%rainfall:6200 %latitude:40 %mobiles Name = Raiden Pname = "Raiden" Location = shoreline PFlags = {NoZap NoExorcise} MFlags = {DrainScr} Eflags = {Shock ImmShock Blind ImmCripple ImmBlind ImmMute ImmDeaf} Strength = 1000 Damage = 50 Armor = 25 Aggression = 0 Speed = 15 Description = "The thunder god, Raiden, hovers nearby, looking invincible." Examine = "Do not attack Raiden... you could not hope to survive." End = Raiden Name = Umurshyo Pname = "Umurshyo" Location = throneroom PFlags = {NoZap NoExorcise} MFlags = {BarSouth} Eflags = {Fireball Shock Frost Missile} Strength = 350 Damage = 20 Armor = 20 Aggression = 100 Speed = 0 Description = "The demon lord Umurshyo is here." Examine = "You would have to be insane to attack a demon of this stature." End = Umurshyo Name = Aikuchi Pname = "Aikuchi" Location = forthall PFlags = {NoZap NoExorcise} MFlags = {Cross} Strength = 200 Damage = 15 Armor = 30 Aggression = 100 Speed = 5 Description = "A dark figure with Samurai armor and glowing eyes stands here." Examine = " The armor is empty... only the deathless spirit of Yorube Aikuchi moves it." End = Aikuchi Name = Shubei Pname = "Shubei" Location = cherent1 SFlags = { Female } PFlags = {NoZap NoExorcise} MFlags = {NoGrab BarEast} Eflags = {Frost ImmFrost} Strength = 250 Damage = 20 Armor = 25 Aggression = 10 Speed = 0 Description = "The dragon Shubei watches your approach with glimmering eyes." Examine = " This Oriental dragon trails wisps of icy mist, like liquid nitrogen." End = Shubei Name = Kashai Pname = "Kashai" Location = cherblos Pflags = {NoZap NoExorcise} MFlags = {BarNorth NoGrab} Eflags = {Fireball ImmFireball} Strength = 250 Damage = 20 Armor = 30 Aggression = 0 Speed = 0 Description = "The serpentine body of the Dragon Kashai blocks the path." Examine = "The Oriental dragon has a leonine head with a wise expression." End = Kashai Name = Naga Pname = "The Naga" Location = dojoent MFlags = {NoHeat DrainScr BarWest QFood} SFlags = {Female} Strength = 150 Damage = 8 Armor = 5 Aggression = 50 Speed = 0 Description = "A serpent with a woman's head blocks your path to the west." Examine = "The Naga is large and probably a dangerous opponent." End = Naga Name = Ogremage PName = "The Ogremage" Location = cherent2 Mflags = {BarNorth} EFlags = {Frost Shock Fireball Missile} Strength = 175 Damage = 15 Armor = 5 Aggression = 75 Speed = 0 Description = " A blue-skinned ogre in Samurai armor brandishes his weapon." Examine = "The Ogremage can cast spells as well as fight- beware." End = Ogremage Name = Tetsuo Pname = "Tetsuo" Location = cursent1 MFlags = {BarSouth} Strength = 150 Damage = 15 Armor = 5 Aggression = 25 Speed = 0 Description = "The dragonman, Tetsuo, is here." Examine = " This union of dragon and human is stronger than either, a powerful combination." End = Tetsuo Name = Shangtsung Pname = "ShangTsung" Location = cursent2 EFlags = {Fireball Missile ImmShock ImmCripple ImmBlind ImmMute ImmDeaf} Strength = 130 Damage = 10 Armor = 0 Aggression = 75 Speed = 0 Description = "A wizard with glowing eyes is here." Examine = " The wizard, Shang Tsung, looks old, but his spells may well destroy your soul." End = Shangtsung Name = Shaolin Pname = "The Shaolin Priest" Location = temple1 Strength = 125 Damage = 8 Armor = 5 Aggression = 0 Speed = 5 Description = "A man dressed in saffron robes stands here, watching you." Examine = " Shaolin priests are often trained in martial arts: He may be a strong opponent." End = Shaolin Name = Liukang Pname = "LiuKang" Location = ropebridge EFlags = {Fireball} Strength = 125 Damage = 12 Armor = 0 Aggression = 25 Speed = 0 Description = " A shirtless fighter-priest is here, doing elaborate martial arts forms." Examine = " Liu Kang is master of many fighting skills. Defeating him will not be easy." End = Liukang Name = Kane Pname = "Kane" Location = cliffs2 Strength = 125 Damage = 12 Armor = 0 Aggression = 0 Speed = 5 Description = "Kane, a Shaolin priest in exile, stands in the road." Examine = " The priest is peaceful and will not attack, but probably would be a formidable foe." End = Kane Name = Kunglao Pname = "KungLao" Location = temple3 Strength = 125 Damage = 10 Armor = 5 Aggression = 50 Speed = 5 Description = "A warrior priest is here. He tips his razor-bladed hat to you." Examine = "Kung Lao is fast and canny, no defenseless clergy." End = Kunglao Name = Samurai Pname = "The Samurai" Location = forthall Strength = 175 Damage = 10 Armor = 12 Aggression = 100 Speed = 5 Description = " A Samurai warrior, in ceremonial armor and mask, stands guard here." Examine = " The Samurai are trained for war, and this one will not be defeated easily." End = Samurai Name = Ronin Pname = "The Ronin" Location = countrya_5 Strength = 125 Damage = 12 Armor = 15 Aggression = 80 Speed = 5 Description = " A renegade samurai, without master or marking, stands in your path." Examine = " Such Ronin are merely less honorable than Samurai, not less skilled. Walk softly." End = Ronin Name = Haohmaru PName = "Haohmaru" Location = countryb_3 Strength = 125 Damage = 15 Armor = 12 Aggression = 10 Speed = 5 Description = "The samurai Haohmaru is here, awaiting your challenge." Examine = "Haohmaru's skill is formidable, perhaps more than you can handle." End = Haohmaru Name = Ninja Pname = "The Ninja" Location = dojo3 MFlags = {Thief NoSteal} Strength = 150 Damage = 10 Armor = 8 Aggression = 100 Speed = 10 Description = "An assassin leaps from the shadows and attacks!" Examine = " Ninjas are consummate killers and masters of stealth- this one is no exception." End = Ninja Name = Subzero Pname = "SubZero" Location = curse1 EFlags = {Frost ImmFrost} Strength = 125 Damage = 10 Armor = 8 Aggression = 50 Speed = 5 Description = "A blue-clad ninja watches you warily." Examine = " Sub-Zero is far from the Lin Kwei, training for another confrontation." End = Subzero Name = Scorpion Pname = "Scorpion" Location = curse6 EFlags = {Fireball ImmFireball} Strength = 125 Damage = 10 Armor = 8 Aggression = 75 Speed = 5 Description = "A hooded ninja in yellow uniform glares from the shadows." Examine = "The undead Scorpion would mock your challenge." End = Scorpion Name = Peasant PName = "The Peasant" Location = ricepaddy Strength = 50 Damage = 5 Armor = 0 Aggression = 10 Speed = 0 Description = "A peasant in muddy robes trudges past, trying to fill his sack." Examine = "The peasant is weak, and would not pose a challenge in the least." End = Peasant Name = Jago PName = "Jago" Location = cherorch4 Strength = 125 Damage = 10 Armor = 10 Aggression = 33 Speed = 0 Description = " The tiger monk Jago stands here." Examine = " Jago is only moderately strong, many of his victories have been through surprise." End = Jago /* CONFLICTS WITH PLAYER: Ryu Name = Ryu PName = "Ryu" Location = village3 EFlags = {Fireball} Strength = 80 Damage = 8 Armor = 10 Aggression = 33 Speed = 5 Description = "The aging street fighter, Ryu Haohmasa, is here." Examine = " Ryu was a contender in his younger days, but now could be defeated even by you." End = Ryu */ Name = Chunli PName = "Chun Li" Location = cherorch8 SFlags = {Female} Strength = 75 Damage = 6 Armor = 8 Aggression = 33 Speed = 5 Description = "Chun Li, a former tournament fighter, is practicing here." Examine = " Chun Li has seen better days... she is not in top form, and looks tired." End = Chunli Name = Miyu Pname = "Miyu" Location = cherorchcent SFlags = {Female} EFlags = {Fireball} Strength = 150 Damage = 8 Armor = 0 Aggression = 0 Speed = 0 Description = "A young girl in white and a red sash watches your approach." Examine = " Miyu's fangs become apparent when you look closer. The Princess hungers." End = Miyu Name = Larva PName = "Larva" Location = cherorchcent EFlags = {ImmCripple ImmBlind ImmMute ImmDeaf} Strength = 150 Damage = 10 Armor = 10 Aggression = 0 Speed = 0 Description = " A tall figure in black, with white mask and pale hands, stands at the girl's side." Examine = " Larva, Miyu's friend and servant, is Shinma, half-god, half-demon, and immune to human magics." End = Larva Name = dummy PName = "The training dummy" Location = dojo3 EFlags = {ImmCripple ImmBlind ImmMute ImmDeaf} Strength = 1000 Damage = 0 Armor = 0 Aggression = 0 Speed = 0 Description = " A training dummy, made of packed straw and bamboo limbs, waits to be hit." Examine = " The dummy is designed to take abuse while students learn to use their weapons." End = dummy %objects Name = Yinyang AltName = orb PName = "Yinyang" State = 1 MaxState = 1 Damage = 40 BValue = 1000 Size = 10 Weight = 10 Location = IN_ROOM:goalroom Oflags = {Weapon Lit Container GetFlips} Desc[0] = "A swirling orb of black and white beckons you to pick it up." Desc[1] = " The Orb of Yin and Yang stands before you, swirling black and white." Examine = " This is the source of Umurshyo's power. Take it and become powerful yourself." End = Yinyang Name = dragons_tooth AltName = tooth PName = "tooth" State = 1 MaxState = 1 Armor = 0 Damage = 30 BValue = 300 Size = 5 Weight = 4 Location = IN_ROOM:cherblos Desc[0] = "The tooth of a dragon lies here." Oflags = {Weapon GetFlips} Desc[1] = "A broken tooth from the dragon lies near his body." Examine = " This is a tooth from a dragon's maw, hard and sharp. It would probably be a dangerous weapon." End = dragons_tooth Name = wakizashi AltName = sword PName = "wakizashi" State = 0 MaxState = 0 Armor = 0 Damage = 15 BValue = 200 Size = 10 Weight = 4 Location = CARRIED_BY:ronin Desc[0] = "A samurai's ceremonial short sword has been dropped here." Oflags = {Weapon} Examine = "This weapon would serve you well." End = wakizashi Name = katana AltName = sword PName = "katana" State = 0 MaxState = 0 Armor = 0 Damage = 20 BValue = 250 Size = 8 Weight = 2 Location = CARRIED_BY:Ninja Desc[0] = " A shinobi-katana, the traditional ninja weapon, has been left here." Oflags = {Weapon} Examine = "This is a fine weapon, and will see you through many battles." End = katana Name = bo AltName = staff PName = "bo" State = 0 MaxState = 0 Armor = 0 Damage = 8 BValue = 50 Size = 15 Weight = 5 Location = CARRIED_BY:shaolin Desc[0] = " A large iron-shod staff, often called a bo-staff, rests upright here." Oflags = {Weapon} Examine = " The staff is heavy and perhaps unwieldy, but it is better than bare hands." End = bo Name = nunchaku PName = "nunchaku" State = 0 MaxState = 0 Damage = 7 BValue = 20 Size = 4 Weight = 2 Location = IN_ROOM:curseburnt Desc[0] = "A pair of nunchaku are wrapped around an overhanging branch." Oflags = {Weapon} Examine = " Nunchaku can be dangerous in the hands of an expert... but you are no expert." End = nunchaku Name = tanto AltName = dagger Pname = "tanto" State = 0 MaxState = 0 Damage = 5 BValue = 25 Size = 1 Weight = 1 Location = IN_ROOM:cliffs1 Desc[0] = "A blood-covered dagger lies here." Oflags = {Weapon} Examine = "The dagger, a 'tanto', is sharp but short." End = tanto Name = razor Pname = "razor" State = 1 MaxState = 1 Damage = 3 BValue = 10 Size = 2 Weight = 1 Location = IN_ROOM:temple3 Desc[0] = "A folded straight razor has been dropped here." Oflags = {Weapon GetFlips} Desc[1] = " A razor, probably used to shave the heads of initates, lies open on the table." Examine = "The razor could be used as a weapon, but a weak one." End = razor Name = stonetable Pname = "table" State = 0 MaxState = 0 Size = 10 Weight = 20 Location = IN_ROOM:temple3 Desc[0] = " A low stone table stands here." Oflags = {NoGet} Examine = "The table seems to be part of the floor." End = stonetable Name = taper AltName = candle PName = "candle" State = 1 MaxState = 1 BValue = 1 Size = 1 Weight = 1 Location = IN_ROOM:templeu2 Desc[0] = "A candle lies near your feet." Oflags = {Lit Lightable Extinguish GetFlips} Desc[1] = " A lit candle burns on the altar, casting shimmering light on your face." Examine = "Nothing more than a simple wax candle." End = taper Name = sotoba Altname = marker Pname = "sotoba" State = 1 MaxState = 1 Location = IN_ROOM:cherapple Desc[0] = " A grave marker here has been pushed over, and lies on its side, pointing northeast." Oflags = {Pushable NoGet} Desc[1] = " A grave marker, or sotoba, stands in the clearing. A samurai's ashes were buried here." Examine = "The writing on the sotoba reads: Yorube Aikuchi- Guide to Death." End = sotoba Name = sandals PName = "sandals" State = 0 MaxState = 0 BValue = 15 Size = 3 Weight = 1 Location = WORN_BY:peasant Desc[0] = "A pair of cheap, wooden peasant's sandals are here." Oflags = {Wearable} Aflags = {Feet} Armor = 10 Examine = "The sandals are flimsy and old." End = sandals Name = geta AltName = sandals PName = "geta" State = 0 MaxState = 0 BValue = 20 Size = 2 Weight = 3 Location = IN_ROOM:dojo1 Desc[0] = "A pair of solid wooden sandals have been carefully set down here." Oflags = {Wearable} Aflags = {Feet} Armor = 30 Examine = " Geta are solid and useful, but will protect nothing more than your feet." End = geta Name = buddha AltName = statue PName = "statue" State = 1 MaxState = 1 BValue = 199 Size = 7 Weight = 25 Location = IN_ROOM:templeu1 Desc[0] = " A golden statue of a fat, smiling man in Asian dress has been dropped here." Oflags = {GetFlips} Desc[1] = "A large gold statue stands beside the altar." Examine = " The statue is a representation of some revered figure. It looks extremely heavy." End = buddha Name = horagai AltName = shell PName = "horagai" State = 1 MaxState = 1 BValue = 199 Size = 2 Weight = 5 Location = IN_ROOM:fort2 Desc[0] = "A gilded conch shell horn, or horagai, lies at your feet." Oflags = {GetFlips} Desc[1] = " A horagai, a conch horn used to call samurai to battle, hangs from a peg." Examine = "This horn is gold-plated and wrapped in a silvery netting." End = horagai Name = goboard AltName = board PName = "goboard" State = 0 MaxState = 0 Size = 10 Weight = 20 Location = IN_ROOM:fort1 Desc[0] = "A Go board, the pieces scattered about it, sits upon the floor." Oflags = {NoGet Container} Examine = "The board is mounted to the floor, but the pieces are loose." End = goboard Name = piece AltName = token PName = "token" State = 0 MaxState = 0 BValue = 5 Size = 1 Weight = 1 Location = IN_CONTAINER:goboard Desc[0] = "One of the tokens from a game of Go lies here." Oflags = {Lit Key} Examine = " The game token is glowing white on one side, and metallic black on the other." End = piece Name = kaginawa AltName = hook PName = "kaginawa" State = 0 MaxState = 0 Damage = 5 BValue = 100 Size = 5 Weight = 3 Location = IN_ROOM:dojou2 Desc[0] = "A grappling hook, or kagi-nawa, lies atop a coil of rope here." Oflags = {Key Weapon} Examine = " The hook is three-tined and solid, useful for climbing walls that would foil bare feet." End = kaginawa Name = facemask AltName = mask PName = "mask" State = 0 MaxState = 0 Armor = 40 Damage = 0 BValue = 40 Size = 3 Weight = 2 Location = WORN_BY:Samurai Desc[0] = "A samurai's ceremonial face mask has been dropped here." Oflags = {Wearable Armor} Aflags = {Face Head } Examine = "The mask will provide some minor protection." End = facemask Name = kobuto AltName = helmet PName = "kobuto" State = 0 MaxState = 0 Armor = 75 BValue = 30 Size = 3 Weight = 2 Location = IN_ROOM:pitpass Desc[0] = "A Samurai helmet lies, upended, on the ground." Oflags = {Wearable Armor} Aflags = {Head Face} Examine = "This helmet is large and solid, a valuable piece of armor." End = kobuto Name = jingasa Altname = hat PName = "jingasa" State = 0 MaxState = 0 Armor = 45 BValue = 40 Size = 5 Weight = 2 Location = IN_ROOM:cliffs3 Desc[0] = " A metal hat, shaped like a cymbal or conical bowl, is propped against a tree." Oflags = {Wearable Armor} Aflags = {Head} Examine = "The jingasa is inexpensive but effective samurai armor." End = jingasa Name = haramaki AltName = breastplate Pname = "haramaki" State = 1 MaxState = 1 Armor = 63 BValue = 200 Size = 10 Weight = 10 Location = IN_ROOM:gardhaus Desc[0] = "A samurai's breastplate and body armor, the haramaki, lie here." Oflags = {Wearable Armor GetFlips} Aflags = {Chest} Desc[1] = "A metal stand holds a samurai breastplate, the haramaki." Examine = " The haramaki is tightly laced and composed of thick metal plates; fine armor." End = haramaki Name = kusarii_katabira AltName = vest Pname = "kusarii" State = 1 MaxState = 1 Armor = 55 BValue = 100 Size = 7 Weight = 3 Location = IN_ROOM:dojo4 Desc[0] = " A half-vest of chain mail, called kusarii-katabira, has been discarded here." Oflags = {Wearable Armor GetFlips} Aflags = {Chest Back} Desc[1] = "A straw dummy in this room holds a short vest of chain mail." Examine = " The kusarii-katabira is small, but well-crafted armor and useful in its way." End = kusarii_katabira Name = splittoed AltName = boots Pname = "boots" State = 0 MaxState = 0 Armor = 30 BValue = 25 Size = 3 Weight = 3 Location = IN_ROOM:curseisland2 Desc[0] = "A pair of black leather split-toed boots rest near you." Oflags = {Wearable Armor} Aflags = {Feet} Examine = " The boots have a thick sole, y-shaped and studded with metal spikes." End = splittoed Name = cesti AltName = gauntlets Pname = "cesti" State = 0 MaxState = 0 Armor = 55 Damage = 17 BValue = 25 Size = 3 Weight = 3 Location = IN_ROOM:dojo4 Desc[0] = "A pair of spiked, elbow-length gauntlets have been dropped here." Oflags = {Wearable Armor Weapon} Aflags = {Hands Arm} Examine = "These cesti can be used equally well as weapons or armor." End = cesti Name = habit AltName = robe Pname = "robe" State = 0 MaxState = 0 BValue = 35 Size = 10 Weight = 5 Armor = 28 Location = WORN_BY:shaolin Desc[0] = "A saffron priest's robe lies here." Oflags = {Wearable Container} Aflags = {Back Chest Arms} Examine = "The robe is beautiful and thick, but not protective." End = habit Name = ricesack AltName = sack Pname = "sack" State = 1 MaxState = 1 BValue = 25 Size = 20 Weight = 3 Location = IN_ROOM:ricepaddy Desc[0] = "A sack is here, surrounded by grains of rice." Oflags = {Container GetFlips} Desc[1] = "One of the peasants has dropped his sack." Examine = "The sack is large, and a few rice grains cling to its rough fibers." End = ricesack Name = ricebowl AltName = bowl PName = "bowl" State = 1 MaxState = 1 BValue = 10 Size = 3 Weight = 1 Location = IN_ROOM:hermithut Desc[0] = "A bowl for serving rice lies on the ground." Oflags = {Container GetFlips} Desc[1] = "On a low table is a bowl filled with rice." Examine = "This is a simple wooden bowl." End = ricebowl Name = soup PName = "soup" State = 0 MaxState = 0 BValue = 10 Size = 2 Weight = 1 Location = IN_ROOM:temple2 Desc[0] = "A steaming bowl of some sort of soup is set out." Oflags = {Food} Examine = "The soup is thin but smells strongly of onions." End = soup Name = rice PName = "rice" State = 0 MaxState = 0 BValue = 5 Size = 1 Weight = 1 Location = IN_CONTAINER:ricebowl Desc[0] = "A handful of cooked rice is piled here." Oflags = {Food} Examine = "This rice looks edible." End = rice Name = filet AltName = fish PName = "fish" State = 0 MaxState = 0 BValue = 10 Size = 2 Weight = 1 Location = IN_ROOM:fishhouse Desc[0] = "A filetted fish is here, wrapped in rice paper." Oflags = {Food} Examine = "The fish is still fresh, though raw." End = filet Name = cherries AltName = fruit Pname = "cherries" State = 1 MaxState = 1 BValue = 10 Size = 1 Weight = 1 Location = IN_ROOM:cherorch6 Desc[0] = "Several bunches of cherries have been dropped here." Oflags = {Food} Desc[1] = " Several bunches of cherries hang from the branches above, ripe out of season." Examine = "The cherries, although odd for this time of year, look fine." End = cherries Name = greentea AltName = tea Pname = "Greentea" State = 1 MaxState = 1 BValue = 10 Size = 1 Weight = 1 Location = IN_ROOM:hermithut Desc[0] = "Someone has placed a cup of cold green tea on the ground here." Oflags = {Food} Desc[1] = " A cup of steaming green tea has been placed carefully by the ricebowl." Examine = "The green tea smells very good." End = greentea Name = rune AltName = letter Pname = "rune" State = 0 MaxState = 0 BValue = 0 Size = 0 Weight = 0 Location = IN_ROOM:village2 Desc[0] = " Some sort of letter or rune has been painted on the side of a house here." Oflags = {NoGet} Examine = "The rune is the letter 'Mu', the symbol for nothingness." End = rune Name = disclaimer AltName = sign PName = "sign" State = 0 MaxState = 0 Size = 0 Weight = 0 Location = IN_ROOM:shoreline Desc[0] = "A carved stone sign rises from the waves, atop a pillar." OFlags = {NoGet} Examine = " The sign is a disclaimer: This zone is intended entirely for entertainment purposes. No disrespect of the cultures and peoples it borrows from is intended, and in fact, where possible, the names and places are intended to honor mythologies and cultures I admire but do not have the time or space to accurately and fully represent. Thank you. _Egral N._" End = disclaimer %locations fareast_bay e:shoreline w:surface8@loligo; Altitude = 0 Lflags {Outdoors OnWater NoMobiles} Fareast Bay^ The sea rolls into this small bay, and continues east to roll up on the beach of a haze-shrouded island. Back to the west, the waves continue on toward the horizon, and clearer skies. ^ shoreline n:shore1 e:outlet s:shore2 w:fareast_bay; Altitude = 0 Lflags {Outdoors} Off the Eastern Shores^ The waves roll up onto the stony beach to the east, bringing new waters back from a freshwater outlet as they recede. Weathered cliffs obscure the area further inland, but you can see a gap in them where the stream's erosion has broken through. The beach stretches on to your north and south, and the choppy sea stretches to the western horizon. ^ shore1 n:cliffs1 e:cliffs2 s:outlet w:shoreline; Altitude = 0 Lflags {Outdoors} Beach- Northern Edge^ The beach ends abruptly here, cut off by high cliffs on two sides, and the sea to the west. It is impossible to see what might be atop the tall cliff faces, but carved paths snake to the north and east, making it possible to travel there yourself. The beach stretches on to the south, where a ship floats in the harbor. ^ shore2 n:outlet e:cliffs3 s:beachcave w:shoreline ; Altitude = 0 Lflags {Outdoors} Beach- Southern Edge^ The cliffs that divide this beach from the main expanse of the island wrap around to cut the shoreline short. A nearly vertical wall, stretching out into the water and continuing south, blocks any travel in that direction. Steps have been cut into the face to the east, however, and should make ascent easy. Down the beach, to the west, stands the sea, and a ship rests in harbor to the northwest. The beach continues to the north. ^ beachcave n:shore2 e:cursecave ; Lflags {Dark} Sea Cave^ Carved by the tides, this cave stretches back underneath the cliffs. The cavern is dark, despite being open to the beach on one end, and a cold wind saps your strength. ^ outlet n:shore1 e:gapvalley s:shore2 w:shoreline ; Altitude = 0 Lflags {Outdoors} Freshwater Outlet^ The beach is broken here by the outpouring waters of a freshwater stream, forcing its way down to the ocean. Standing on the rocks at its edge, you can see a gap in the cliff wall, undoubtedly cut by the stream in its youth. This leads to an eastern valley between the cliffs, while the beach reaches underneath this facade to the north and south. To the west, the outlet has formed a small harbor, where a ship bobs in the choppy waves. ^ gapvalley e:ricepaddy w:outlet ; Altitude = 50 Lflags {Outdoors} River Valley^ The stream here must once have been a powerful river, because the valley it cut is as wide as a small glacial rift. Trees and small shrubs reach up the walls of the gap, and the stream flows by to the west, where it will rejoin the sea. To the east, human figures move back and forth from a wide, shallow bank of the stream, to a forested area further to the southeast. ^ ricepaddy n:cliffs4 e:village1 s:village1 w:gapvalley ; Altitude = 50 Lflags {Outdoors} Rice Paddy^ Peasants comb the rice plants growing in the shallows here, gathering the grain and carrying the sacks back up to their village to the southeast. The peasants glance at you, but hurry away without asking questions, either too busy or too afraid to find out who you are. The stream flows from a slope to the north, curves here and continues down to a broad valley to the west, and presumably from there out to the sea. ^ village1 n:ricepaddy e:village2 s:fishhouse w:ricepaddy ; Lflags { } Peasant Village - Western Edge^ The western entrance to the village is nothing more than a couple of large buildings for storing rice and fish from the nearby stream. Further to the east are the small wooden huts that house the inhabitants, who seem intent on avoiding you. Many of them disappear down the hill to the west, heading toward the rice paddy. One of the storehouses is open and unguarded to the south. ^ fishhouse n:village1 ; Lflags { } Fish Warehouse^ The warehouse's smell is enough to tell you its former contents: fish. Now, however, it is almost empty, and only a few heads and salted pike remain. There didn't seem to be enough peasants in that village to account for an empty warehouse of this size, though. ^ village2 e:village3 w:village1 ; Lflags { } Village Center^ The center of the village isn't even far enough from its entrances to really make a difference- if you rode through on a horse and blinked, you might miss the whole place entirely. There are fewer peasants here, despite there being more houses about... they are definitely trying to avoid you. ^ village3 e:countrya_1 w:village2; Lflags { } Peasant Village-Eastern Entrance^ The eastern entrance to this tiny village has a barely servicable arch marking the spot where the buildings end and the countryside begins, or vice versa. Indeed, off to the east, the country stretches without interruption, while to the west, a cluster of wooden huts and storage sheds comprises the home of the low-caste. ^ cliffs1 e:cliffs2 s:shore1 u:cliffs2 d:shore1 ; Altitude = 500 Lflags {Outdoors} On the Northern Cliffs- Beneath an Overhang^ The cliff face is worn away here, leaving an overhung, pocketed ledge large enough for two humans to stand under. The floor is strewn with small stones, but swept in places as if someone's feet had been placed there and moved in small circles. The ledge continues up and to the east, meeting up with a path from the beach to the cliffs. The only other way off this ledge is to descend to the beach, to the south. ^ cliffs2 n:cliffs1 e:cliffs5 w:shore1 u:cliffs5 d:shore1 ; Altitude = 700 Lflags {Outdoors} Atop the Northern Cliffs- Plateau^ The top of the cliffs is flat and broad, and offers a very good view of the shoreline to the west, as well as the drop-off to the south, where a stream has cut through the stone, forming a wide valley. A narrowing rise leads towards the east, deeper into the cliffs and further up. Travelling north, however, will only take you to a small overhang, and from there the only way is down or back. ^ cliffs3 n:village1 s:shore2 w:shore2 ; Altitude = 500 Lflags {Outdoors} Atop the Southern Cliffs- On a Road^ At the top of a stone staircase, this road speaks of a fairly advanced civilization nearby. Shaped stones have been set in a spiralling pattern, leading far off to the north. The staircase leads down the cliffs to the southwest, where you can hear surf hitting the rocky beach. ^ cliffs4 n:cliffs6 s:ricepaddy w:cliffs5 d:ricepaddy ; Altitude = 1600 Lflags {Outdoors} Toward the Northern Cliffs^ This ridge overlooks a stream descending from further on up the northwest valley, and you can make out a rice paddy and groups of peasants downstream to the south. A well-worn path cuts up the side of the rise to the north, following the valley closely while continuing to climb. To the west, a sloping descent will bring you down and over to a slightly lower spot on the same northern cliff face. ^ cliffs5 e:cliffs4 w:cliffs2 u:cliffs4 ; Altitude = 1200 Lflags {Outdoors} Along the Northern Cliffside^ Rising from the shoreline cliff-face, this narrow reach spans the northern side of the river valley. In fact, looking down, you can see the greenish ribbon swirling west toward the sea. However, it would be a dangerous drop from here to the floor below, so your only options are to travel east (ascending) or west (descending) along the path. ^ cliffs6 e:ropebridge s:cliffs4 ; Altitude = 2000 Lflags {Outdoors NoMobiles} Top of the Northern Cliffs^ The northern path up these cliffs ends abruptly at this point, rising to a flat plateau with only two ways off: to the south, where a path leads back down the cliff to the valley below, or to the east, across a narrow bridge formed of ropes and wooden poles. Across the bridge, a similar plateau leads to a higher cliffside. ^ cliffs7 e:templepass w:ropebridge u:templepass ; Altitude = 3000 Lflags {Outdoors NoMobiles} Eastern Plateau and Overlook^ This side of the steep river valley offers a spectacular view of the eastern skyline... where a terraced shrine rises up before the forests that separate this area from the spires of the capitol, Eno. To the west, a rope bridge leads back across the valley, where a similar plateau offers a path downward toward the local village. A less steep path leads up from this side into a craggy hillside in the east, through which it will hopefully lead toward the temple. ^ ropebridge e:cliffs7 w:cliffs6 d:rapids ; Altitude = 2500 Lflags {Outdoors} On the Rope Bridge^ The bridge sways alarmingly as you stand at its center. It reaches from east to west, with a small plateau supporting either end. Looking down, the stream is visible, constrained by the narrow pass and foaming over rapids. Someone crossing this bridge could easily lose their footing and tumble to the water below. ^ rapids u:ropebridge ; Lflags {Death NoMobiles} Rapids on the Stream^ You leap from the rope bridge, and hurtle down toward the water. Unfortunately, you miss the deeper water, and smash against the rocks below, dying almost instantly. ^ templepass n:templand1 e:templand2 s:countryacave w:cliffs7 ; Altitude = 3500 Lflags {Outdoors} Cliffside Pass^ This pass is cold and windswept, due to the breeze coming from the peaks high above. This wind whistles in a crack in the rock face to your south, a gap wide enough to squeeze through. A narrow gap in the eastern rockface allows you to ascend from here. Below, a broad plateau stretches off to the west, toward a chasm spanned by a narrow rope bridge. The pass continues on toward the north, rising more gradually toward a cavern mouth. ^ templand1 n:hermithut e:templand3 s:templepass u:templand3 d:templepass ; Altitude = 4000 Lflags {Outdoors} Mountainside^ The gradual rise here is abutted to the east by a steep face, which is rough enough to scale to the temple above. To the north, a small hut of bamboo and moss is wedged into a crack in the blocking stone wall. Down the slope, an easy walk to the south, a narrow gap opens onto the cliffside below. ^ templand2 n:templand3 w:templepass u:templand3 d:templepass ; Altitude = 4000 Lflags {Outdoors} Mountainside^ A level spot here offers a brief respite from the steep slopes in either direction. To the north, a steep but broken face could be climbed toward the looming temple, while a gap in the similarly steep western side would allow you to descend toward the low cliffs. ^ templand3 e:temple1 s:templand2 w:templand1 ; Altitude = 4500 Lflags {Outdoors} Snowy Peak^ The highest point in this part of the mountains flattens out to form a mesa, covered in a thin blanket of powdery snow. The snow does not reach any lower, but seems to stay contained on this level. Steep slopes lead down into the crags and cliffs below, either to the south or west. To the east, a short walk would take you to the terraced temple that fills the horizon. Snow clings to its eaves, and piles in drifts before its open doors. ^ hermithut s:templand1 ; Lflags { } Dilapidated Hut^ This hut is a framework of bamboo poles covered with insulating moss, an adequate protection against the biting wind. Not many personal effects mark it as inhabited, but there is a fire ring near the center of the floor, filled with charcoal, and a few cooking implements have been set out beside it. ^ temple1 n:temple2 e:templeu1 s:temple3 w:templand3 u:templeu1 ; Lflags { } Temple Entrance^ The entry to the temple is cold and bare of effects, the only features are the three doors: one leading outside, to the west, two others with circular insigne leading north and south, and a staircase leading up and to the east, toward another level of the temple. ^ temple2 s:temple1 u:templeu2 ; Lflags { } Dining Hall^ Low stone benches form rows in this room, alternating with rows of cushions. A cold fireplace in the far wall holds enough utensils and pots for you to guess that this must be the dining hall for the temple. The room itself is also cold, as air leaks in from the southern doorway. A wooden staircase leads upward, into a room flickering with candlelight. ^ temple3 n:temple1 ; Lflags { } Living Quarters^ Matresses stuffed with straw are lined up in neat rows here, covered with the personal effects of the temple residents and priests. A washstand filled with icy water stands next to the door. ^ templeu1 n:templeu2 d:temple1 ; Lflags { } Chamber of Calm^ This chamber is hung with silk tapestries, elegant and heavy artworks valued more for their acoustic properties than their artistic ones. The room is silent and still, and a scent of incense floats in from the altar to the north. It is a perfect place to sit still, relax, and clear one's mind. ^ templeu2 s:templeu1 d:temple2 ; Lflags { } Temple Altar^ The temple's altar is brightly lit, filled from wall to wall with elaborate candelabras filled with candles of every size, color, and type. The flickering lights illuminate brightly colored rugs on the floor and elaborate paintings on the ceiling and walls. A wooden staircase in the far corner leads back down into the ground floor. ^ countrya_1 e:countrya_3 w:village3 ; Altitude = 300 Lflags {Outdoors NoMobiles} Countryside- Near a Village^ Fields and pastures have been carved into the rocky soil of this land, a sloping plain descending from the mountainous north toward the low, forested south. The road crossing this expanse runs east-west, and at its western terminus meets up with a small village of wooden buildings. Towards the east, the road meets with another at an unmarked crossing. ^ countrya_2 n:countrya_3 e:pitpass s:countryacurse d:pitpass ; Altitude = 300 Lflags {Outdoors} Countryside- Overgrown^ Scrub brush and tall grasses choke the land around this stretch of road. To the north, this verdure fades into carefully kept fields and pastures. The overgrowth gradually thickens toward the south, but a line of haze and dead foliage marks where the green abruptly changes to black, and the healthy overgrowth changes to sickly clots of blighted vegetation and intertwining brambles. Just before that line, the roadside drops away toward a sinkhole, the bottom of which looks clean and bare. ^ countrya_3 n:countrya_5 e:countrya_4 s:countrya_2 w:countrya_1 ; Altitude = 300 Lflags {Outdoors} Countryside- Crossroads^ The two major roads crossing this island meet here, at an unmarked crossroads. The only clue as to each road's destination is what can be seen: to the west, a small village stands alone. To the east, the road continues toward groves and orchards of planted trees. The northern path seems to dissappear into the rock-strewn hills, where mountains reach toward the horizon. And to the south, the road is obscured by a dark haze rising from the blighted countryside around it. ^ countrya_4 e:countryacher w:countrya_3 ; Altitude = 300 Lflags {Outdoors} Countryside- Orchards^ Planted and cultivated trees form small orchards along the sides of this east-west road, thickening to the east until only a vast pink forest of blossoms is distinguishable. In the west, the trees become more and more sparse, giving way to fields and pasture, flat land that makes it easy to see where this path crosses another, forming a crossroads. ^ countrya_5 n:countryacave s:countrya_3 ; Altitude = 300 Lflags {Outdoors} Countryside- Gravel^ The road is strewn with gravel and small pebbles, which thicken toward the north until the path is completely obscured. Larger and larger piles of stone end at a high rockface, split by a narrow crack. Toward the south, the gravelly soil clears enough that it has been cultivated. The road in that direction is crossed by an east-west path, forming a crossroads. ^ countryacave n:templepass s:countrya_5 ; Lflags {NoMobiles} A Tight Squeeze^ This crack between two rock faces is barely wide enough for an armored human to squeeze through. It rises sharply at its midpoint, and an icy wind blows north to south, from the high end... a snowy mountainside can be seen beyond. To the south, a rocky field offers more warmth and comfort. ^ countryacurse n:countrya_2 s:cursent1 ; Altitude = 300 Lflags {Outdoors NoMobiles} Countryside- Near the Cursed Lands^ The once green countryside looks sickly now, as some blight spreads northward across it. Nothing stands higher than your calves, and what still stands is wilted, broken, or torn. Puddles of sticky black ooze bubble up in small patches, which become larger toward the south. The sickly vapors from these puddles rise and cast a dark haze over the entire southern sky, as well. At the far southern reach of this road, a dark forest tries feebly to block the skyline. To the north, healthier pastures abut the road. ^ countryacher e:cherent1 w:countrya_4 ; Altitude = 300 Lflags {Outdoors NoMobiles} Countryside- Near a Cherry Orchard^ Small orchards grow on either side of the road here, increasing in number the further you look to the east. This progression ends in a vast orchard of pink blossomed cherry trees. To the west, the land grows flatter and featureless, a farmed plain reaching to where this road crosses another. ^ countryb_1 e:countryb_3 w:countrybcurse ; Lflags { } Countryside- Gnarled Scrub^ The scrub brush and vegetation that overgrows this area of countryside is twisted and stunted, as if the soil were poisoned. Only small clumps of grass remain, though the earth is dark and seemingly fertile. Looking south, this blight seems to get worse, and a pall hangs over the sky in that direction. Back to the north, the road meets another, and the land gives way to cultivated farmlands, albeit in rocky soil. ^ countryb_2 n:countryb_3 s:countrybend w:countryb_6 ; Lflags { } Countryside- the Far South^ The road is broken into chunks here, and partially scattered across the dark and festering plains. A greyish pall overhead blows from the west to the east, toward a darker cloud... and not a cloud of water vapor. To the south, the road drops away suddenly, to the north, it joins another at a crossroads. ^ countryb_3 n:countryb_5 e:countryb_4 s:countryb_2 w:countryb_1 ; Lflags { } Countryside- Uncrossedroads^ "Crossroads" is perhaps not the right name for this area: two roads do not so much meet here as crash together. The surfaces are buckled and broken, and the stone surface of the east-west road dives underneath and then crashes through its north-south counterpart. Bits of the paving stones lie on either side of the crossing, scattered like gravel. To the west, a dark haze obscures your vision, and to the east, a grey fog blows toward you as if to feed it. The southern path seems to be snapped off before it reaches very far, and only the northern path, which terminates in a forest of blossoming cherry trees, seems to offer any desirable goal. ^ countryb_4 s:countryb_6 w:countryb_3 ; Lflags { } Countryside- Sticky Morass^ Sulfurous ooze laps across the road at its eastern end, seeming to eat away at the stone. A greyish miasma rises from this nasty yellow puddle, and the cold winds from the southeast blow it back past you; a choking, stinking vapor that burns your eyes. Looking for a way out of this cloud, you look west, where the road is still intact, and south, where a dirt path leads down to a small clearing. ^ countryb_5 n:countrybcher s:countryb_3 w:pitpass d:pitpass ; Lflags { } Countryside- A Glimpse of Life^ This unpleasant countryside makes you look longingly to the north, where pink cherry blossoms fall from a thick, living orchard. The land here, in contrast, is dry and rocky, barely touched by greenery. Further to the south, it even seems to be dotted with dark, smoking puddles and patches of yellow ooze, ending in haze-shrouded cliffs. Another escape, however, is offered by a sinkhole to the west, where the roadbed drops away toward a bare, dry floor. ^ countryb_6 n:countryb_4 e:countryb_2 ; Lflags { } Countryside- Cold Winds^ Two dirt paths, diverging from two main roads higher uphill, meet here in a clearing. It is swept free of the gravel and sediment that cover most of the surrounding lands; a stiffly cold wind blasts across it toward the west, attempting to clear the sky of clinging haze and fog. ^ countrybcurse e:countryb_1 w:cursent2 ; Lflags {NoMobiles} Darkening Skies^ The sky overhead seems to actively darken as you pass this way, going from a dim storminess to the north, to a sickly slate to the south, where dark branches reach hopelessly toward the swirling clouds. The road seems increasingly out of repair as you look in that direction, also. ^ countrybcher n:cherent2 s:countryb_5 ; Lflags {NoMobiles} Dusty Road^ The north-south road leads off to the horizon in either direction, but to either side is only overturned and blighted earth, dry and dead. Dust blows across the road, back toward greener lands... a glimmering of pink shows to the north, the only visible sign of life. ^ countrybend n:countryb_2 s:deadroad ; Lflags { } End of the Road^ The road ends abruptly here... since there is no land for it to cross. You stand on the edge of a abyssal gap, the sod and rock torn away from the edge as if scraped out by a titan's foot. Rocks dislodged from the edge tumble for nearly half a minute before hitting the bottom, and you would undoubtedly suffer the same freefall and landing if you were to continue on. ^ deadroad n:countrybend ; Lflags {Death NoMobiles} Off the Edge^ Stepping off the edge of an abyss is never a good idea, especially when it is nearly a mile deep. You splatter disgustingly on the rocks below. ^ pitpass e:countryb_5 w:countrya_2 ; Lflags {Dark NoMobiles} Karst Sinkhole^ Sharply sloped on either side, this sinkhole is shallow at the bottom, and goes deep under the bedrock of the area through a wide, low tunnel. Through here, you can travel east or west, either way leading back up to the light. ^ cursent1 n:countryacurse s:curse3 ; Lflags { } Entrance to the Cursed Lands^ Dark, gnarled branches reach over the road, marking a boundary between the merely grotesque and the completely twisted. The southern road splinters and falls to ruins before reaching the dark forest, leaving only brackish mud and loose stones to mark the way. Out to the north, the darkness thins and the road continues undamaged. ^ cursent2 e:countrybcurse w:curse5 ; Lflags { } Entrance to the Cursed Lands^ The only difference between this area and the desolation to the west is that the remains of a forest, black and tangled, reach above you to embrace the noxious clouds. Within the forest to the east, the road is eroded away and eventually vanishes. ^ curse1 s:curse5 w:curse2 ; Lflags {Dark TempExtreme} Cursed Forest^ This forest is revoltingly similar to its surroundings: rotting trees intertwine to form a roof overhead, blocking what little light filters through the swirling haze. This noxious gas makes breathing difficult and rest, impossible. ^ curse2 e:curse1 s:cursefire w:curse3 ; Lflags {Dark TempExtreme} Cursed Forest^ This forest is revoltingly similar to its surroundings: rotting trees intertwine to form a roof overhead, blocking what little light filters through the swirling haze. This noxious gas makes breathing difficult and rest, impossible. ^ curse3 n:cursent1 e:curse2 s:curseshore1 w:curse4 ; Lflags {Dark TempExtreme} Cursed Forest^ This forest is revoltingly similar to its surroundings: rotting trees intertwine to form a roof overhead, blocking what little light filters through the swirling haze. This noxious gas makes breathing difficult and rest, impossible. ^ curse4 e:curse3 s:curseshore2 w:cursecave ; Lflags {Dark TempExtreme} Cursed Forest^ This forest is revoltingly similar to its surroundings: rotting trees intertwine to form a roof overhead, blocking what little light filters through the swirling haze. This noxious gas makes breathing difficult and rest, impossible. ^ curse5 n:curse1 e:cursent2 s:curse6 w:cursefire ; Lflags {Dark TempExtreme} Cursed Forest^ This forest is revoltingly similar to its surroundings: rotting trees intertwine to form a roof overhead, blocking what little light filters through the swirling haze. This noxious gas makes breathing difficult and rest, impossible. ^ curse6 n:curse5 w:curseburnt ; Lflags {Dark TempExtreme} Cursed Forest^ This forest is revoltingly similar to its surroundings: rotting trees intertwine to form a roof overhead, blocking what little light filters through the swirling haze. This noxious gas makes breathing difficult and rest, impossible. ^ cursefire n:curse2 e:curse3 s:curseburnt w:curseshore1 ; Lflags {NegRegen} Cursed Forest- Raging Fire^ In this small patch of the blasted forest, a fire still burns, opening a hole through the clustered trees and filling the air with blistering smoke. If you stay too long, that smoke could prove fatal. ^ curseburnt n:cursefire e:curse6 ; Lflags { } Cursed Forest- Charcoal and Ashes^ The fire that still burns to the north has passed through here, leaving a gap in the forest and a pocket of clean air. You can actually take a few breaths without retching. ^ cursecave e:curse4 w:shore2 ; Lflags {Dark NoMobiles} Cave in the Cursed Lands^ This cave, though dark, damp, and cramped, is free of the choking vapours that swirl outside. You can actually breathe and rest here, without fearing attack or poisoning. A tiny, salt-rimmed tunnel seems to be the source of the restoring air, leading back to the west, far underground. ^ curseshore1 n:curse3 e:cursefire s:curseacid1 w:curseshore2 ; Lflags { } Shore of the Acid River^ A beach of black, glassy sand divides this area between a thick, blackened forest to the north and east, and a stinking, bubbling river of acid to the south. The river looks shallow enough that you could cross quickly, but you still might lose some boot leather. ^ curseshore2 n:curse4 e:curseshore1 s:curseacid2 ; Lflags { } Shore of the Acid River^ A beach of black, glassy sand divides this area between a thick, blackened forest to the north and east, and a stinking, bubbling river of acid to the south. The river looks shallow enough that you could cross quickly, but you still might lose some boot leather. ^ curseacid1 n:curseshore1 s:curseshore3 w:curseacid2 ; Lflags {NegRegen} Acid River^ The acidic waters of this festering river eat away at the soles of your boots... It would be best to leave before it reaches the soles of your feet. ^ curseacid2 n:curseshore2 e:curseacid1 s:curseshore3 ; Lflags {NegRegen} Acid River^ The acidic waters of this festering river eat away at the soles of your boots... It would be best to leave before it reaches the soles of your feet. ^ curseshore3 e:curseacid1 s:curseisland1 w:curseacid2 ; Lflags {NoMobiles} Far Shore of the Acid River^ This shore is lined with black, shining sand, stretching back to the south until it fuses into a glassy surface. The river that flows by is a yellowish hue, and bubbles where it comes in contact with the shore... probably acid. ^ curseisland1 n:curseshore3 s:curseisland2 w:dojoent ; Lflags { } Cursed Lands^ The ground is hard and glassy underfoot, and it is difficult to stand. The mists that cover the northern forest are unrestrained here, and seep down around your ankles, rising occasionally in choking plumes. To the west, a greyish building fights to stay above this flood, but its paper-thin walls have already been breached. The northern edge of this area is the shore of a foul yellowish river, and to the south, a wall of solid black stone rises to block the horizon. ^ curseisland2 n:curseisland1 ; Lflags {Dark} Cursed Lands^ Sheer walls of shining black stone, like obsidian mirrors, jut from the ground, forming a slick, sharp barrier. You can travel no further south. ^ dojoent e:curseisland1 w:dojo1 ; Lflags {Dark TempExtreme} Passage through Darkness^ The mists themselves rise to block your path as you cross this way. A squat grey building with torn paper walls is the only sign of life in this desolation; it stands directly to your west. To the east, the plain stretches unbroken to a shore lined with black sand. ^ dojo1 n:dojo2 e:dojoent s:dojo3 w:dojo4 u:dojou1 ; Lflags {Dark} Unhallowed Halls^ The everpresent gas seeps into this hallway through rips and tears in the paper walls. Sliding doors in all major directions do little to hide the contents of this building's other rooms. From the general layout, this would be a dojo, a training hall. To the north are the sleeping quarters, to the south, a training facility, an armory of sorts lies to the west, and the eastern portal is open to the "air." A rickety ladder also leads upward onto wooden platforms above. ^ dojo2 s:dojo1 ; Lflags {Dark} Sleeping Hall^ The northern hall of this dojo has been filled with straw pallets, and converted into sleeping quarters. Students had no need for worldly posessions or comfort, and so their bedding was the necessary minimum. Black tar oozes from the splintered floor, soaking into the matresses. ^ dojo3 n:dojo1 ; Lflags {Dark} Training Hall^ Training took many forms for the students of this dojo, as the varied equipment here shows. Wooden targets, some broken, some bloodied, stand to either side of a straw ring, which is similarly stained and damaged. A few straw dummies dressed in clothing and armor were used to begin weapons training. Of course, there was no substitute for human instruction, and several marked areas on the floor undoubtedly served as sparring rings. ^ dojo4 e:dojo1 ; Lflags {Dark} Weapons Hall^ Empty hooks, pegs, and rings wait for weapons that will never be hung here again. Wooden forms for armor stand like bare skeletons. This room once held enough weaponry for a small army, but now only a few pieces remain. Either scavengers or the retreating students have taken everything of value. ^ dojou1 n:dojou2 d:dojo1 ; Lflags {Dark} Dojo- Upper Level^ The covered platform sways from your weight- apparently something has damaged the timbers, which appeared strong enough for four people your size. A thin wooden ladder is the only way down short of jumping. ^ dojou2 s:dojou1 ; Lflags {Dark} Dojo- Upper Room^ This section of the upper level is open on two sides- to the south to allow passage back and forth between the two platforms, and to the north, only a small window-slit is left open. A post outside offers some clue as to the purpose: small indentations in the wood indicate some sort of impact. A practice course for some skill, perhaps. ^ cherorch1 n:cherorch5 e:cherorch1 s:cherorch7 w:cherorch6 ; Altitude = 300 Lflags {Outdoors} Cherry Orchard^ The waving branches and falling petals of the cherry trees disorient you and make it difficult to find the way out... ^ cherorch2 n:cherblos e:cherorch8 s:cherorch3 w:cherorch6 ; Altitude = 300 Lflags {Outdoors} Cherry Orchard^ The waving branches and falling petals of the cherry trees disorient you and make it difficult to find the way out... ^ cherorch3 n:cherorch4 e:cherorch1 s:cherorch5 w:cherorchcent ; Altitude = 300 Lflags {Outdoors} Cherry Orchard^ The waving branches and falling petals of the cherry trees disorient you and make it difficult to find the way out... ^ cherorch4 n:cherorch7 e:cherorch6 s:cherorch3 w:cherorch1 ; Altitude = 300 Lflags {Outdoors} Cherry Orchard^ The waving branches and falling petals of the cherry trees disorient you and make it difficult to find the way out... ^ cherorch5 n:cherorch4 e:cherorch1 s:cherorch7 w:cherent1 ; Altitude = 300 Lflags {Outdoors} Cherry Orchard^ The waving branches and falling petals of the cherry trees disorient you and make it difficult to find the way out... ^ cherorch6 n:cherorch1 e:cherorch7 s:cherorch4 w:cherorch5 ; Altitude = 300 Lflags {Outdoors} Cherry Orchard^ The waving branches and falling petals of the cherry trees disorient you and make it difficult to find the way out... ^ cherorch7 n:cherorch7 e:cherorch8 s:cherent2 w:cherorch6 ; Altitude = 300 Lflags {Outdoors} Cherry Orchard^ The waving branches and falling petals of the cherry trees disorient you and make it difficult to find the way out... ^ cherorch8 n:cherorch8 e:cherorch1 s:cherorch3 w:cherorch5 ; Altitude = 300 Lflags {Outdoors} Cherry Orchard^ The waving branches and falling petals of the cherry trees disorient you and make it difficult to find the way out... ^ cherorchcent n:cherorchcent e:cherorch2 s:cherorch4 w:cherorch8 ; Altitude = 300 Lflags {Outdoors} Cherry Orchard^ The waving branches and falling petals of the cherry trees disorient you and make it difficult to find the way out... ^ cherblos n:enoroad s:cherorch2 ; Altitude = 300 Lflags {Outdoors} Road of the Cherry Blossoms^ This road is bound on either side by lines of cherry trees, all in full bloom and drifting their petals down onto the road surface. You can see the spires of Eno far to the north, and to the south are more cherry trees, which seem to be planted in an obscuring pattern. ^ cherent1 n:cherapple e:cherorch5 s:cherorch8 w:countryacher ; Altitude = 300 Lflags {Outdoors} Cherry Orchard- Western Entrance^ The road here passes from the open countryside to the west to a tangled "orchard" of cherry trees to the east. The road passes directly under the boughs, and is covered with falling petals. A small path leads north from this spot, toward another grove of blossoming trees, possibly apple or pear. These orchards are the pride of Eno, and stretch on for many miles. ^ cherent2 n:cherorch7 s:countrybcher ; Altitude = 300 Lflags {Outdoors} Cherry Orchard- Southern Entrance^ A line of blossoming cherry trees abruptly divides the barren country- side from a tangled "orchard", stretching back beyond sight. The trees are so tightly packed that only the road offers a way through to the north. The southern end of the road disappears into the scrub and stone of a blasted plain. ^ cherapple s:cherent1 ; Lflags {NoMobiles} Clearing^ This clear spot is almost totally surrounded by apple trees, which drop pink and white petals around you as the wind picks up. A narrow path leads back to the south, where a wider road crosses it. The branches rustle occasionally, and you shiver. ^ enoroad n:enogate s:cherblos ; Altitude = 300 Lflags {Outdoors NoMobiles} Road to Eno^ The road stretches across the plain, from a cherry orchard far to the south to the vast city of Eno to the north. The city is plainly visible, a dark mass of spires and rooftops stacked one on another, surrounded by a palisaded earthen wall. Only the front edge of the orchard can be seen, with the road passing into a gap therein. The countryside is burnt and blasted, and a black streak crosses the road in front of you. ^ enogate e:tempruin s:enoroad ; Altitude = 300 Lflags {Outdoors} Gates of Eno^ The City of Eno rises high above you to the immediate north. However, a massive gate stands between there and here, and a padlock of proportionate size is on its door. High earthen walls wrap around to the east and west, and their smooth sides would make climbing impossible without help. A road leading from the gates reaches off toward the south, to a grove of trees far in the distance, and a narrow dirt path leads off to the east. ^ tempruin s:enoroad w:enogate ; Lflags { } Ruined Shrine^ This was once a Shinto shrine outside Eno. Now, it is a pile of rubble beneath two cracked pillars. The main platform is largely intact beneath the rocks, but its surface has been scorched and scraped by something. Trees that once made this an oasis of nature near the city's walls have been torn down, giving you a clear view of those ramparts and the spires beyond. ^ courtyard n:forthall e:vilruin w:gardhaus ; Altitude = 300 Lflags {Outdoors} Eno Courtyard^ Just behind the walls of Eno is the only clear spot in the city: A large courtyard flanked by statues and landscaping. Koi float belly-up in small pools, and once-beautiful stone gardens have been raked across by claws rather than garden tools. A stench of sulfur hangs in the air, which seems to darken as you near the center of the city, the daimyo's fortress to the north. To the west, a guardhouse has been erected along the wall. To the east, the remains of the city's homes lie in long-dead ashes. The city walls are in the opposite direction- south- and the barred gate looks impassable from this side. The high earthen walls are too smooth to climb without aid. ^ vilruin w:courtyard ; Lflags { } Village Ruins^ There's not much to see or do here, the wooden buildings have burned totally to the ground and the stone structures have been torn apart. Here and there, you can see lighter patches which often turn out to be bones or broken marble statues, but mostly the landscape is an even, sooty black. The roads are all clogged except for the path back to the west. ^ gardhaus e:courtyard u:gardhaus2 ; Lflags { } Guard House^ The only standing building higher than two stories, other than the fortress itself, is this guard tower, set against the defensive wall. This lower floor held rows of bunks, which are now overturned and torn, as well as the armor and personal effects of the city's defenders. A plank staircase leads up to the open platform above. ^ gardhaus2 d:gardhaus ; Lflags { } Guard House Tower^ The top floor of the guard house overlooks the countryside around Eno.. a view one could easily do without. To match the destruction within the city walls, sections of the land are also burned away, in strips that match the path of a landing meteorite. Bubbling pools of various colors have erupted from the ground where these streaks end, and seem to spread across the land as you watch. The cherry orchard to the south smokes where Kashai fell. The only safe way out of here is down... ^ forthall n:fort1 e:fort3 s:courtyard w:fort2 ; Lflags { } Entrance Hall of the Eno Fortress^ Your footsteps echo in the vast hallway, the only sound in this hollow emptiness. Timbers bracing the lofted ceiling are scraped along the underside, but the walls are unmarked. Passages lead off in the cardinal directions, with the one to the south opening onto the courtyard outside. ^ fort1 s:forthall ; Lflags { } War Room^ No battle plans are drawn up in the War Room, no maps with clay or bronze figurines marking the placement of troops: there was no preparation for the battle that lost this fortress. No opposing army swept over the southern plains. The only strategic element in this room, in fact, seems to be a large Go board, standing in a quiet corner. ^ fort2 e:forthall u:fortu2 ; Lflags { } Hall of Honor^ This hall is filled with unreadable plaques remembering the deeds of heroes and leaders long forgotten by the people of the land. They collect dust here, serving only as reminders that rulers love to give themselves awards and titles. ^ fort3 w:forthall ; Lflags { } Dining Hall^ This vast dining hall was designed to feed the daimyo's troops, as well as to prepare the meals for that ruler and his family. Now, it stands silent, the low tables smashed and the seat-cushions torn apart. A pile of discarded sacks, husks, and other trash stands in the midst of the destruction, like the remnants of a huge midnight snack. ^ fortuhall n:fortu1 e:fortu3 s:throneroom w:fortu2 u:throneroom ; Lflags { } Fortress- Upper Level^ The upper hall of the fortress has been the site of many battle plans, but never before has conflict reached such a secure spot. Now, however, the bodies of many loyal samurai lie atop each other, slain by an enemy powerful enough to breach that security and occupy the fortress itself. A staircase leads back down to the fortress' lower floors, and three pairs of double doors stand to the north, east, and south. ^ fortu1 s:fortuhall ; Lflags { } Princess's Quarters^ Nothing except a smell of sulfur seems out of place in the quarters of the daimyo's daughter. Odd, considering that the princess' body lies broken on the flagstones below the window... ^ fortu2 e:fortuhall d:fort2 ; Lflags { } Upper Stairwell^ Glowing lamps illuminate the top of this stairwell, which opens onto a small entrance hall. Below, the light glimmers off of armor and various objects in the Hall of Honor, where the staircase originates. ^ fortu3 w:fortuhall ; Lflags { } Daimyo's Quarters^ Blood stains the sheets of the Daimyo's bed, and his quarters show the signs of an attack. The wardrobe is over on its side, and its sides show evenly spaced slashes, like claw marks. Chairs and other small furniture lie smashed in one corner, and every one of the ruler's personal effects has been broken- his sword, his helmet, his seals, everything. ^ throneroom n:fortuhall s:goalroom d:fortuhall ; Lflags { } Daimyo's Throne Room^ The Throne Room's opulent surroundings are befouled by demon stench and brimstone haze, and the throne itself is smeared with grime and blood. Silk tapestries that once hung proudly on the walls have been apparently used as handkerchiefs and... toiletries. The daimyo and his court are piled on either side of the throne like so much cordwood, and your ire rises at such mocking destruction. ^ goalroom n:throneroom ; lflags {NoMobiles} The Heavens^ The vast, otherworldly aspect of this room takes some time to assimilate: The domed ceiling looks up into the sky, but the view is unencumbered by clouds, haze, or indeed, air. Bare suns and glowing nebulae illuminate the space in which you stand. Dragons wheel about these heavens occasionally, glancing down on you in amusement. And before you... before you is the Orb of Yin and Yang, capable of throwing the balance of creation to good or evil exclusively. The Demon could not harness its full power, so undoubtedly you cannot either, but even at its weakest the Orb could make you a formidable ruler... but it must be returned to its place. The steel arch that transported you in waits to the north, and a strange circular portal hovers to the south, visible but not solid. ^