = IN_ROOM:23 State = 1 MaxState = 1 Size = 2 Weight = 2 Damage = 3 OFlags { Weapon Lightable Extinguish PitReset } Desc[0] = "A burning branch of brambleweed lies here." Desc[1] = " A large branch of brambleweed appears usable, though still covered in thorns." Examine = " This branch looks hefty enough for a light source, but looking at the thorns, you surmise that it could serve as a pretty wicked weapon as well. Stop playing with the thorns, you might prick yourself!" End = thorny_branch Name = sand_dollar PName = dollar Location = IN_ROOM:41 State = 1 MaxState = 1 BValue = 300 Size = 5 Weight = 2 OFlags { GetFlips } Desc[0] = "A small, glittering sand dollar lies here on the ground." Desc[1] = " A small and perfectly round sand dollar winks at you through the water." Examine = " Gold flecks are scattered in the face of the dollar. Definitely this is no ordinary sand dollar!" End = sand_dollar Name = shell_conch PName = conch Location = IN_ROOM:19 State = 1 MaxState = 1 BValue = 150 Size = 6 Weight = 6 OFlags { GetFlips } Desc[0] = "A conch shell lies forgotten here." Desc[1] = "A good-sized conch shell lies partially buried in the sand." Examine = " Putting it to your ear, you hear the rolling waves of the sea..." End = shell_conch Name = claw_trap PName = trap Location = IN_ROOM:13 State = 1 MaxState = 1 OFlags { NoGet } Desc[0] = " A large and nasty claw trap lies uncovered here, set off, and covered in blood." Desc[1] = "A large and nasty claw trap lies uncovered here, set to go." Examine = " The only thing you can think is how bad your day would have become if those teeth were clamped snugly around your ankle!" End = claw_trap Name = piles_pile PName = pile Location = IN_ROOM:13 State = 1 MaxState = 1 OFlags { NoGet } Desc[0] = " Piles of leaves are spread about, save for a swept path through the trail." Desc[1] = "Piles of leaves and plant matter are strewn about." Examine = " These piles seem to be arranged in a more orderly way than nature would have placed them, making it hard to avoid stepping on at least one of them." End = piles_pile Name = bramble_berries PName = berries AltName = food Location = IN_ROOM:24 State = 1 MaxState = 1 BValue = 30 Size = 2 Weight = 2 OFlags { GetFlips Food } Desc[0] = " A small pile of ripe brambleberries are carefully set to one side." Desc[1] = "Some juicy-looking brambleberries grow here in the bushes." Examine = " Your mouth waters at the though of biting into one of those juicy and succulent berries." End = bramble_berries Name = salmon_fish PName = fish AltName = salmon Location = IN_ROOM:26 State = 1 MaxState = 1 BValue = 150 Size = 15 Weight = 10 OFlags { GetFlips } Desc[0] = "You see a freshly-dead salmon carefully set aside here." Desc[1] = "A large salmon swims near the rocks, looking very catchable." Examine = " He looks like a forty-pounder at least! You'd love to hang this one up back at home." End = salmon_fish %locations 1 n:33 e:2 s:34 w:RBANK@VALLEY; lflags { Outdoors NoMobiles RealTime } Grassy Hillock^ Sights and scents of the meadowlands assault you as you stand on top of a low-rolling hill covered in grasses and field plants. Looking around, you see the rolling hills flatten out as it descends to the east, where a blue-white haze of the horizon hints at a coastline. The trail you stand on appears more beaten to the east, a small climb up a rocky slope to the west looks possible, and an inviting meadow is to your south. You nearly overlook an almost abandoned trail to the north. ^ 2 e:3 s:35 w:1; lflags { Outdoors RealTime } Field of Gold^ You stand amid a sea of yellow-flowered buttercups, giving this place an aura of golden beauty, making you squint from the brightness. Colorful butterflies and birds flit by, giving this place a sense of vibrant life and beauty. The golden sea appears to end to the east, where a sharp cliff drops off to the dull sound of crashing water, and to the west leads a beaten trail into an area of grassy hills. To the south, you see the hills flatten out to a large field, with what looks like sheep in the distance. ^ 3 s:32 w:2 d:4; lflags { Outdoors RealTime } Eastern Cliff Top^ At least eighty feet below you stands jagged rocks, deadly spires of teeth that could kill any who are foolhardy enough to jump from here. Even if a lucky sole misses the rocks, then surely the waves will be the end of them, crashing and whipping into the rocks with uncontrolled fury. Safer grounds lie to the west, where a haze of yellow brilliance arises, and to the south toward a high point at the cliff's end, but a thrill-seeking trail cuts a rut into the cliff face to the rocks below for those that are not too encumbered. ^ 4 u:3 d:5; lflags { Outdoors NoMobiles RealTime } Up the Coastal Cliff^ Scrabbling for a foothold, you stop for a moment, and look through the misty air to see treacherous rocks far enough below you to make a jump a futile effort of survival. The only sound you hear is the dull and thunderous sounds of the waves crashing into the rocks below. A thick mist envelops the air around you, obscuring the surroundings and making the rocks here slippery to the touch, but you can discern footholds safe enough to climb up the face of the cliff, and a slightly (but not by much) safer path, only a crack in the rock, leading down near the rocks below. ^ 5 n:6 s:7 u:4; lflags { Outdoors RealTime } End of the Beach^ Mist condenses on your face as you gaze upon the frothy waters around you. Not much can be seen of the sea, with all the mist and the tall jagged rocks, some towering fifteen feet in the air. Turning around you see a virtually unclimbable cliff, save for a crack that runs up diagonally along the face. The beach continues to the south. ^ 6; lflags { Death } Sharp Rocks^ You are in a deep crag of sharp rocks. Unfortunately for you, little more is seen, for the waves bash you to pieces among the rocks... ^ 7 n:5 s:8; lflags { Outdoors RealTime } Narrow Shore^ This part of the shore narrows to the point where the distance between the surf to the west and the sheer face of the cliff looming overhead to the east is only a scant few feet, and occasionally you need to walk in ankle-deep water just to continue. To the north and the south are walkable stretches of beach while the waters to the east offer little more than a watery grave. ^ 8 n:7 s:9; lflags { Outdoors RealTime } Rocky Beach^ Small rocks and pebbles intermingle with the sands of the beach here, making you check your steps, lest you slip. The cliff appears to drop off to the south from here, and you can investigate further by following the beach to the south, or to follow the increasingly narrowing coast to the north. ^ 9 e:8 s:19 w:17 u:17; lflags { Outdoors RealTime } At the Foot of the Cliff^ You are standing in front of a looming cliff, towering some eighty or ninety feet above you, but from the perspective, it might be higher. Seagulls fly about nearby, occasionally giving a shrill call to their brethren.The cliff here bends off toward the north, cradling a narrow beach, and also falls off to the west, where a path rises over a sandy hill and out of sight. ^ 10 u:PATH@CASTLE d:11; lflags { Outdoors NoMobiles RealTime } Escarpment Path^ You are half climbing, half slipping on the stones and dirt of a steep path climbing the side of an escarpment. From here, you can see a expanse of swampland to the south, and to the east you can see a blue sea stretching out. Looking back to the dreariness of your surroundings, the path appears to continue above you, heading near some old castle walls, and down into the murky swamplands below. ^ 11 e:12 u:10; lflags { Outdoors RealTime } Base of the Escarpment^ You are standing at a drier spot in the swamplands, seemingly impervious to the thick plant growth. Looking around, you see that most of the ground here consists of hard rocks and pebbles that have fallen down from a nearby gully up the cliff, making it hard for plants to root in. A path hugs the cliff, but still uncomfortably close to the swamps to the east, which for some strange reason makes your skin crawl. A break in the twisted trees lie to the south, and it looks as if you could scrabble through the pebbles up the side of the escarpment. ^ 12 e:13 w:11; lflags { Outdoors RealTime } North Swamplands^ This part of the swamp seems too close for comfort, and you think the plants and brambles are creeping in on the thinning path against the cliff side. The path looks more comforting to the west, where a clearing appears to be, and also to the east where the path rises above the stunted treetops. ^ 13 e:17 w:12 u:17; lflags { Outdoors RealTime } Along the Cliff Path^ You feel little comfort here as the path lies mere feet from the first of the swampland trees, unearthly twisted representations of plants, giving you a feeling of hopeless despair. The path looks even more dreary to the west as it slopes gradually down to the level of the swamps itself, but a more promising path lies upwards to the east, where there appears to be a cavemouth in the tall cliff face. ^ 14 s:15; lflags { Dark Soundproof } Small Niche^ This is apparently the Trapper's sleeping quarters, simply an indented crevice in the main cave room itself. Somewhat inclined from the floor, you see many animal furs scattered about the small space, and on a small ledge, you see various personal articles of the Trapper, most of which look useless or not to your liking at all. The only obvious exit from here is south back into the main cave. ^ 15 n:14 e:16 s:17; lflags { Dark Soundproof } Round Cave^ You walk into a somewhat dank and musty smelling cave. Looking at the furs and the animal heads lined up on the walls, you must surmise that this is the humble residence of the Trapper, with all the piles of useless traps lying nearby in a corner. From here, you spy a darker niche in the northern end of the cave, while to the east is a dark hole that your light source cannot penetrate. ^ 16 w:15; lflags { Dark Soundproof } Carved Store Room^ This small room seems to you a recent addition of the Trapper's, with rough edges still in the rock walls, and even bits of freshly chipped stone still littering the floor. This room was apparently made to store all the Trapper's rapidly growing piles of semi-useless equipment and other necessities. The only exit from here is through a small carved hole to the west. ^ 17 n:15 e:9 s:18 w:13 d:9; lflags { Outdoors RealTime } At the Cave Entrance^ The path here rises up and you find yourself looking down into the murky swamp, wishing that you didn't. A vast expanse of dark and demented plant growth, you feel some dreadfully evil influence has been the cause of this. In the face of the cliff here is recessed a cave, where within, you can only discern blackness, though you spy some boot prints leading in and out of the cave, evidence that someone resides here. A smell emanates from the cave, reminding you of some old stale bread and musty animal skins. To the east and west, the path continues to thread its way along the base of the cliff. Looking again into the swamp, as if your eyes are drawn there, you spy a glimmer of gold in the dark murk, but before you can blink to clear your vision, the bright spot is gone. The path leads off at a descending slope to the east and west, and a smaller trail leads south, toward a small grassy glade. ^ 18 n:17 e:19 s:22 d:19; lflags { Outdoors RealTime } Grassy Glade^ This is a small meadow that appears to not have been affected by the stunting effects of the swamp. Though you feel comforted in seeing such a peaceful looking place, you also feel the eerie feeling of the swamp just beyond a shock of tall, impenetrable looking brambles. To the north leads a small path that appears to head up sharply toward a small black hole in face of the cliffs. A grassy path turns into a sandy trail as it descends toward a small lagoon to the east, and to the south, you see a stream across the soft grass. ^ 19 n:9 e:20 s:23 w:18 u:18; lflags { Outdoors RealTime } Gentle Beach^ Soft sand underfoot, the moth-like licking of the waves upon the surf, and the cool sea breeze are the meanest things that assault you as you tread this lonely beach. The water at this end of the coast is ringed in by a perimeter of sharp rocks, supposedly brought in some time in the past to break the tortuous waves beyond, and it in effect creates a calm lagoon. You see a tall cliff loom up from the north, the beach leading up to a sharp west-north bend. A bleak-looking stream lets out a little ways to the south, just north of a line of more tide-breaking stones. The cool, refreshing waters seem to beckon to you, to join in the knee- deep waters to the east. ^ 20 w:19; lflags { Outdoors RealTime } In the Shallow Lagoon^ Standing to your knees in cool and refreshing water, you feel relaxed from the toils and rigors of the land, and you inhale the invigorating sea- scented air blowing in from the sea. At your feet underwater, you see through the ripples many colorful corals, starfish, mollusks, and other marine life. Large rocks ring the waters here, breaking the waves of the sea beyond. The beach lies to the west. ^ 21 e:22; lflags { Outdoors RealTime } Outside the Swamps of Peril^ This area appears to be the only break in the brambles and dense and twisted vegetation to allow entrance eastward into the swamp, at least for those that are brave and staunch enough to venture further. You hear strange sounds coming from inside the swamp, making your blood cold. The stream here smells fetid and vile, as if foul substances were dumped into it. You would feel much more comfortable if you headed back east along the stream. ^ 22 n:18 e:23 w:21; lflags { Outdoors RealTime } Beside the Stream^ Walking on a grassy bank, you peer into an east-west running stream as it drains out of a dreary looking swamp to the west. The water, instead of containing the vibrant life of plants and water life, bears the smelly slimes, fetid algae, and uncleanliness of whatever dwells from within the dark swamp, causing your nose to wrinkle. The stream looks no more than waist-deep, but any travel to the south bank appears futile, with a formidable wall of thorny bramble bushes to meet you there. More hopeful paths lie to the east, where the stream thins out into the sea, and to the north across a grassy field. To the west, you see another, less traveled path following the stream toward the edge of the swamp itself. Such feelings leave you to think that traveling into the swamp would not be a good idea. ^ 23 n:18 s:25 w:22; lflags { Outdoors RealTime } Mouth of the Stream^ At this part of the beach, you see a stream come in from the west and empty its dark and rancid waters into the sea, and you get a strange feeling that the waters of the sea feel repulsed at what is emptying into it from the stream. Few if any plants seem to conglomerate at the stream's edge, and how sickly and twisted the ones are that live there. You can follow the shoreline to the north, to a more welcoming beach, or follow the stream to the west, or you can try crossing the stream here and approach a line of wave-breaking rocks that lie nearby to the south. ^ 24 n:22 e:25 s:27 w:22; lflags { Outdoors RealTime } In the Brambles^ You are beating your way through a dense clump of thorny foliage, and think that this was not really the best idea, since the plants seem to have a mind of their own and appear to tear into your exposed flesh whenever you think you've moved it out of the way, or prick you in the most sensitive areas. Safer ways of travel lie to the east and south, but to the north and east, you might just be able to escape the thorny overgrowth by plunging on through headlong. ^ 25 n:23 e:26 s:28 w:24 u:27; lflags { Outdoors RealTime } On the Rocks^ You carefully pick your way among large boulders lined in an east- west line, going out about forty feet from the shore, obviously built by past inhabitants to break the dangerous waves that come into the beach. From here, you can see paths following the beach to the north and south, and you can go inland by walking west toward a patch of thorny brambles, or by following a steep path up a sandy dune. If you are careful, you can make your way east out to the end of the rocks. ^ 26 w:25; lflags { Outdoors RealTime } End of the Rock Bank^ You precariously stand on a slanted rock here, overlooking the beach nearby. Waves crash around the rocks here, spraying them and you with cold water, and making the rocks increasingly slippery, making even walking a telling task, let alone anything more theatrical. To the north you spy another row of rocks, and to the south, you see a small dock jut into the water. The only survivable way out of here appears to be back along the wet rocks to the west. ^ 27 w:24 d:25; lflags { Outdoors RealTime } Sandy Dunes^ You stand along a ridge of sandy dunes that run parallel to the beach that lies to the east, the waves of the sea crashing in where the beach breakers fail to cover, and apparently on a sand shoal resting some hundred feet from shore as well. From this vantage, you spy to the north a long wall of cliffs, and in front of that to the west, a dark green-black mass that is only known as the Swamps of Peril. To the south, you observe a long beach leading back to a small set of docks. The sides of the dunes appear too steep to climb back down except for the west side and a quick tumble down toward a line of wave breaking rocks. ^ 28 n:25 e:29 s:30; lflags { Outdoors NoMobiles RealTime } Foamy Surf^ The sand here feels soft at your feet and the water splashing up from the sea feels exhilaratingly cool. A brisk breeze from the east blows in from the great sea, blowing at your hair. You can follow the sandy shore to the north and south, and to the west you see a steep bank of a long sand dune. ^ 29 e:42 s:31 w:28; lflags { Outdoors RealTime } In Knee-Deep^ Foamy water laps hungrily at your calves and knees as you stand here in shallow water some thirty feet east from the shoreline. Not much can be seen from here except a line of rocks extending out into the sea to the north and a small boating dock to the south. It seems that the water waves are breaking too far from the shore than normal, hinting at a sand shoal to the east, but you are not sure if you could reach it. More accessible routes appear to lie back toward the shore and farther south along the shallows. ^ 30 n:28 e:31 s:JETTY@VILLAGE; lflags { Outdoors NoMobiles RealTime } Sandy Beach^ You walk onto the white sands of a beach, the waters of the sea creating frothy waves that crash into the surf. The beach continues to the north, where you see a rock outcropping that goes a short distance into the sea. To the east you notice that a little dip in the water is not impossible since the water appears somewhat shallow. ^ 31 n:29 w:30; lflags { Outdoors RealTime } In Waist-Deep^ With water up to your waist here, you feel tingles run up your spine from the contact with the cool and refreshing sea water. A brisk breeze blows in from the sea, tinged with salt. Gulls and other sea-faring birds fly overhead, circling and turning in some strange dance of the sea. Not too far away to the south, you spy a jetty poking its way into the wavy waters. Noticing the shallow waves, you see the cause in the form of a sand shoal to the east. Unfortunately, the water gets too deep before you could get to it without special means. Looking for exits, you see a way back to the beach to the west, and it also seems possible to walk north, following the shallow waters. ^ 32 n:3; lflags { Outdoors Peaceful NoSummon RealTime } Dreamer's Point^ This is the famous point of that man, the Dreamer, who made this high corner of the cliff the popular place that it is. From here, you can see for miles around. To the east and running along toward the south as far as the eye can see, the great sea stretches out to the horizon, its blue waters drawing your eyes hypnotically. You see islands out in the distant water, but can only imagine what they are like. To the south you see a flat lowlands, dominated by a dark mass of trees, the Swamps of Peril. Outlining the swamp is a long beach, running up to the cliff foot directly under you, and then splitting off, one trail continuing north up the beach, and the other disappearing out of view to the west. A range of mountains line the valley far to the west and southwest, and nestled in front of the range directly to the west is an old and eroding castle, with one black tower still defiantly standing. A path leading north is the only way out of this narrow cliff corner. ^ 33 n:39 s:1; lflags { Outdoors RealTime } Hills of Grass^ Walking on the cushiony grasses, you find yourself on one of the many hills that roll off into the distance. Traveling here could become easily disorienting because of rolling effect the hills create. You feel relieved to see marked trails leading off to the north and south. ^ 34 n:1 e:35 s:37; lflags { Outdoors RealTime } Rolling Meadow^ Grassy hills roll off into the distance here as you walk by, and you smell the fragrances of the wild grasses and flowers growing all around. The hills flatten out to a large field to the west, where you hear the bleating of sheep. Another path to the south makes a easterly turn along a cliff edge. ^ 35 n:2 e:36 s:38 w:34; lflags { Outdoors RealTime } Flat Field^ The loamy smell and plaintive sound of bleating sheep is the first thing you notice as you walk down into this large flat field. Hills frame the north and the west, the ground appears to drop off beyond a fence to the south, and to the east, a modest but welcoming cottage making this place look like the idyllic scene of pastoral harmony. ^ 36 w:35; lflags { NoMobiles RealTime } Inside the Shepherd's Home^ This is the sparse and simple home of the shepherd, a little too simplistic for an adventurer of your tastes, but obviously adequate to the shepherd. A table with two chairs rests against the eastern wall, a window over the table showing more rolling hills outside. A simple straw bed lies to the south, a stone hearth to the north, and an exit back outside lies to the west. ^ 37 e:38 w:34; lflags { Outdoors RealTime } Southern Edge of Cliff^ South of the rolling hills, you overlook from a cliff edge the lowlands of the swamps looming some two hundred feet below you to the south. Lucky for you, a sturdy looking fence is between you and the ground far below the cliff. Even with the fence, doing anything gymnastic would be foolhardy. You can follow the cliff edge to the east, or follow a westward path wending its way to some hills. ^ 38 n:35 w:37; lflags { RealTime } South Cliff Edge^ You are standing next to the edge of a cliff overlooking the swamplands lying to the south. Fortunately (?) for you, a fence of questionable quality stands between you and the slim chance of survival in the chances of falling. Safer travels lie to the north, towards a flat field where sounds of bleating sheep originate, and to the west you can follow the cliff's edge. ^ 39 n:40 s:33; lflags { Outdoors RealTime } Long and Lonely Path^ You follow a winding path in the low bends around rolling hills, and quickly lose track of progress. The plants here, living on more rocky soil, are not as varied and rich as the ones that you see to the south. The hills are tall here, giving you little view of the land around you. The only promising routes lie between two hills to the north, where the path starts to cut into a large and rocky third hill, and to the south up an even larger hill. ^ 40 s:39 w:9@MOOR; lflags { Outdoors NoMobiles RealTime } Rocky Bend^ The path here cuts like a wound into a hill, curving off to the west and south. Rocks are strewn about, some look recently fallen there, hints of recent rockfalls. You don't think it would be a good idea to stick around to confirm your suspicions. ^ 41 s:42; lflags { Outdoors RealTime } North End of the Sand Shoal^ You walk to the north end of the shoal, the salty water mere inches deep here. The shoal breaks the waves up here, making them less fierce against the beach that lies some eighty feet to the west. You see various fish and marine life being washed along by the waves, and some larger aquatic denizens making waves of their own. The water appears too treacherous and deep in all directions save to the south. ^ 42 n:41 s:43 w:29; lflags { Outdoors RealTime } On a Sandy Shoal^ You step up onto a shallow sand shoal, some eighty to ninety feet east of the shoreline. Looking at the ankle-deep water here, you discover that the waves are broken somewhat by the shoal, since you are only swaying in your steps at each wave instead of floundering head over heels. The water is noticeably colder here, giving hint that any traveling farther east would not only be dangerous due to the waves and sea creatures, but also to the exposure of the cold water. You can follow the shoal to the north and south, or back to toward the west, since the water looks much shallower here. ^ 43 n:42; lflags { Outdoors RealTime } Southern End of the Shoal^ You are more than a hundred feet from shore as you reach this end of the sand shoal. Luckily, the water is still no more than ankle deep, but in all directions but north, the water is too deep to safely traverse without aid, and even then, the waters to the west look impossibly traversable. You feel something slimy and smooth brush your leg, and it makes you start thinking that staying longer might not be the best of survival instincts. ^ 44; lflags { Outdoors RealTime } In the Pit Trap^ You find yourself brushing the dirt off your clothes as you take stock of the situation. This pit appears to have been carefully dug out, and carefully laid over with sticks and covered in stones, save for the hole that you fell through. You try to leap for a handhold at the top, but hopelessly cannot find anything in reach, showing you that this pit was built to hold much larger creatures. Small rodents and other land-dwelling animals are here, but all starved to death. Obviously the last time that the trapper checked this trap was quite some time. You just hope that he remembers to today... ^