Santharian Development

Santharian Game Projects => Maps, Dialogues & Room Descriptions => Topic started by: Ta`lia of the Seven Jewels on 26 May 2003, 12:42:00



Title: Room descriptions for the region around Baveras shrine
Post by: Ta`lia of the Seven Jewels on 26 May 2003, 12:42:00
OK, I split up the two things, room description and Mimi. Some comments to Mimi are still here though.

The room descrptions starts  from the already developped room 6, just  the one with the NPC I posted first . Later however 4 rooms I described first and are located farther west are following.

I like to mention, that these are the basic descriptions, I want to add things like snakes and herbs and other interesting interactive things later.

Edited by: Artimidor Federkiel at: 7/8/03 19:57


Title: room_0054_path_to_tomb_fork - NEW
Post by: Ta`lia of the Seven Jewels on 26 May 2003, 12:45:00
Filename: room_0054_path_to_tomb_fork
                   

Introduction:
None

Long Description:

You are standing at a small crossing. The main path leads from east to west, coming from Nepris leading to Norgerinths tomb, but  it takes a short turn to the north at this point. A sidepath leads, crossing Toran‘s creek,  over a bride to the southwest to the herbwomans house. The arms of a sign post show in all three directions. A girl is turning the sign post around.

Options: EXAMINE
             TALK

EXAMINE:
The girl seems to be about six, seven years old, though her small stature may fool you. Red curly hair frames a little pretty looking, but dirty face. Especially around her mouth traces of the meals of today can be seen. The freckles on her nose harmonise very well with it.  Her huge green eyes however let you forget the dirt in her face. She wears her worn out, once green  dress  like the daughter of the King herself and her bandanna like a crown. Her lack of shoes come in handy when she gets up and climbs the sign post.

While you are standing to read the sign, she slips down again, holds on to the sign post while turning around it. You recognise, that the sign post turns around with her, not showing properly anymore the direction.

TALK: see NPC



Short Description:
Small crossing Nepris/Norgerinths tomb/Herbwoman
Little red-haired girl.



Characters:
NPC: Mimi, small red-haired girl.

Static Objects:
Sign post: Three wooden signs showing in each direction, one saying Nepris, the other Norgerinths Tomb , the third Herbwoman

Special Texts:
None



Go:
North: Norgerinths tomb
East: Nepris
South-West: Bridge to Herbw

Edited by: Talia Sturmwind  at: 6/9/03 11:04 pm


Title: Re: NPC: Mimi
Post by: Ta`lia of the Seven Jewels on 26 May 2003, 13:50:00
Mimi moved

Edited by: Talia Sturmwind  at: 5/26/03 10:42:04 pm


Title: Rooms 0028 /0027/0055/0058-0061
Post by: Ta`lia of the Seven Jewels on 26 May 2003, 23:33:00
Filename: room_0028_path_to_tomb
                    room_0027_path_to_tomb

Introduction:
None

Long Description:
A small sandy path is leading west to the mountains, it is still quite flat and agreeably to walk, though not as broad as the main road. To the left side Toran‘s creek is running down to the sea, framed by short grass and some shrubs, on the right side some fields are stretching to the next houses

Short Description:
Small sandy path is leading west to the mountains.

Characters:
None

Static Objects:
None

Inventory Items


Special Texts:
None

************************

Filename: room_0055_path_to_tomb
                   

Introduction:
None

Long Description:
The small sandy path is leading in general to the west in the direction of the mountains, though it makes a slight turn now to the southwest. It  is still quite flat and agreeable to walk, though not as broad as the main road. To the left side Toran‘s creek is running down to the sea, framed by short grass and some shrubs, on the right side some fields are stretching to the next houses.

Short Description:
The small path leading to the west turns to the southwest for a short time.

Characters:
None

Static Objects:
None


Special Texts:
None

**************************

Filename:
room_0058_path_to_tomb
room_0059_path_to_tomb
room_0060_path_to_tomb

Introduction:
None

Long Description:
A small sandy path is leading from east to west to the mountains, it is still quite flat and agreable to walk. Short grass mixed with little shrubs is growing on both sides.

Short Description:
A small sandy path is leading west to the mountains, east to Nepris.

Characters:
None

Static Objects
None:


Inventory Items:
None


Special Texts:
None

**************
Filename:
room_0061_path_to_tomb


Introduction:
None


Long Description:
The small sandy path is leading from east to west to the mountains, it is still quite flat and agreeable to walk . On the right side are fields, on the left short grass mixed with little shrubs. Following it to Nepris, it runs straight to the east, going to the Mithral mountains it turns to north west.



Short Description:
Following the sandy path to Nepris, it runs straight to the east, going to the Mithral mountains it turns to north west.


Characters:
None


Static Objects:
None


Inventory Items:



Special Texts:



Go:
Northeast: Mithral Mountains
East: Nepris

Edited by: Artimidor Federkiel at: 7/21/03 19:16


Title: Re: Rooms 0028 /0027/0055/0058-0061
Post by: Humangus on 27 May 2003, 04:34:00
Just a comment about room 54. I think the description of the girl should go to the girl and presented to the player when he examines her. Only basic features of the girl should go into the general description of the room such as the color of her hair or the dress she wears.

Now, to the questions. I think it should be better that the player does not know about the cave or about anything else. The more things that are revealed to the player in the course of the game the more interesting it will be.

We can add an item named "Candies" or "Packet of Sweets" and let the player use it as many times as needed without mentioning the exact number of candies. When the player asks all questions necessary to proceed then the item will diasappear from the inventory. We can also give the option to the player to give all the sweets to the girl or some of them. If he gives herall the sweets at once he will have to buy some more sweets to get more answers. This will make things a little more interesting. The more options the player has the more interesting and challenging the game will be.

The rest depend on the fact if the entrance should be accessible ONLY if the girl tells the player about it. Perhaps we should let a player with a certain "Search for Hidden Doors" skill to also be able to detect the cave entrance but we must still reward the player somehow for talking to the girl. So I suggest that we make the ivy poisonous. A player who removes it without knowing anything about it gets poisoned (not too much as to be killed though) but a player that has spoken to the girl will be more careful, get some gloves or something.

All actions that you mention though are possible.

I also think that the girl should not reveal all those things about the dangers that are waiting the player in such detail and let the player go find the dangers himself.

Death is certain, life is not.



Title: Re: Rooms 0028 /0027/0055/0058-0061
Post by: Artimidor Federkiel on 27 May 2003, 04:52:00
Dialogue also needs some general comments concerning design issues, will get to that this evening!


The Santharian Dream Webmaster - Let Fantasy Dreams come true!
World Development Admin - The Forum where Worlds are born...



Title: Re: Rooms 0028 /0027/0055/0058-0061
Post by: Ta`lia of the Seven Jewels on 27 May 2003, 09:07:00
Thanks, Humangus.
I was not sure about what to put in room 0054, had the description first with the girl.

That was just the start of my questions though :D

Next issue: The map around Baveras shrine:



Title: Re: Rooms 0028 /0027/0055/0058-0061
Post by: Ta`lia of the Seven Jewels on 27 May 2003, 09:23:00
Here is the map of the region around Baveras shrine. I added some more spaces for rooms in the east-west direction. Nothing finished though.

Map Baveras shrine

Art told me, I set the rooms too tight and should remove some to give it a similar appearance to the other parts.
I kept it as a working platform. (Don't want to spent all my time on this map!) I did it this way, because I always hated it when a game didn't allow me access to interesting looking regions which were not developed. (Mainly quite different games though as the Myst trilogy).
What about allowing me to write a first draft of these rooms descriptions (this week hopefully) and then we go on?


.....Again these RL issues interfering..going to pick up daughter..

Edited by: Talia Sturmwind  at: 5/29/03 12:08:44 am


Title: To Mimi
Post by: Ta`lia of the Seven Jewels on 27 May 2003, 11:33:00
Hmm, I didn't think that Mimi tells you real dangers apart of the robbers, which are not exactly located anyway. There are no Mithril cats (NO, I don't do an entry!), no trees eating you up and the eagle isn't described as to be able to carry a human body. So I don't give away anything, maybe the snakes, even the mentioned ghosts are too vague to tell anything (what are ghosts anyway , lol, seem I have go to the site to look for some terrific threats !)

Mimi could mention only the cave vaguely, so the player wants to look for it. The entrance could be from the water however, not from the meadow. Maybe you can see from the meadow, that there is a cave and have to find the entrance only accessible from the water??
More questions later..

Edited by: Talia Sturmwind  at: 5/26/03 6:43:22 pm


Title: Re: To Mimi
Post by: Humangus on 27 May 2003, 12:11:00
:(   :eek  :  There are none of the dangers mentioned? This is so not appropriate. I really think ALL of those dangers should be there. At least they sound interestinging to me. Otherwise it will be a stroll to Norgerinth's tomb.

Death is certain, life is not.



Title: Re: To Mimi
Post by: Ta`lia of the Seven Jewels on 27 May 2003, 13:23:00
Well, there will be of course others, but you don't want them mentioned, do you? This is just to misguide the player!



Title: Questions transfered
Post by: Ta`lia of the Seven Jewels on 27 May 2003, 13:45:00
I like to mention that all the room descriptions are drafts so far, not ready to integrate. Until I have done most in an area I don't know where an item to use may be a good idea

Edited by: Talia Sturmwind  at: 5/26/03 10:33:27 pm


Title: Room 327, Path to falls/junction to the shrine
Post by: Ta`lia of the Seven Jewels on 27 May 2003, 13:07:00
Filename:
room_327_path_to_falls

Introduction:

The path continues to run under these lovely baych trees. But now suddenly an view opens for you to the south through an alley of baychtrees. You see a building at the end standing in the water.

Long Description:

You are  still on the small path in the middle of these lovely little grove of baychtrees, leading from the village to Torán‘s Falls. The trees are standing tall here, it is cool, but not cold - and it is quiet apart from some chanting birds. No wind is bothering you, only a soft breeze coming from the water is playing with your hair. There are only the whispers of the light green leaves in the canopy above you. To the west you will reach Torin‘s Falls, to the east Nepris, or the bridge to the tomb. But to the south a small path is waiting for you which will lead you through this cathedral of trees to the building.

Short Description:

You are on  the small path in the middle of these lovely little grove of baychtrees, leading from the Nepris to Torán‘s Falls, you may however leave it and choose a side path leading to a small grey building.


Characters:

None

Static Objects:

None so far

Inventory Items:

None so far

Special Texts:

None

Go: East: Nepris
     West: Torin‘s Falls
     South : The Building

Edited by: Artimidor Federkiel at: 7/10/03 16:50


Title: room_308_Baychtree Alley - Edited
Post by: Ta`lia of the Seven Jewels on 27 May 2003, 13:27:00
Filename:
room_308_Baychtree Alley

Introduction:

Though you are still under the same trees as on the main path, you have now the feeling to be in a sacred building. It is even quieter than before, all your senses are working clearer than ever, the light, though dim, is of a brilliant quality, the air clean , giving you the impression to breath in life itself and you are not sure if this heavenly music you hear is real or not.


Long Description:

The trees are standing fairly wide apart to form a huge alley, but the path under your feet is very small now, there is just enough space to set your foot. Unlike between the trees, a light silvery grey moss, the moon moss is covering the ground, growing here like a thick carpet. Its delicate finger-long strands reflect the  light in a prismatic sparkle.It must be a marvelous view at night when the moos mirrors the light of the stars.

The grey tall boles of the baychtrees seem to be the pillars of a cathedral. And before you, still in the near distance, this little grey stonebuilding is standing  at the end of your path. A boat is waiting for you to bring you to the shrine if you wish so.

EXAMINE: Moon Moss


Short Description:
Huge baychtrees with boles like the pillars of a cathedral are forming an alley leading you to the bay with the shrine.


Characters:
None so far


Static Objects:
Moon Moss

Inventory Items:
Boat


Special Texts:


Go: South : Bay leading to the building
        North: Back to path Nepris-Toran‘s Falls
        [West: forest
        East: forest]

***Astropic of the day***

Edited by: Talia Sturmwind  at: 8/13/03 16:52


Title: Re: room_308_Bachtree Alley
Post by: Artimidor Federkiel on 27 May 2003, 14:54:00
Propose to split things into

a) a room descriptions thread (this forum)
b) a thread with the Mimi dialogue (this forum)
c) a thread where you pose your question (general forum)

I'd like to mainly comment on the dialogue. At the design of the dialogue you should think about several things. The dialogue is very nice, but you need to take care of several things to make sure it will work in a game environment:

a) Make a seperate description of the girl, not mentioning her name  (in this case this is the first paragraph, that's ok)

b) The introduction to the dialogue then should also be possible to read seperately. Note that you need 2 introductions: One when you don't know the girl at all, and another one when you return and already know here name. In the second one you can already mention her name.

c) Always keep in mind that the player can leave a dialogue immediately! The progress of the dialogue will be stored, and upon returning the player will see the the same questions just as he left. Therefore the question/answer you can select need to be standalone questions. For example: "Oh yes, how silly of me not to see it! Any thing else?" isn't ideal, know what I mean?

There's only one exception when the player can't leave: If you can choose from 3 options to answer a question your partner posed (Yes, No, Don't know etc.) and the other possibilities are removed after your selection.

d) Try to think in "nodes" as you can see in a treeview (like at the explorer folders) or in keywords, which trigger further keywords. This means actually: Make sure that if the girl says something you have more than 1 answer to give, which you can ask later. This way the player feels as if he/she can actually choose how the dialogue progresses and can give it direction.

E.g. Girls says "Hello".

leads to two keywords/questions:

HOW_ARE: "How are you?"
WHAT_DO: "What do you do here?"

The answer to WHAT_DO can trigger 2 or 3 further questions, and so on. Most important is that the dialogue doesn't get 1-dimensional.

If you only read the dialogue examples I gave on the site, you don't see the actual interactivity by providing more questions you can ask at the same time.

e) You can mark things you can ask again later. E.g. if Andulf mentions Baveras, you can mark this keyword. Then you can select "Discuss topic..." at the dialogue, and select Baveras, and the question you originally posed will be retrieved and presented. That's why it's so important that the questions should be possible to pose completely out of context.


The Santharian Dream Webmaster - Let Fantasy Dreams come true!
World Development Admin - The Forum where Worlds are born...



Title: Re: room_308_Bachtree Alley
Post by: Ta`lia of the Seven Jewels on 27 May 2003, 15:30:00
Ok, I repost the questions in the gen RPG forum and split up the things.

To the dialog: I just wrote down in a big effort all I had in mind, with some side dialoges (the dialog editor would really be helpfull here, I assume ;)   ), and cut out then all what didn't belong to the main dialog.
I will look it through to find problematic parts like the one you mentioned.
I thought about if I should force an interuption of the dialog. As Humangus said, the candy problem can be solved as we like to have it. I could plan, that the player needs two packets of sweets to get through the dialog. If he has bought only one, he can't give her the requested candies and will have to go back to buy new ones??What do you think?


***Astropic of the day***

Edited by: Talia Sturmwind  at: 5/26/03 10:39:20 pm


Title: Re: room_308_Bachtree Alley
Post by: Artimidor Federkiel on 27 May 2003, 15:41:00
Yeah, I would say it's better that the player has to go back again, fetch more candy and return. Don't make it too easy for the player... :evil  


The Santharian Dream Webmaster - Let Fantasy Dreams come true!
World Development Admin - The Forum where Worlds are born...



Title: Re: room_309_Bay_1, EDITED
Post by: Ta`lia of the Seven Jewels on 27 May 2003, 15:17:00
Filename:
room_334_Bay1

Introduction:

You are stepping out of the dim light of the old forest into the light of a warming sun. Before you the water is sparklng in the sunlight. The air is full of the humming of little insects. The scent of the flowering waterstar is overwhelming. You are taking the little boat rowing towards the building.


Long Description:

The little bay is lying before your eyes, formed here by Torin‘s creek which seems to need a rest before again rushing down to its destiny, the Adanian Sea. The waterstar is growing in abundance. It is flowering and having fruits at the same time. You have the opportunity to harvest a few of these berries if you like. On the other side Torin‘s ridge is steep rising like a wall, covered with a dark green  fur of pine trees. In the middle of the streaming , but at this place relatively calm water a little circular building is standing,  a Shrine. To your right the bay expands .

EXAMINE: Starberries, Waterstarflower, Fishingnet



Short Description:

You are sitting in the little boat on the bay between the baychtree alley and the grey stone building.


Characters:
None


Static Objects:


Waterstar


Inventory Items:
Starberries, the valuable fruits of the Waterstar, (chance to catch any 50%, amount with the hands 2, with the net 5). They can be caught either by hand, or if the player thinks of it,  with the fishing net

Fishing net in the boat



Special Texts:




Go:
South : The building
North: Back to baychtree alley
West: bay2


***Astropic of the day***

Edited by: Talia Sturmwind  at: 6/16/03 10:49 pm


Title: Re: room_310_Baveras_Shrine
Post by: Ta`lia of the Seven Jewels on 27 May 2003, 15:26:00
Filename:
room_310_Baveras_Shrine

Introduction:
None


Long Description:

Your boat gets to halt about a ped before you reach the shrine. You see, that there are three steps underwater which lead to the building. You are impressed by its beautiful simplicity.

It is a little circular building  standing in the streaming , but at this place relatively calm water. Six light grey stonewalls, all of the same length and height  of about three peds are built within a circle.  They seem to grow directly out of the water like a strange plant. Each wall has in its middle an opening with a pointed arch, dividing the wall in three equal parts. The outer walls have a fine, but not reflecting surface, more rough than smooth. As soon as you enter the building you can see that the inner, polished walls show filaments of silver and blue as if an artist has shown his skill with doing inlays of mithril and others valuable minerals. The under water floor consists of the pebbles found in the little river, but laid to a mosaic, using  pebbles, of different colour and size, mainly white ones, grey ones , some black and very few red ones. If the water is clear, you can see, that they are forming the bloom of a waterstar, and now you can be sure to be in one of Baveras shrines.

If you had felt tired and exhausted before you have entered the shrine - now all your energy is restored.



Short Description:
You are in Baveras shrine.


Characters:
None


Static Objects:
None ???


Inventory Items:
None so far



Special Texts:
None so far

Go:
North: Back to your boat, bay1


Edited by: Talia Sturmwind  at: 6/10/03 11:15 pm


Title: Room 334, 333, Cerubell meadow 301-303, 302a, MEADOW EDiTED
Post by: Ta`lia of the Seven Jewels on 28 May 2003, 12:43:00
These rooms are  similar, path and meadow apart from the resting place. The meadow allows to pick cerubells.

Filename:
room_334_path_to_tomb


Introduction:


Long Description:

The path runs straight to west, in the other direction to southeast, turning only for a while though.
It is now of a mixed consistency, out of sand enriched with clay and more waterholding earth. To the south Toran‘s creek is  murmuring hidden under waterberry bushes. A flowering meadow with cerubells stretches till the creek. To the north lies a meadow with various herbs and flowers.

Short Description:
The path runs roughly from west to east, framed by meadows.


Characters:
None


Static Objects:
None


Inventory Items:



Special Texts:



Go:
East: Nepris
West: tomb
South: meadow with cerubells
North: meadow with herbs and flowers



*************************************************************
Filename:
room_333_path_to_tomb


Introduction:


Long Description:

The path runs straight from west to east.
It is now of a mixed consistency, out of sand enriched with clay and more waterholding earth. To the south Toran‘s creek is  murmuring hidden under waterberry bushes. A flowering meadow with cerubells is stretches till the creek. To the north lies a meadow with various herbs and flowers.

Short Description:
The path runs  from west to east, framed by meadows.


Characters:
None


Static Objects:
None


Inventory Items:



Special Texts:



Go:
East: Nepris
West: tomb
South: meadow with cerubells
North: meadow with herbs and flowers



******************************************************
Here in room 301 - 303 just the „Go“ part varies, 302a is different edited to your request (Ok now?)



Filename:
room_301-303_meadow_cerubell


Introduction:


Long Description:

You are standing on a little patch of grass, flowers and herbs. The lovely cerubell flowers please your eyes. The meadow lies just south of a path to the north while to the south you can see the  River running from west to east.

EXAMINE:
Cerubell Flower (just appearance)
EXAMINE2 (usage after visit at the herbwoman?)


Short Description:
Lovely piece of meadow with cerubells south of the path running from Nepris to Norgerinth‘s tomb.


Characters:
None


Static Objects:
Cerubell meadow ??


Inventory Items:
Cerubell flowers to pick , up to three times (After the third time a text appears:  „There are not enough cerubells left to pick!“ ????)




Special Texts:


room 301

Go:
East: -
West: Meadow
South: -
North: back to path


*************************************
room 302

Go:
East: Cerubell meadow
West: Cerubell meadow
South: Creek resting place
North: back to path


******************************************
room 303

Go:
East: Cerubell meadow
West: path
South: -
North: back to path


*******************************************

Filename:
room_302a_resting place
Introduction:


Long Description:

You feet are walking over the softest underground you ever encountered. The lovely cerubell flowers please your eyes. The sent of the plants are caressing your nose, the murmur of the creek is soothing your soul. You are standing at the rim of the water watching its  liveliness. A place to take a rest and hold your feet into the water. Do you want to take a rest?

Yes/No

Player who rests will be awarded with rise of endurance as often a he visits the place, though with some „time“ in between. Only a few „grades“ though, not comparable to Baveras Shrine

Short Description:

Resting place at Toran‘s creek.

Characters:
None


Static Objects:

Resting Place Cerubell Meadow

Inventory Items:



Special Texts:



Go:
East: -
West: -
South: -
North:Meadow with cerubells




***Astropic of the day***

Edited by: Talia Sturmwind  at: 6/11/03 4:18 pm


Title: Re: room_310_Baveras_Shrine
Post by: Artimidor Federkiel on 28 May 2003, 13:55:00
Short note: I will try to add your map into the complete map on Thursday (4 days holidays - yay!), so just continue on here, and tell me when you think you're done more or less. Then I'll check it all in detail, put it into the final Word documents, and send it to Humangus for integration.

Judy BTW also has sent me 5 rooms already of her part to which I've commented in detail, so that she'll get everything right. Hope I could clarify her questions, as then she'll finish the rest asap:D


The Santharian Dream Webmaster - Let Fantasy Dreams come true!
World Development Admin - The Forum where Worlds are born...



Title: Oh well..
Post by: Ta`lia of the Seven Jewels on 28 May 2003, 14:31:00
I never can say when I'm exactly finished, Art. As long as I'm writing I have new ideas. And if a lot should be connected to other parts and you don't want to do things twice, then you better wait a bit longer.

I had just in this moment an idea - could the mermaid ask for cerubells (if they can be picked)

***Astropic of the day***



Title: room 332/335-337 MEADOW EDITED
Post by: Ta`lia of the Seven Jewels on 28 May 2003, 23:58:00
Filename:
room_332_path_to_tomb


Introduction:


Long Description:

The path runs straight from west to east, taking now a turn to the southwest.
It is of a mixed consistency, out of sand enriched with clay and more waterholding earth. To the south Toran‘s creek is  murmuring hidden under waterberry bushes. A flowering meadow with cerubells is stretches till the creek. To the north and the west lies a meadow with various herbs and flowers.

Short Description:
The path runs  from east to west, taking a turn to the southwest, framed by meadows.


Characters:
None


Static Objects:
None


Inventory Items:



Special Texts:



Go:
East: Nepris
West: meadow
Southwest: tomb
South: meadow with cerubells
North: meadow with herbs and flowers



#############################################
Filename:
room_335-337_meadow_north_path_to tomb


Introduction:


Long Description:

This is a meadow like every farmer dreams of. Dense juicy grasses are mixed with a variation of herbs and lovely flowers. A yellow flower grows in abundance due to the good soil it finds here. Its  blooms are like nummerous dots on the green grass. Hidden inbetween you find however a flat rosette of oval leaves close to ground, with small lavender florets.

EXAMINE:  Yellow flower, Lavender flower

Short Description:

You are standing in a lovely meadow with yellow flowers and another with lavender florets.




Characters:
None


Static Objects:
None


Inventory Items:

Lotann , Easescathe, lotann may be picked as many as 7, Easescanthe only two

Special Texts:



Go:
East: meadow(not room 335)
West: meadow
South: Path to tomb



*********************************
***********************************
The Easescathe would be my proposal for a herb which can be used by everybody, to restore endurance /health, can‘t be tranported though and has to be applied at once. It is only available once or twice in one room though, so limited. It could be added to other grass-room descriptions as well.
I  added  the Lotann flowers to be picked as well like the Cerubells on the other side, but they are not as valuable. Giving them to somebody to get an information MIGHT then have not the intended result, but otherwise could please the barmaid. The mermaid however could be angra not to get the blue cerubells...But the player does not know this in advance.
The information about the herbs, maybe the lotann, the player will get at the herbwoman as well as the info, that the easescathe has to be applied at once and doesn‘t help anymore if transported to the herbwoman, though he could pick them! The herbwoman can sell other herbs for the same purpose which can be transported and could give this info at the time she sees the eascathe.

Edited by: Artimidor Federkiel at: 7/9/03 21:38


Title: Re: room 331/330 EDITED
Post by: Ta`lia of the Seven Jewels on 29 May 2003, 14:25:00
Filename:
room_331_meadow with snake

Introduction:
You are leaving your path, going carefully through the damp meadow, maybe looking for an occasional easescathe. Suddenly a snake is crawling over your feet. You stand quietly. What are you doing now?

Long Description:

This is a meadow like every farmer dreams of. Dense juicy grasses are mixed with a variation of herbs and lovely flowers. A yellow flower grows in abundance due to the good soil it finds here. Its yellow blooms are like nummerous dots on the green grass. Hidden inbetween you find however a flat rosette of oval leaves close to ground, with small lavender florets.

EXAMINE: Yellow flower, lavender flower

**The introduction( Suddenly a snake is crawling over your feet. You stand quietly. What are you doing now?) part would fit here**

Short Description:

You are standing in a lovely meadow with yellow and lavender flowers.


Characters:
Snake???
The Green Grass Snake
commonly found in plains and fields in mid and northern Santharia. They are typically a leafy color so they blend in with the grass in which they live. They also have chartreuse lines running across their sides. Their bellies are more commonly like herne grass, or dark green.



Static Objects:
None


Inventory Items:
{Easescathe to pick, Lotann}




Special Texts:
A. Kill the snake?  KILL
B. Do nothing?      DO NOTHING

KILL:  
After you killed the snake, you recognise, that it was just a harmless green grass snake.

DO NOTHING:
The snake slowly creeps away , and you recognise the chartreuse lines running  across its sides.  It is just a common, harmless grass snake.
But before it enters the nearby forest the head of this normally timid animal is spapping back and it looks back to you as if it is saying: „Follow me!“




Go:
North: meadow
West: forest
South: path
East: path



The snake is not really something to examine


**************


Filename:
room _330_Baych_trees (snake-treasury)

Introduction:
ONLY  if coming from the meadow (331) following the snake:
You are following the snake into the forest.


Long Description:

At the rim of the forest shrubs and smaller trees are growing, due to the light they are able to gather here. After a few peds tall baychtrees  give you shade and the feeling to be in a wonderfull building, created by the Goddess Jeyriall herself. A few rays of sunlight is falling onto the soft ground, different ferns  are growing between the mosses.



Short Description:
Tall baychtrees  give you shade and the feeling to be in a wonderfull building.


Characters:
Snake???


Static Objects:
None


Inventory Items:
Treasury




Special Texts:
The grass snake moves quickly forward, you  have to be cautious not too loose her. Finally she vanishes in a hole between the two big roots of a tree. But not for long, and she crawls out again, giving you again a strange look . And suddenly she is gone. What are you doing now?

A. Looking into the hole, streching your arm into it to search for something the snake wanted to show you? HOLE
B. Doing nothing *End and continue*

HOLE: Your hand is feeling something cold, hard. You are taking it , geting it out of the hole. You found a ....whatever is needed elsewhere (Dagger, box with money)
EXAMINE: Whatever is found in there

Go:
North: Baychtrees forest
West: path
East: meadow
South: path

Edited by: Artimidor Federkiel at: 7/2/03 19:39


Title: Re: room 338/339 EDITED
Post by: Ta`lia of the Seven Jewels on 29 May 2003, 15:17:00
Filename:
room_338_meadow_north_path_to tomb_lampstalk


Introduction:


Long Description:

This part of the meadow has a border to the forest. Half of the day, its rim to the forest is shaded. The yellow flowers so abundant elsewhere are smaller and less to find here. But a rare plant flowers there besides the other herbs.
It consists of many long leaves sticking up from the ground from one place and a stalk which looks like a miniature lance.




EXAMINE1: Rare plant

The longest leaves are  about a fore long and of a dark green color.
It has a stalk , about over a ped high which looks just like a lance in miniature. Quite a large bud is sitting on top, which beginns slightly to open.

PICK rare plant:
You have picked this rare plant and find now, that the bud is starting to glow and gives of light!


EXAMINE2:
The longest leaves are  about a fore long and of a dark green color.
It has a stalk , about over a ped high which looks just like a lance in miniature. Quite a large bud is sitting on top, which beginns slightly to open.
It is the Lampstalk, a plant that is naturally luminescent. The pollen of this one flower growing on the stalk  glows brightly at night after sunny days. It is used as a lamp, or as a substitute torch.





Short Description:

You are standing in a  meadow where rare plants with an stalk up to two peds are flowering.

Characters:
None


Static Objects:
None


Inventory Items:
Rare plant to pick

Special Texts:



Go:
East: meadow
West: baychtrees
South: meadow




****************

Filename:
room_339_baychtrees_rim


Introduction:
You see a deer as you enter this part of the forest. For a short moment, you are standing eye to eye with it till it jumps away, hiding in the denser parts.


Long Description:

At the rim of the forest shrubs and smaller trees are growing, due to the light they are able to gather here. The tall baychtrees  give you shade and the feeling to be in a wonderfull building, created by the Goddess Jeyriall herself. A few rays of sunlight is falling onto the soft ground, different ferns  are growing between the mosses.

EXAMINE: Baychtree

Short Description:
Tall baychtrees  give you shade and the feeling to be in a wonderfull building.


Characters:
None


Static Objects:
None


Inventory Items:



Special Texts:



Go:
West: Baychtrees
South: Baychtrees
East: Meadow
North: -



I did name the baychtres, though they can be examined, because they are nothing you can carry away or do something with them.

Edited by: Artimidor Federkiel at: 7/2/03 20:04


Title: Re: room 338/339
Post by: Artimidor Federkiel on 30 May 2003, 03:28:00
I'm preparing the map now, Talia... BTW: The Go-part isn't absolutely necessary, as you'll see that on the map anway;)  I'll keep your room numbers, to make things easier as well.

Just continue on, and I'll check the rooms later in detail one by one once the map is done and we'll see what we can do about various items etc. where there are still questions.

It's also not necessary that everything is final yet, but we should have at least the main things done. We can still change descriptions or place items later in the rooms, so don't worry about integrating everything right from the start.


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World Development Admin - The Forum where Worlds are born...



Title: Re: room 338/339
Post by: Ta`lia of the Seven Jewels on 30 May 2003, 15:27:00
Filename:
room_305_path_to_tomb


Introduction:


Long Description:
You are at a crossing . To the east, the path leads into the open, you are able to see meadows, some houses and in the distance the sea.  To the northwest you may enter an inviting looking forest with huge baychtrees. To the south is a bridge, behind which the path seems to get quite steep. There is no sign post to show you the way.


Short Description:
You are at a crossing without signpost. you can pass a bride, enter a forest or choose the open land.


Characters:
None


Static Objects:
None


Inventory Items:



Special Texts:



Go:



**************


Filename:
room_400_bridge_south_to_tomb


Introduction:



Long Description:

Five clades are hold together by some ropes of undefinable character. Beneath Toran‘s creek rushing down tom the sea. It seems it has to hurry now to gain the time back lost by resting some few peds upstream. You have dared to step onto this firm, but shaky construction called bridge and now you are rewarded with a magnificent view. Looking to the west, you see some hundred peds away a bay shimmering Toran‘s creek is forming there. In the water stands a little grey building. A bit farther away you see the Toran falls, the sounds of the falling waters you can already hear on this bridge. To the left the steep slopes of the ridge are framing your view. To the northwest a little baych tree forest is stretching till the falls. Looking to the east, you have a good view to the village and the sea behind. To the south a steep path winds up the ridge. At the end of the bridge, at the beginning of the steep path a log is laid over the path

EXAMINE: Log
It is an ordinary , but very thick pine log.Its skin is removed and letters are burned into the bare wood. You read:
„Don‘t go on, traveller, or you will be killed by the grey wolves of the Mithral mountains.“

Short Description:

Bride over Toran‘s creek at the foot of the ridge.


Characters:
None


Static Objects:
Log on the ground with a burned in warning


Inventory Items:



Special Texts:

As long as the path up to Norgerinths tomb is not described ;)      


What do you want to do?
A. Go back over the bridge to safety?
B. Go on and get killed immediately?

A: You took a wise decision and are able to find other interesting places around the small world of Nepris. You may come later back to here and find the path open.

B. The grey wolves of the Mithral mountains have killed you. End of game



Go:
North: p


Edited by: Artimidor Federkiel at: 7/9/03 21:40


Title: Re: rooms 325-329, path in the baychtree forest EDITED
Post by: Ta`lia of the Seven Jewels on 31 May 2003, 06:51:00
Filename:

room_329+325_path_under_baychtrees


Introduction:


For room 329, but only if Pl enters the room for the first time coming from Nepris!

With entering the forest of baychtrees you seem to be in another world.
It is quiet in here, only a few birds are chanting, the strong coastal winds are barred out, no hard sunlight is bothering your eyes. At the end of the straight path you see a glimpse of light, a meadow lying in the sun like the promise of paradise.

For room 325, but only if Pl enters the room for the first time coming from the falls!

With entering the forest of baychtrees you seem to be in another world.
It is quiet in here, only a few birds are chanting, the loud noise the falling waters of Toran‘s creek are producing are only a faint remembrance, the strong coastal winds are barred out, no hard sunlight is bothering your eyes. It is like the promise that no harm will reach you here.


Long Description:

The branches of tall baychtrees are forming a ceiling over you. The few rays of the sun falling through the lightgreen leaves are painting an irregular and changing pattern on the ground. The path itself is agreable to walk, even, the soil soft and elastic. Some old dried leaves  from last year  as well as some burs are nestling at the edge between mosscovered stones. The tall grey boles seem as if they guard you to the other end of this little peacefull realm.

EXAMINE: Burs
You examine a bur which contains  three small, brown, triangular-shaped nuts.


Short Description:

You are on the path in the baychtree wood, (on the eastern{329} end, western{325} end).

Characters:
None


Static Objects:



Inventory Items:

Burs (Baych Nuts)



Special Texts:

Go: 329
North, east, south: Baychtree grove
West: path
Southeast: path

Go: 325
East: Path
West:Meadow
North, South: Baychtree grove


************************************************************************

Filename:

room_328_path_under_baychtrees


Introduction:

A brownstripped rodent, a Kuatu, crosses your path, stops for a moment, sits upright , looks at you as if it wants to tell you something and then vanishes between the trees.



Long Description:

You enjoy the path in its beauty, the whispering of the leaves, the quietness in here. Even the rodents are not as loud as in their normal home, the pineforests. The trees are standing to the right and the left as if the are waiting for you , they invite you to enter the forest.


Short Description:

You are on the path in the baychtree wood.

Characters:


Static Objects:



Inventory Items:



Special Texts:



Go:
North, south: Baychtrees
East, West: Path



****************************************************************

Filename:

room_326_path_under_baychtrees


Introduction:


Long Description:

You enjoy the path in its beauty, the whispering of the leaves, the quietness in here. Even the Kuatas are not as loud as in their normal home, the pineforests. The trees are standing to the right and the left as if the are waiting for you , as if they invite you to enter the forest. However to the north huge boulders border the path making it impossible to enter the forest.



Short Description:

You are on the path in the baychtree bosk .

Characters:




Static Objects:



Inventory Items:



Special Texts:

Kuata - Quest: first draft new topic

Edited by: Artimidor Federkiel at: 7/9/03 21:55


Title: Re: rooms 325-329, path in the baychtree forest
Post by: Artimidor Federkiel on 05 June 2003, 12:23:00
Talia, I will start looking through your rooms so that we can already integrate some without having to wait for the rest. I'll put them into the Word format and send the revised versions to Humangus, so that we can add a bit to the eastern region already and have a larger playground in the game as well. If there are problems here and there, I will try to point that out to you. Note that descriptions can still be changed and things can be added later, that's not much of a problem.

I also read in your mail that the bridge shouldn't lead over the Raven river... Hmmm... Where should we be put the river? Can you tell me how you planned it?

I hope Judy is ok as well, cause she hasn't posted for nearly 5 days now, so I just wrote her a mail asking if everything's ok. I'm getting a bit concerned, cause this is quite unusual for her.

---

Short comment on Room 27/28, Talia: You write...

"A small sandy path is leading west to the mountains, it is still quite flat and agreeably to walk, though not as broad as the main road. To the left side Toran‘s creek is running down to the sea, framed by short grass and some shrubs, on the right side some fields are stretching to the next houses."

Note that this description takes for granted that the player walks from rooms 6 into room 28/27, so that left and right have a meaning here. If you come from the other side, left and right are exchanged -  know what I mean? Therefore you should always write with the directions, like e.g. "to the north" (instead of "right" here) and "to the south" instead of "left" here.


The Santharian Dream Webmaster - Let Fantasy Dreams come true!
World Development Admin - The Forum where Worlds are born...

Edited by: Artimidor Federkiel at: 6/4/03 8:39 pm


Title: Re: rooms 325-329, path in the baychtree forest
Post by: Ta`lia of the Seven Jewels on 05 June 2003, 13:57:00
Which rooms did you already send, Art? Because I changed one today, the bay, the path to the bay -  and wanted to add something to the shrine as well. I have currently two more and will get three others tomorrow.

That problem with left and right side occured to me as well - later, i should look through all rooms where I forgot about this, lol.

To the map: I didn't plan it, I just took the one you posted first, and there were the Toran's falls and a river to name. But if I remember  right, there was in the south a gorge leading to the Ravening Falls, maybe you wanted the tworivers to join somewhere and I cut it out with stretchting the map.

Just had a look, the Raven river is joining the sea about half a stral south of Nepris
"Location. The Ravenwing Falls are on the eastern side of the Mithral Mountains. These mountains in turn are located in the eastern part of province Manthria along the Adanian Sea. The falls themselves cascade down the side of a cliff at the back left side of Mossy Rocks Cove about half a stral south of the trading route that works its way into Crazy Woman Pass. "
If I take the northern crossing as the point where the trading route "works its way into Crazy woman pass", then it would be a little bit south of Nepris.
And we can just keep Toran's Creek. I don't insist on this, I just thought it is irritating , if I write something else.

Edited by: Talia Sturmwind  at: 6/4/03 9:59 pm


Title: Rooms 311/312/315/316, bay2/3, sandbank EDITED
Post by: Ta`lia of the Seven Jewels on 06 June 2003, 01:49:00
Filename:
room_312_bay2

Introduction:



Long Description:

This little bay is so lovely and peaceful.
The light green baych trees on the northern rim of the bay are standing in contrast to the wall of the dark green pinetrees on the other side. The water beneath your boat reflects the blue of a cloudless sky, dotted by the little blooms of the waterstar which grows here in vast quantities. Its little white star like blooms are sitting just over the water surface, they seem to praise the sun with their little white heads all showing in the direction of the sun.
If you look closely you can see beneath the water surface schools of little silvery fish swimming. But you are unable to catch some, the waterstar and its berries grow too dense here. The light is very bright , reflected by the water, you merely see the thousands of little insects humming over the water surface, food for the birds chasing them.
In the north, the branches of the baych trees reach over the water surface and give you some shade, but the steep rim makes it impossible for you to land your boat. In the west a sand bank is formed by the creek, old grey trunks and weathered boles are lying there. You see something which might be manmade as well, but there is no  possibility to enter it from here.

EXAMINE: Waterstar, White berries, Fishingnet




Short Description:

You are in a boat on the little lovely bay formed by Toran‘s creek, in the north-western part of it.


Characters:
None


Static Objects:
Waterstar


Inventory Items:

Starberry
(they can be caught either by hand, or if the player thinks of it,  with the fishing net. The success to get them should here in bay 2 be relatively high, maybe 75%chance to catch any, 7 per try  with the net, with the hands maybe 3??),
Fishing net


Special Texts:



Go:
East (bay)
South(bay)



*********************************************************

Filename:
room_311_bay3


Introduction:

In this part of the bay, the waterstar grows less abundant.

Here you see bigger fish in the depth of the water, but the peace the near shrine lets you hesitate if you are allowed to catch one of them. At least there is a fishing net in the boat.
1. You try to catch a big fish.
2. You respect the peace of the surrounding and will try to catch one later in another part of the river.



Long Description:

The bay is here less calm as in the other parts, the water is streaming quicker and the waterstars are not growing as abundant as in the other parts of the bay as you have noticed already.

To the east you see the shrine, which you can enter from here as well, in the west is the sand bank stretching along before the rim of the wood.

EXAMINE: Big Fish
(EXAMINE:Waterstar, White berries, Fishingnet??)


Short Description:

The bay is here less calm as in the other parts, the water is streaming quicker and the waterstars are not growing as abundant as in the other parts of the bay.




Characters:
None


Static Objects:
Big fish have still to look which one suits



Inventory Items:
Starberries
but success of catching some is low(30%or less, and the amount per try as well, maybe 3 with the net and 1 with the hand), but it is not mentioned, the player has to experience it for himself
Fishing net



Special Texts:

This is an alternative, the player can experience only one possibility, and only the first time he enters the bay - later he might be wise enough not to repeat it, at least he has not the option to do it again.
1. You try to catch a fish, where you should have not so done. You fall into the cold water and get cold while attempting to get back into the boat. Something has bitten you in your hand, which is bleeding. Your health is lowered now.(Decrease of endurance 5%?)

2. You respect the peaceful surrounding. A spear might be anyway better than the fishernet in the boat. It seems more suitable to get some of the starberries than a fish this big. But you hope to remember to look for this fish in other parts of the river.





Go:
East: Shrine
North: Bay
West: Sandbank


***************************************************************

Filename:
room_316_sandbank_south

Introduction:

Your boat lands on the pebbled, but  sandy shore. You jump out of the boat , landing on a soft treacherous part of sand. You sink into the ground, and only a quick step forward on to more compact ground saves you from getting totally wet. It might be difficult to get back into the boat.

Long Description:

The sandbank is  stretching from south to north, parallel to a small forested area in the west. A part of the waters of the river , divided by a big bolder, cuts it off the dry land in the west , in the south Toran‘s creek main water masses are scratching along the ridge, in the east the lovely bay invites you for a bath (well, not really), in the north the sandbank continues, but is finally cut of from the dry land as well. So it  is totally surrounded from water.

Formed by Toran‘s creek it is mostly consisting of pebbles and some sandy parts where to the water current has transported the finer particles. But some bigger boulders can be found as well, you wonder how such a lovely little river could draw the force to transport them.  But you find more here than just sand and stones. In the spring the lovely creek turns to a torrential stream which is capable to transport huge trunks and other parts of trees - and what else happens to fall into it - and is ending its voyage on the shallow sand. These trunks and boles, weathered out in the rain and sun of the following summer, are scattered over the whole sand bank, sometimes piled up to a weird looking „castle“, like the kids of Nepris call it.
There are two possible ways, how you can leave the sand bank. If the boat belonging to the shrine is available, this is surely the easier way. But you may as well look for a trunk long and strong enough to bridge the deep and fast streaming water cutting off the sandbank of from the wood in the west, surely a faster way to go on than returning over the water.
However, the wood is old and you can never be sure if it will hold your weight or that of your fellow travellers. You might loose some of your package. It is your own risk. The bole may hold - or you might take a cold bath. Or you might want to investigate the northern part of the sand bank.

EXAMINE: Trunk

One bole seems to be still in a good condition, though it is as grey as the others here. It is about four peds long and thick enough to be used as a way to cross the water and reach the young pineforest growing in the west. A closer examination shows however, that there are parts which give way if you hit them with your palm. It is risky to use it, but the best trunk around.


Short Description:

The sandbank is  stretching from south to north, parallel to a small forested area in the west. It is totally surrounded by water, in the east the creek is flowing, in the south is the bay.




Characters:
None


Static Objects:

Old weathered out trunk, can be moved around and used as „bridge“



Inventory Items:



Special Texts:

There should be a chance to fall into the water, maybe 30%?? The player might later in the game want to find a fast path to the shrine to regain his endurance when lost elsewhere(if he has left the boat there it is anyway the only way). This fall in the water could be deathly then, depends on how much endurance was left. Decrease of endurance through the fall into the water 5%??

The player might loose one of his items when falling into the river. Hopefully it will not be the metal box!




Go:
East: With boat to bay
West: Using an insecure trunk to western wood.
North: Sandbank
South: -



***************************************
Filename:
room_315_sandbank_north


Introduction:

As you are going on to explore the sand bank, suddenly three or even more kuatu are running around, chattering . Somehow they seem upset, that you disturb them fulfilling  a very important task. But after they hurried up and down the piled up trunks they finally leave the sand bank with elegant jumps over some thin branches of a huge old trunk reaching out over the creek to the branches of the baych trees on the north rim.

Long Description:

On this part of the sand bank even more trunks, wood of all kind, branches huge old boles and small pieces are scattered over the sand. The wood is weathered out, having  the colour of a silvery grey to a bleached out white resembling the sculls and bones of dead animals. Though first plants try to settle here, it looks somehow like a dead landscape, especially compared to the vivid area around.

Short Description:

The sand bank is scattered with grey trunks and branches of every size.




Characters:
None


Static Objects:

Trunk, middle sized, can be moved around.


Inventory Items:

Silvery, metal box, about two handspans long and one handspan deep and wide, with unknown strange, maybe dwarven  letters carved in. On the bottom one can find a steel mark, a stylised anvil on a square.



Special Texts:

You are looking around, what it might have been, that your presence has upset the  Kuatas. You find a lot of traces under a trunk.

Don‘t know how to write this exactly, the player always can take action - or not

1. Remove the trunk (yes/no)

Removing the trunk, you step on something hard. Looking closer you see something silvery shimmering hidden in the sand.

2. Dig it out? (yes/no)

You find a metal box in the sand.

EXAMINE

It has a silvery appearance, is about two handspans long and one handspan deep and wide, with unknown strange, maybe dwarven  letters carved in. On the bottom one can find a steel mark, a stylised anvil on a square. You can‘t open it. There is no keyhole or any other opening to see. It is hard, maybe the metal is the famous mithril. You need definitely help here, if you want to know what it hides.

My plan is, that the player has to go back to the village and ask around, finally he finds the dwarven priest, who can open the box by pressing the letters in a definite sequence - and can translate the writing, maybe giving a hint what might be in. The priest might however want something else in return. (new quest) In the box is the key for a door the player can find in the cave under Toran‘s fall. The door will lead to an extra room hidden in the depth of the mountain (need an extra room on the map therefore, Art ). As long as quests are not implemented, the player just carries the box around , waiting for better times!




Go:
South: Sandbank_south

Edited by: Talia Sturmwind  at: 6/16/03 11:18 pm


Title: Re: Rooms 311/312/315/316, bay2/3, sandbank
Post by: Artimidor Federkiel on 06 June 2003, 15:20:00
I'm working my way through from east to west (just as you posted it, Talia). Haven't sent any files yet. I'm also correcting things like the left/right issues during this process. Will point out more things as I move along.

Currently I see e.g. that the little girl would need an extra description (if you EXAMINE GIRL).

Sorry, can't write much more, got a terrible headache today and stupid network problems, and the only thing I am capable now is to go to bed... :rolleyes  


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World Development Admin - The Forum where Worlds are born...



Title: Mimi
Post by: Ta`lia of the Seven Jewels on 07 June 2003, 16:05:00
A persons entry? Or just a longer description, appearance only, or more?
For a persons entry I would need some infos about the herbwoman.

***Astropic of the day***



Title: Re: Mimi
Post by: Artimidor Federkiel on 08 June 2003, 00:40:00
No, not a persons entry, just 2-3 lines you get when you see the girl standing there and look at her. Quite simple. Don't mention her name, though, in this description, cause you'll get the same description if you know the girl and if you don't.


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World Development Admin - The Forum where Worlds are born...



Title: Re: Mimi
Post by: Artimidor Federkiel on 09 June 2003, 13:59:00
Ok, here are some comments on the rooms I've checked so far, Talia... Please try to work on these few things, then we can complete a part of the game.

Room 54

- Description of Mimi needed

Room 301

I've changed the long description this way:
You are standing on a little patch of grass, flowers and herbs. The lovely cerubell flowers please your eyes. The meadow lies just south of a path to the north while to the south you can see the Raven River running from west to east.

I propose to make a static object called "Cerubell Meadow".

- Description of meadow when you look at it. Then the question: Do you want to pick some? (Not when you first enter then room!) You can pick some more if you want (up to 3 times or so).
- Description of the cerubells when you look at them
- Forget about the thing with holding the cerubells in your hand, just treat it as an inventory object!

Room 335-337

Keep the general description like this:
This is a meadow like every farmer dreams of. Dense juicy grasses are mixed with a variation of herbs and lovely flowers. The lotann flower grows in abundance due to the good soil it finds here. Its yellow blooms are like nummerous dots on the green grass. Hidden in between you find here and there a flat rosette of oval leaves close to ground, with small lavender florets, the easescathe.

Then decide e.g. to put 1 or 2 pickable easescathe in room 335, 336, 337 and do the same with the lotann flower. They are simple inventory items.

Then we need descriptions for this plants, but give appearance descriptions only. Later, the player can bring the plants e.g. to the herblady and she will identify the plants for you. Next time you pick one up you know already what it is there for. If you know about the plant you can add passages like "Its leaves bruised and laid over cuts have antiseptic, astringent properties. They can be used immediately." to the general description when you examine it.


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World Development Admin - The Forum where Worlds are born...



Title: Re: Mimi
Post by: Ta`lia of the Seven Jewels on 09 June 2003, 16:50:00
Ok, I hope I find the time tomorrow evening (holidays, visitors)....but I have some other roomdescriptions I did already in the last days..

***Astropic of the day***



Title: Rooms 307/306; 313/314, 340-344 Baychtrees grove EDITED
Post by: Ta`lia of the Seven Jewels on 09 June 2003, 15:54:00
The following description of the rooms for the baychtrees are nearly the same (the long description), they vary only slightly, depending on were they are located(the short desription). It is the ground description to which later details can be added, needed for quests ect.
Rooms 306/307; 313/314, 340-344 Baychtrees grove


Filename:
room_306_baychtrees

Introduction:


Long Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains. In the memory of the villagers of Nepris this grove of baychtrees has always existed. The grey boles stand tall, mighty but nevertheless slender. Only on the rim of this bosk smaller trees has enough light to grow. High above  a canopy of light green leaves allows a little sunlight to penetrate the roof of leaves and to send single rays of light till the ground. The incessant breeze coming from the Adanian sea however brings movement to the leaves and so the rays of light are dancing on the floor of these natural halls. They are flitting  over the moss covered boulders. Some of these boulders have a height of two peds, but most are small enough to sit on them. The whole ground with all the stones, big and small,  are covered with a thick layer of silken moss. Its furry character gives you the impression, that the ground is laid out with a carpet. Inbetween are growing in darker areas under boulders and thick roots  patches of a luminescent moss. This is the last detail to give you the feeling to be transferred into another world, it is silent in here, like all noise and kerfuffle is cut out.


Short Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains, the grove of baychtrees. If you have troubles with the boulders covering the ground, take the path to the north or the east of this part of the wood. In the south is no way to leave it, you may just get a view of Toran‘s creek rushing through meadows down the hill. At the eastern rim you will have to work your way through younger baych trees bushes and ferns to gain the main path to Nepris.

room_344:
At the western rim of the forest, redberry bushes, shrubs and young trees are growing so densly, that you can‘t find a way out into the meadow.




EXAMINE Silken Moss, Luminescent Moss

Characters:
None


Static Objects:
Silken Moss
Light Moss


Inventory Items:
Maybe later




Special Texts:



Go:
North: Main Path
East: Main Path
West: Baychtrees
South: -



***************************************************************

Filename:
room_307_baychtrees

Introduction:

A shadow is running up one of the huge boles, but as it is dim in here, you are not sure, if it has been a Kuata - at least this shadow was far too quiet for one of these chattering animals. But what else could it have been?


Long Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains. In the memory of the villagers of Nepris this grove of baychtrees has always existed. The grey boles stand tall, mighty but nevertheless slender. Only on the rim of this bosk smaller trees has enough light to grow. High above  a canopy of light green leaves allows a little sunlight to penetrate the roof of leaves and to send single rays of light till the ground. The incessant breeze coming from the Adanian sea however brings movement to the leaves and so the rays of light are dancing on the floor of these natural halls. They are flitting  over the moss covered boulders. Some of these boulders have a height of two peds, but most are small enough to sit on them. The whole ground with all the stones, big and small,  are covered with a thick layer of silken moss. Its furry character gives you the impression, that the ground is laid out with a carpet. Inbetween are growing in darker areas under boulders and thick roots  patches of another,  luminescent moss. This is the last detail to give you the feeling to be transferred into another world, it is silent in here, like all noise and kerfuffle is cut out.

Examine: Silken Moss, Luminescent Moss


Short Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains, the grove of baychtrees. If you have troubles with the boulders covering the ground, take the path to the north or the west of this part of the wood. In the south is no way to leave it, you may just get a view of Toran‘s creek rushing through meadows down the hill.


Characters:
None


Static Objects:
Silken Moss
Light Moss


Inventory Items:
Maybe later




Special Texts:



Go:
North: Main Path
West: Path to Shrine
East: Baychtrees
South: -



**************************************************************************





Filename:
room_313_baychtrees

Introduction:

The moment you enter the trees, a sun ray penetrating the dense canopy of leaves falls on an airy figure sitting on a bolder. But as you take a second look, it is gone, surely the light and your eyes have betrayed you.


Long Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains. In the memory of the villagers of Nepris this grove of baychtrees has always existed. The grey boles stand tall, mighty but nevertheless slender. Only on the rim of this bosk smaller trees has enough light to grow. High above  a canopy of light green leaves allows a little sunlight to penetrate the roof of leaves and to send single rays of light till the ground. The incessant breeze coming from the Adanian sea however brings movement to the leaves and so the rays of light are dancing on the floor of these natural halls. They are flitting  over the moss covered bolders. Some of these bolders have a height of two peds, but most are small enough to sit on them. The whole ground with all the stones, big and small,  are covered with a thick layer of silken moss. Its furry character gives you the impression, that the ground is laid out with a carpet. Inbetween are growing in darker areas under bolders and thick roots  patches of another,  luminescent moss. This  is the last detail to give you the feeling to be transferred into another world, it is silent in here, like all noise and kerfuffle is cut out.

Examine: Silken Moss, Luminescent Moss


Short Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains, the grove of baychtrees. If you are near the southern rim, you may get a glimpse of the bay Torans creek forms here, though the undergrowth doesn‘t allow you to get nearer..

Characters:
None


Static Objects:
Silken Moss
Light Moss


Inventory Items:
Maybe later




Special Texts:



Go:
North: Main path
East: Path to the shrine
West: Wood
South: -




**********************************************************************

Filename:
room_314_baychtrees

Introduction:


Long Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains. In the memory of the villagers of Nepris this grove of baychtrees has always existed. The grey boles stand tall, mighty but nevertheless slender. Only on the rim of this bosk smaller trees has enough light to grow. High above  a canopy of light green leaves allows a little sunlight to penetrate the roof of leaves and to send single rays of light till the ground. The incessant breeze coming from the Adanian sea however brings movement to the leaves and so the rays of light are dancing on the floor of these natural halls. They are flitting  over the moss covered boulders. Some of these boulders have a height of two peds, but most are small enough to sit on them. The whole ground with all the stones, big and small,  are covered with a thick layer of silken moss. Its furry character gives you the impression, that the ground is laid out with a carpet. Inbetween are growing in darker areas under boulders and thick roots  patches of another,  luminescent moss. This  is the last detail to give you the feeling to be transferred into another world, it is silent in here, like all noise and kerfuffle is cut out.

Examine: Silken Moss, Luminescent Moss

Short Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains, the grove of baychtrees. If you are near the western rim, you can hear the noise of falling water , but smaller trees, bushes, shrubs and ferns growing there make it difficult to leave the forest there.  At the southern rim, you can look onto a sandbank, but there is no way to get there. On the south-western edge of the wood  you may enter another part of the forest, the easiest way out however is that to the path in the north.

Characters:
None


Static Objects:
Silken Moss
Light Moss


Inventory Items:
Maybe later




Special Texts:



Go:
North: Main path
East: Baychtrees
West: -
South-West: Baychtrees




**********************************************************************
Filename:
room_340-344_baychtrees

Introduction:


Long Description:


You are in one of the oldest parts of the forest on this side of the Mithral mountains. In the memory of the villagers of Nepris this grove of baychtrees has always existed. The grey boles stand tall, mighty but nevertheless slender.  High above  a canopy of light green leaves allows a little sunlight to penetrate the roof of leaves and to send single rays of light till the ground. The incessant breeze coming from the Adanian sea however brings movement to the leaves and so the rays of light are dancing on the floor of these natural halls. They are flitting  over the moss covered boulders.
In this part of the baychtrees grove the biggest boulders are found. Single ones  have are height of over three peds, but sometimes several are lying on top of the others, forming dark high buildings.
The silken moss is here dominating as well, covering all with its thick carpetlike growth. But here the luminescent moss grows far more abundant than in the other parts of the grove, especially on the northern side of the huge boulder formations. No smaller baychtrees trees are found here, this part of the wood has no bright rim, in the north grows a dense wood of mostly dark pines. Their branches reach till the ground and allow no forthcoming.
room 343 additional:To the south a huge formation of boulders doesn't allow you access to the path.

Short Description:

You are in one of the oldest parts of the forest on this side of the Mithral mountains, the grove of baychtrees.  In the north of this part a impenetrable pine forest is growing.  You find high boulders, sometimes several piled up, which may block your way out of the wood.
room_344:
At the rim of the forest, redberry bushes, shrubs and young trees are growing so densly, that you can‘t find a way out into the meadow.




EXAMINE: Silken Moss, Luminescent moss,
Boulders in 343

Characters:
None


Static Objects:
Silken Moss
Light Moss
Piled up boulders (only room 343)


Inventory Items:
Light Moss(Luminescent moss) in room 343

Special Texts:



Go:
North: -
East: Baychtrees
West: Baychtrees (344 no access to meadow!)
South: Main Path


Edited by: Talia Sturmwind  at: 8/13/03 16:38


Title: :-(
Post by: Ta`lia of the Seven Jewels on 10 June 2003, 16:52:00
Didn't manage to do a lot, just room 54. Can start not before Wednesday afternoon

***Astropic of the day***



Title: Re: :-(
Post by: Artimidor Federkiel on 11 June 2003, 00:30:00
Don't worry, I still have enough rooms from you to check and prepare them:D  Oh, and finish Thuja's Terlano dialogue;)  


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Title: Re: :-(
Post by: Ta`lia of the Seven Jewels on 12 June 2003, 09:05:00
Art, I checked the path till the bridge, the meadows and the first two rooms of the forest (330, 339), what turned out to be work, lol. I will do the plant description extra (now, soon) and post them here, you can add them then where needed.

Edited by: Talia Sturmwind  at: 6/11/03 5:06 pm


Title: Re: :-(
Post by: Artimidor Federkiel on 12 June 2003, 11:07:00
Good, good... I've sent already some of your rooms to Humangus for integration, more will follow during the week:)  


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Title: Re: EXAMINE Plants
Post by: Artimidor Federkiel on 13 June 2003, 12:42:00
Hello Talia!

Excellent work:D   I've also just put everything into final Word format, adjusting final details here and there, and mailed all rooms and plants descriptions (identfied/not identfied) till the rooms-line 337/332/303 to Humangus for integration. More will follow. I also added 2 rooms up north to connect the northern houses to the pier, so that the position where Terlano is standing  (and his already finished dialogue waits) is finally reachable.

Some notes:
I've removed the cerubell and plants/herbs names from the meadow descriptions, cause if you don't know the plant, then you can't say: This is a cerubell meadow, know what I mean? Therefore if you walk into the meadow you only see blue flowers and when you pick a blue flower, you have a only blue flower in your inventory. Only if it is identified, you'll see the text "Cerubell Flower" in your inventory. But the room descriptions have to be kept neutral. - I hope this these 2 different names are not a problem for Humangus' editor.

Also make sure to descibe plants completely independent from the location where you find them (e.g. you mention somewhere something growing close to the soil). Note that you can pick up such a plant and carry around, and then the description gets a bit of a problem if you examine the plant again;)  

But in general you do a great job, Talia! Just continue on:D   I'll check more rooms soon!

P.S. Oh, and I nearly forgot: Please put item descriptions (like herbs, flowers and anything else which doesn't only appear once in the game like ropes, gloves, knifes, swords etc.) into an own thread, just to keep everything a bit more organized!


The Santharian Dream Webmaster - Let Fantasy Dreams come true!
World Development Admin - The Forum where Worlds are born...

Edited by: Artimidor Federkiel at: 6/12/03 8:45 pm


Title: Re: EXAMINE Plants
Post by: Ta`lia of the Seven Jewels on 13 June 2003, 15:16:00
Thanks, Art, that is what I thought for myself! With the next plant I paste it in an extra thread.

***Astropic of the day***



Title: Re: EXAMINE Plants
Post by: Artimidor Federkiel on 13 June 2003, 14:31:00
BTW: Humangus is currently busy with his final apppointment for his degree, but he has informed me that he has added many more features in the program already, including music support. He'll soon prepare a new release - which means: as soon as he has the time to integrate the new rooms, Terlano etc. :)  

I guess my next personal project will be Pinn's mom to get the first quest going as well: bringing Pinn home, which isn't as easy as it seems... :lol  


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Edited by: Artimidor Federkiel at: 6/12/03 10:32 pm


Title: Re: EXAMINE Plants
Post by: Ta`lia of the Seven Jewels on 14 June 2003, 14:14:00
Just take his ship and he will follow you!:p  

***Astropic of the day***



Title: Re: EXAMINE Plants
Post by: Artimidor Federkiel on 17 June 2003, 12:07:00
*haha* Well, we still need his boat... Pinn is a bit of a... *searches correct word* slovelnly type of kid... First he drops the ball into the sea, then the player retrieves it for him, then he runs of to mom and of course completely forgets about taking his toy ship with him... Ilbeth should really tell him to take better care of his things!!


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Edited by: Artimidor Federkiel at: 6/16/03 8:08 pm


Title: Edited all rooms done so far
Post by: Ta`lia of the Seven Jewels on 17 June 2003, 16:16:00
..at least I hope so. Sometimes I didn't know what belongs where, just change it as you like.
Some plant descriptions are not yet done, will follow soon, as well as the Kuatu.

***Astropic of the day***



Title: Re: Edited all rooms done so far
Post by: Artimidor Federkiel on 27 June 2003, 13:02:00
I still have some rooms to look through here... Sorry Talia for taking so long, but I also wanted to first get the quest definiton and the first complete example finished. But these rooms are next of course.

Still waiting for Judy's though... You there, Judy? *pokes* :p  


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Title: Re: Edited all rooms done so far
Post by: Ta`lia of the Seven Jewels on 27 June 2003, 13:59:00
No prob, Art, I change some things meanwhile ;) .  

***Astropic of the day***



Title: room_324_wild_meadow, path
Post by: Ta`lia of the Seven Jewels on 28 June 2003, 07:14:00
Filename:
room_324_wild_meadow



Introduction:
Only when entering the first time coming from the baychtrees path

Out of the dim , cool  baychtree grove you are stepping in a wild meadow with high grasses and and lovely flowers. Your sight is marvellous. Toran‘s Falls thunder not far down the ridge filling a small lake formed by them. They add the lowers tunes to the higher humming of the insects. Behind them the mountains are towering. A few kingalls fly over you and take a rest  at the rim of the nearby creek. The meadow stretches in every direction, framed by a forest or the ridge. A marvellous place you have entered.



Long Description:

The different grasses  growing here are tall in this lovely wild meadow, the longest stalks of the alth‘ho reach up to your elbows. Inbetween you can find blue bell-formed like flowers and a taller version of the lotann flower,  with a lot of smaller blooms. The umbels of the hemlock are swinging in the light breeze and the pink flower, called toothbrush by the kids, grows in patches where it seems wetter.  Numerous other smaller flowers are hidden in the grasses, visited by the malise and other insects.
The  path leading in the direction of the falls is now nearly invisible.



Short Description:

You are on the path leading through the wild meadow near Toran‘s Falls. The path into the baychtrees invites you into the coolness of the grove, on all other sides the meadow is stretching, to the north and the south trees with red fruits are growing in the meadow.


Characters:
None


Static Objects:


Inventory Items:




Special Texts:



Go:

North: Meadow framed by trees, fruit trees
West: meadow, path
South: Meadow, a tree with red fruits
East: Path into the baychtree grove

***Astropic of the day***

Edited by: Artimidor Federkiel at: 7/10/03 17:00


Title: room_345_wild_meadow with meldarapple trees
Post by: Ta`lia of the Seven Jewels on 28 June 2003, 07:15:00
Filename:
room_345_wild_meadow with meldarapple trees



Introduction:
As you enter this part of the meadow, a bevy (?) of bird leave the three fruittrees growing in the midle of the meadow. it seems you are disturbing them taking their meal.


Long Description:

The different grasses  growing here are tall in this lovely wild meadow, the longest stalks of the alth‘ho reach up to your ellbows. Inbetween you can find blue bell-formed like flowers and a taller version of the lotann flower,  with a lot of smaller blooms. The umbels of the hemlock are swinging in the light breeze and the pink flower, called toothbrush by the kids, grows in patches where it seems wetter.  Numerous other smaller flowers are hidden in the grasses, visited by the malise and other insects.

In this part of the meadow three trees are growing, not too tall, about two peds high which carry round fruits with a mostly pink colour. It looks like somebody was here before you, the grass beneath the trees is trampled down, in some parts even cut. But there are still enough left if you want some.

EXAMINE: Fruit tree Meldarapple Tree
EXAMINE: Fruit of this tree




Short Description:

You are standing in  the  part of the wild meadow near Toran‘s Falls where three fruit trees are growing.

Characters:
None


Static Objects:

Fruit tree


Inventory Items:

Fruits meldar apples




Special Texts:



Go:

North: -
West: Dark pine forest
South: Meadow - forgot connection to room 324
East: - NO access to Baychtrees grove

***Astropic of the day***

Edited by: Artimidor Federkiel at: 7/21/03 20:39


Title: Re: room_319_wild_meadow (TRAP)
Post by: Ta`lia of the Seven Jewels on 30 June 2003, 03:55:00
Filename:
room_319_wild_meadow



Introduction:


Long Description:

The different grasses  growing here  in this lovely wild meadow are tall, the longest stalks of the alth‘ho reach up to your elbows. Inbetween you can find blue bell-formed like flowers and a taller version of the lotann flower,  with a lot of smaller blooms. The umbels of the hemlock are swinging in the light breeze and the pink flower, called toothbrush by the kids, grows in patches where it seems wetter.  Numerous other smaller flowers are hidden in the grasses, visited by the malise and other insects.

One tree is growing at the south-western end,  where the meadow borders on the creek. The tree is  melting in the young baychtrees growing at the rim of the old forest, but its different leaves and its pink well sized fruits give it away. The grass beneath this tree is untouched, a great chance to get some of these lovely fruits.

The pond at the base of the waterfall is very near. You have a lovely view. Though the water is far from being calm, you can see fish in there, about a fore long, who look exactly like the ones you like this much. Maybe you can catch some with the hands , or do you have even a net with you?



EXAMINE: Big Fruit Tree       Additional description to fruit tree!!TRAP

This tree is about three peds in height, with a light green foliage. The leaves are a bit wider than most trees and rather jagged around the edge,  the  trunk has a light reddish-brown color. It carries an overwhelming load of mostly pink well sized berries, though some are still quite pale. It is an extraordinary tree, taller than most of his kind you might have seen already.
A kind of vine is growing around its  trunk and lower branches, its tendrils looping down at the end of the branches for about half a ped. The dark green tear shaped leaves of this vine build a good contrast to the light green foliage of the trees. Between the leaves dull white flowers start to bloom.

The examine fruits or flowers should here not appear automatically, but only if the player is asked before

Do you want to examine these fruits or flowers?


EXAMINE: Fruits    Meldarapples, see other thread
EXAMINE: White flowers
Two opposing concentric rings of five tear-shaped petals opening outward form the flower, which has several long stamens projecting from the center. The entire flower is a dull white and proliferates along the branch and looping tendrils.







Short Description:

You are standing in the wild meadow near Toran‘s falls. A single fruit tree with pink fruits is growing near the border of the creek.

Characters:
None


Static Objects:

Fruit Tree


Inventory Items:

Meldar apples      

Don‘t think someone will carry these ones away




Special Texts:

You have been careless and have got under the influence of the Nightshimmer vine , a plant catching you with its  scent and making you will-less and apathetic. You can‘t leave on your own. you will need somebody  to rescue you. You will loose most of your endurance .
I don‘t know how much endurance should decrease here - a considerable amount, though not all a player has left

Possibilities:
A player has more chars running, and one of them is NOT with him. This char can come and rescue him, endurance drops farther , if char is far away. If not, a villager comes and rescues the player, endurance drops a lot)


A: A friend of you is nearby, but not too near and was not caught by the Nightshimmer, he may come and rescue you.
B: A villager, a .....{description}man finds you and rescues you. Your endurance dropped. Maybe you should give the villager something to thank him?

Maybe this could be made to another quest? If the player looks for this villager , any of the chars, and brings him a gift, the villager gives him some valuable information?

Go:

North: Meadow , path
West: creek
South: Baychtrees
East: - No access to forest!


Edited by: Talia Sturmwind  at: 7/8/03 22:17


Title: Re: room_318_baychtrees
Post by: Ta`lia of the Seven Jewels on 02 July 2003, 02:54:00
Filename:
room_318_baychtrees

Introduction:

Entering this part of the forest, something hits you on the head. Looking up you see several Kuatas jumping from tree to tree. But searching on the ground, you can‘t find a nut or anything, which might have escaped their claws.



Long Description:

This part of the baychtree grove is different, the trees are not as tall as in the other parts, they are standing more loosely and allow some small Sahnrix  pine trees to grow inbetween, even a young Coastal Redwood can be found. The omnipresent bolders are still hampering your pathless way, but due to more sunlight coming in,  the moss is now replaced by some  short grasses and little patches of the redberry bush. Somehow this part seems livelier, more birds are singing and the everpresent kuatus are chattering in the trees. To the east, the forests allows some glimpses on a sandbank, but there is no way to get there, the creek permits it. To the south the baychtrees give way to more pine trees. In the north however a light green promises a meadow.To the west you can hear Toran‘s Creek rushing downstream. The water looks very refreshing, maybe you get some of your energy back if you take a bath?



Short Description:

This part of the baychtree grove is different, the trees are not as tall as in the other parts, they are standing more loosely and allow some small Sahnrix  pine trees to grow inbetween.To the south the baychtrees give way to more pine trees. In the north however a light green promises a meadow.To the west you can hear Toran‘s Creek rushing downstream.


Characters:
None


Static Objects:


Inventory Items:




Special Texts:



Go:

North: Meadow
West: Torans Creek
South: Pinetrees
East: Sandbank, not accessible from here

Edited by: Artimidor Federkiel at: 7/10/03 17:06


Title: Re: room_317_Peninsula
Post by: Ta`lia of the Seven Jewels on 02 July 2003, 03:59:00
Filename:
room_317_Peninsula

Introduction:



Long Description:

Like a little peninsula this bit of land is surrounded by water: Toran's creek rushing away from the pool at the foot of the waterfall meets the ridge where it is guided back to form the sandbank and the bay. The ground is peppled, mixed with partly sandy, partly loamy soil. The pinetrees which are growing here are not very tall, the biggest about five to six peds high, willows are growing at the edge, some grasses between the trees, icemilk and other weeds mostly. It looks like the trees have a hard life here. Pieces of wood and other plants are found mingled with the lower branches of the tree.
Obviously this part is regularly overflooded when the waters of the creek are going high in spring after the snow has melted.


Short Description:

You are on the little peninsula formed by Toran‘s creek. smaller pinetrees and willows are growing here. It seems to be flooded regularly in spring.


Characters:
None


Static Objects:


Inventory Items:

BOX The player who follows the kuata will find it, it will match in principle the other found on the sandbank, both boxes are needed to open the door to the hidden dwarven cave/room in room 321a



Special Texts:



Go:

North: Baychtrees
East: Sandbank    Conditional: Only if trunk was laid from the sandbank side already  



***Astropic of the day***



Title: Re: room_317_Peninsula
Post by: Artimidor Federkiel on 03 July 2003, 13:53:00
Ok, Talia... I've prepared some more rooms for the next version, but I'm missing room  no. 304... - Any idea where it is?

Also you mention Silken Moss and Luminescent Moss, but we don't have descriptions for these 2 yet. Shouldn't be much of a problem as we can take them from the Compendium. Just wanted to make sure that I haven't overlooked something. Or are the descriptions already posted somewhere and I've missed them?

BTW: I'll mark prepared rooms from now on grey, this makes it much easier to see what's in:D  


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Title: Re: room_320_Pond at the base of the waterfall
Post by: Ta`lia of the Seven Jewels on 09 July 2003, 14:09:00
Filename:
room_320_Pond at the base of the waterfall

This pond has its speciality.
1.  When entering it from room_319 , the player will never  reach his goal, which is either to catch some fish if misguided, or if already told by somebody that it is there, maybe Mimi, the hidden entrance (through waterfall)to the cave room_321(or in this case at least only with 100% endurance, that could be discussed)

When entering the pond from room_323, he has a better chance to find the hidden entrance (No fishcatching either), maybe if he has at least 50 to 75% of his endurance. But he will loose a lot. If he has not enough, he will be swept away as well to room_320a as in every other case. There is no other option. If you enter the room from the wrong side or with not enough endurance, you end up in 320a with not much left.



Introduction:

You really think you can master this water with all its swirls caused by the water tossing into it? Don‘t tell me you tried to catch some fish! Or what is your purpose risking your life?



Long Description:

The noice is tremendous here. The watermasses forming the pond are tossing into it, the air is full of drops and now and then you can see a rainbow - if you have the time to look at it.

Relatively calm at the rim of the pond, the water gets whiter  near the place, where the waterfall tosses into it. Though you can clearly see the dangers there, the swirls near the rim are hiding under the surface. The only part, where the water seems to be not as violent as elsewhere is the north-western edge, where the veil of the falling water thins out. On the other side the pond goes over in the creek.


Short Description:

You dared to jump into the pond where the water coming from above tosses into it.

Characters:
None


Static Objects:

Fish, a fore long, think there is no time for an examination


Inventory Items:




Special Texts:

What about adding here an ugly, dangerously  looking fish with sharp teeth the swimmer has to fight to get to the hidden entrance  

Go:
Depends on where the player has entered the pond (room_320)and how much endurance is left.
From room_319 (east):  320a ---318 - no choice , no attacking fish either.
From room_323 (north): either 320a---318 with not enough endurance - attacking fish??
From room_323 (north) with enough endurance: 320a--318 OR 321
If it is not too difficult to realise, the player could be swept away to the creek, if the fight with the attacking fish takes too much of his endurance away


Options there with enough endurance left after a successfull fight with the fish :
Or: The fish has to be fought the first time and then the way is free?
North: Back to meadow
South: Creek
East: meadow
West: Through waterfall






***Astropic of the day***

Edited by: Talia Sturmwind  at: 7/14/03 18:05


Title: Re: room_320a_creek
Post by: Ta`lia of the Seven Jewels on 09 July 2003, 15:15:00
Filename:
room_320a_creek

Introduction:

When entering the creek from the forest,room_318

You have the impression , that your last minutes have come and that you face the death of drowning.


Long Description:

The creek  is flowing very fast , maelstroms are turning you around , torrential swirls are dragging you to the ground. You are  lucky that the main current is heading towards the rim of the water. A willow is your rescue, you are just able to hold on its branches and pulling yourself out of the cold water you finally lay heavily panting on the rim. You have lost a lot of your endurance.

Player should loose more endurance when swept in here from room_320 than entering it from room_318




Short Description:

You are swimming in a dangerous part of the creek. you can only just save your life by grabbing the branches of a willow, pulling you out of the water.


Characters:
None


Static Objects:


Inventory Items:




Special Texts:



Go:
East: Baychtrees


***Astropic of the day***



Title: Re: room_320a_creek
Post by: Artimidor Federkiel on 10 July 2003, 14:35:00
I'm currently preparing some more rooms, Talia... So here's something I'd like to comment on:

The wolf-thing at Room 400 (the bridge to the Tomb) isn't ideal, because as this is a role playing game, fights have to be fought, and death through the selection of an option isn't possible. But the way I read it, it's basically an idea on what to put there temporarily as long as the path is not described, so you don't plan to have that in the game in the end.

However, I already thought a bit in the Tomb direction and plan the following:

We need to split the game somehow in parts, so that we can determine e.g. when the player is still alone, when he has another party member etc. (so that we can determine the amount of attacking foes e.g. by game design). Also all areas shouldn't be accessible at the beginning so that there are some surprises.

I think therefore that we should place a large bolder or something on the Tomb Path (maybe a lightning struck the rock above), so that the path is blocked now. During the first part of the game some men will work on removing the bolder. Later the player can enter this area as well.

Another idea: I thought about adding a gypsy waggon somewhere (Black Butterfly Rovers). Humangus mentioned a travelling merchant, so maybe we can make the gypsies these merchants. You might e.g. let them repair the curved dagger as one of them claims that it is extremely precious (while it is not), and so on. Also the gypsies could be suspected for abducting the little girl and there is a conflict here where the player can try to mediate. Also there are these 2 Quellion portraits which I've put into the Cave room 114 for now - they could be 2 of these gypsies, who have stolen something for example and now have to hide even from their own men because of the whole girl story and nobody trusts them until they can prove their innocence. Etc. Just a few ideas here in this respect:)  We have some interesting possibilities here, I think...


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Title: Re: room_320_Pond at the base of the waterfall
Post by: Ta`lia of the Seven Jewels on 11 July 2003, 00:36:00
Yes, Art,the wolves were more a joke, because the path is still blocked. The idea with blocking it through a stone avalanche (?) I wanted to use for the path near the waterfall, as long as there are no descriptions available.Maybe we use fallen trees and workers to remove them in one case, and the stones in the other.

I don't have (m)any ideas about the path to the tomb yet, just an attacking eagle somewhere near the tomb, Judiths Minchwrats would fiit there, but otherwise?
When I have done the last rooms and Mimi, I think I need a break from room descriptions anyway.

The gypsies might fit better on the main path to the Crazy woman Pass, there is no suitable path  for their waggon later on, don't know.

***Astropic of the day***

Edited by: Talia Sturmwind  at: 7/10/03 8:44


Title: room_323_wild_meadow near falls
Post by: Ta`lia of the Seven Jewels on 15 July 2003, 09:49:00
Filename:
room_323_wild_meadow near falls

Introduction:



Long Description:

This wild meadow with its long uncut grasses and flowers, the humming insects and the caresing moist air which is blow to you from the waterfall makes you to wish you could stay here for ever. To the east and the west, the meadow is stretching, to the north the forest is intruding into the meadow, but with the tall Sahnrix pines, intermingled with a few baychtrees, it looks friendly, inviting. To the south you have probably the most impressing view of the waterfalls, seeing them partly from the side. Going to  to the rim of the pool, you stand as near as possible to the falls. On this side, the veil of water pouring down is less dense and sometimes you have the impression to be able to look behind the white wet curtain . And what is fanning (?)your interest is that there seems not to be a plain rock behind the falling water, but ..well, you can‘t see it properly.


Short Description:

You are on the path leading through the wild meadow near Toran‘s Falls. Here you have the best view of the falls.


Characters:
None


Static Objects:


Inventory Items:




Special Texts:



Go:
North: Forest
West: Path through wild meadow
East: Path through wild meadow
South: Want to take a bath under the waterfall?



 Art, please add a permanent connection to the forest in the north, I want to lure the player in there. It should be later a shortcut to the path in the north, through the (dangerous) forest. The player might want to take it, because he will loose endurance on the steep path besides the waterfall. However, I plan to put the mossbear in room 346 , which should be there sometimes, not always and fight the intruder.He could be at another time in the room north to it as well, or absent.

***Astropic of the day***

Edited by: Artimidor Federkiel at: 7/21/03 19:57


Title: Re: room_323_wild_meadow near falls
Post by: Artimidor Federkiel on 16 July 2003, 12:34:00
Okeydokey... Will see what I can do:)  


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Title: Re: room_323_wild_meadow near falls
Post by: Artimidor Federkiel on 22 July 2003, 11:29:00
Short note here, Talia, as I noticed this upon preparing... You say in room 323:

"And what is fanning (I'd say: arousing) your interest is that there seems not to be a plain rock behind the falling water, but ..well, you can‘t see it properly."

Always be careful with such statements, as they are very specific to a certain situation, in this case: That you don't know what's behind the waterfall, know what I mean? You always have to take into consideration that the player has seen it all already, and now if he looks at this description the text suggests that he hasn't this experience yet...

In certain cases you can put such texts into the introduction (which I did here with a bit of adjustment), then the text is gone, and you don't have the problem that it may re-appear if the player presses LOOK.

BTW, Talia: You made a very nice picture of a girl sometime back then, remember? We didn't have a use for it so far, but maybe we can put her in somewhere as well?

BTW2, Talia: The rooms I'm currently preparing for the next version in your region currently mainly contain the basic things (descriptions, obvious inventory items etc.) This is because I need to go through quests and "special ideas" step by step and I need some time for that. Also some things need to be discussed a bit and definitely need adjustment for the one or the other reason. So for now the rooms are laid out bit by bit while the "special effects" (8) ) will be added later one after the other. Don't worry, these things are not forgotten, they only need some more time, and I'll get to them;)

I have 2 weeks of vacations BTW starting on August 8, so what isn't done until then from my side, will be done then;)  


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Edited by: Artimidor Federkiel at: 7/21/03 21:24


Title: Re: room_323_wild_meadow near falls
Post by: Ta`lia of the Seven Jewels on 22 July 2003, 15:00:00
room..true, I forget it sometimes.., I just wanted to give a hint, that something might be behind the falling water, so that the player gets curious, should go into the introduction

Girl? You are thinking of the young woman?She is still deep in the resources somewhere..wanted to make a persons entry about her (Baveras Aid) somewhen - next year oor the year after, LOL

And I thought we could use a part of another pic for the waterfall, Ephirn's lake maybe? Though the description doesn#t match well, but as long as we don't have anything better.

I hope I'll finish the rooms left AND Mimi till the 20th August - then I'm away for over two weeks..La Palma :-)

***Astropic of the day***



Title: Re: room_323_wild_meadow near falls
Post by: Artimidor Federkiel on 23 July 2003, 12:52:00
Well, we could use a Baveras aid in Nepris as well, don't you think, Talia? BTW: I still want to try my hand on a Photoshop rework of your Baveras pic with some water effects, scheduled as well for my vacations. Should I forget, just hit me virtually on my head, Talia!

Waterfall: Hmmm... I remember Quellion's Archer standing in front of such a waterfall. Now it could be that Quellion made the archer on a seperate layer - if so, he might have a whole waterfall nearly done which we could use. Need to ask Quellion. Or - with a bit of copying and pasting of rocks, water, hills etc. - at the enlarged version of the Marcogg pic (like I did now for example to have a picture for the Pinn's Ball location) we perhaps might also get a waterfall... Hmmm... We'll see.

Yup, also hope you can make it till the 20th August, then we'll definitely have a lot to add in the next but one version:D  


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Title: Re: room_323_wild_meadow near falls
Post by: Artimidor Federkiel on 24 July 2003, 11:57:00
I've mailed Quellion about the waterfall issue, and he confirmed that the waterfall was done on a seperate layer. Though the waterfall therefore isn't completely finished (as only so much was done to make the archer pic look fine), Quellion said he'll get to finish the waterfall very soon, as it isn't really much work for him;)  - We may also use some boulders in the pics BTW here and there, as big boulders are also part of Talia's room descriptions...


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Title: Re: room_323_wild_meadow near falls
Post by: Artimidor Federkiel on 30 July 2003, 04:21:00
The waterfall picture by Quellion has arrived:)  Will be posted this evening!


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Title: Re: room_323_wild_meadow near falls
Post by: Ta`lia of the Seven Jewels on 30 July 2003, 07:58:00
Fine!
I'm trying to finish the last rooms soon.

***Astropic of the day***



Title: Re: room_323_wild_meadow near falls
Post by: Ta`lia of the Seven Jewels on 30 July 2003, 08:03:00
Can you add pics to the game when Humangus is away or hasn't anymore time?
I thought I could - when finished Mimi - adapt the Baveras shrine a bit and do some simple trees, an alleyway (?) for the RPG.
And we have to persude one of our artists to do a pic for the Kuatu! Who did this lovely white mouse? Or the comon mouse?

***Astropic of the day***



Title: Re: room_323_wild_meadow near falls
Post by: Artimidor Federkiel on 30 July 2003, 12:07:00
Well, once Humangus disappears for his military service, I will see to get the source code of the project so far, so that I can add in things. I assume adding pictures to existing locations is something I can do as well without any difficulties, also adding rooms and items without his help should be feasible.

Adding quests, dialogues and scripts may be much more complicated, and I assume I will leave that to Humangus. But what isn't too much effort can be done from my side, I assume.

The white mouse with Hieronimus Kupfdrubus was done by Ashknight Merridor (Lauren) - she promised to do 4 pieces during summer (small beasts and plants), but as always  with artists who don't appear regularly on the board, I can't say if we'll have any luck here. Also Erelen, who did the field mouse, promised smaller things like an axe etc. a while ago, which didn't happen except for the first sketches. Well, I can't force people to draw or write something... But maybe I can get Jeff to work on a beastie. We'll see.


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Title: Re: room_322_wild_meadow_hidden entrance
Post by: Ta`lia of the Seven Jewels on 30 July 2003, 11:17:00
Filename:
room_322_wild_meadow_hidden entrance

Introduction:

Only if coming from the path down the ridge


The trees of the forest  cease and your stony path leads finally into the lovely wild meadow you could admire partly already from above. Now you can see an ocean of swinging green stalks before you which stretch till a baychtree grove some distance away.



Long Description:

The different grasses  growing here are tall , the longest stalks of the alth‘ho reach up to your elbows. Inbetween you can find blue bell-formed like flowers and a taller version of the lotann flower,  with a lot of smaller blooms. The umbels of the hemlock are swinging in the light breeze and the pink flower, called toothbrush by the kids, grows in patches where it seems wetter.  Numerous other smaller flowers are hidden in the grasses, visited by the malise and other insects.
The  path  is now nearly invisible.

The meadow is framed in the north by the dark forest , with a path leading into it. In the west the ridge forms a nearly vertical wall. Looking up , you can‘t see were it ends, but you find only the   *** sky above you.
***dark blue---may I put any the day time concerning description in here, I did it elsewhere already; how  can I describe a place nicely, if I may not say, it is sunny, or it rains?
This wall of stones continues in  the south, but now it is covered with a green climber. Again it bends and vanishes from your sight, but you can hear the thunder of a waterfall.

Art, could you change the colour of 347 from path to forest? The path will lead through the forest, above that it will be just a rocky path so  it is ok as it is.


The climber covering the southern part of the wall is a rare plant, covering it densely, so that no stone is visibly.

EXAMINE 1a: Green Climber

The climber looks somehow weird to you, but you might nevertheless come nearer to examine this natural wall behind it?

 The player may want to examine the wall, Mimi will give him a hint somehow..to make it attractive - or you jopin 1a with 1b if you think it is better.

YES/NO

EXAMINE 1b: Green climber






Short Description:

You are on the western end of the wild meadow near Toran‘s Falls.

If the entrance is already open, the player will know it, so no extra description is necessary.



Characters:
None


Static Objects:
Strange climber


Inventory Items:




Special Texts:



Go:
North: Path up the ridge through forest
East: Wild meadow

South: Into cave
 CONDITIONAL :Not unless the player has found his way through the waterfall into the cave first. There he is able to remove parts of the plant from behind to be able to climb through.
Another option could be that a mage or thief (find hidden doors skill)finds the hidden entrance AND is capable to remove the dangerous, poisonous climber without touching it from some peds afar (mage??).




***Astropic of the day***

Edited by: Talia Sturmwind  at: 8/14/03 17:02


Title: Re: room_346_pine_forest_near_falls_mossbear
Post by: Ta`lia of the Seven Jewels on 30 July 2003, 16:44:00
Filename:
room_346_pine_forest_near_falls_mossbear

Introduction:

As you enter this part of the forest, you hear strange noises, as if somebody is working here, but no, more like a wild boar is pawing into the ground to be able to wallow itself there (?????), or what beast could make such grunting noises? But as you listen harder, it ceases, and you hear just some birds singing.


Long Description:

This part of the forest isn‘t as dense as those farther north, not only the pinetrees like the Coastal Redwood and the Sahnrix Pine are growing here, but some Baychtrees, some Fragrans Trees and an even an occasional oak. At the southern rim some birches are growing along with a variety of smaller bushes like the Malus with its sour fruits , making the forest impenetrable at this point. Under the trees, it seems to have exactly the right amount of light to allow the silken moss to grow in an unusual abundance, covering the whole ground.

EXAMINE: Silken Moss


Short Description:

You are in the part of pinetree forest where the silken moss grows in abundance.


Characters:
None


Static Objects:
Silken Moss


Inventory Items:




Special Texts:

Here comes the Mossbear, no idea how to write this! Not every time you enter this part of the forest, but with a certain probability  (30%??)The bear isn‘t killed, but runs away, so he can attack later again. No idea, how much experience is gained or endurance lost..

While you are admiring the lovely Silken Moss, you hear a dangerous grunting : A big bear is standing upright on its hint legs and is about to attack you, trying to hit you with its terrible paws.



Go:
North: Deeper into the pinafores
East:  Wild meadow with meldar apple trees
West:  -   not like on the map!  
South: -




***Astropic of the day***



Title: room_347_path_forestmeadow
Post by: Ta`lia of the Seven Jewels on 07 August 2003, 14:11:00
Filename:
room_347_path_forestmeadow

Introduction:



Long Description:

The path leads here through  trees which are standing fairly wide apart and quite a few  bushes with red berries. Grass covers the ground, but
doesn‘t grow as abundand  as in the meadow near the falls, here the terrain is quite steep, though still comfortable to walk. In the east and the north, the trees grow denser where the pineforest begins. To the west however, the path starts to get really steep and difficult to climb.

EXAMINE: Red berries


Short Description:

You are on the path near the Toran‘s Falls, which leads up the steep slope.


Characters:
None


Static Objects:


Inventory Items:

Red Berries



Special Texts:



Go:
West: Steep Path
North: - (Forest, no way here)
East: Pineforest
South: Meadow near falls



***Astropic of the day***

Edited by: Talia Sturmwind  at: 8/6/03 23:29


Title: Re: room_347_path_forestmeadow
Post by: Artimidor Federkiel on 07 August 2003, 15:33:00
Ha! Redberries:D  Cool... another pic to use... Already looking forward to integrate it all soon, Talia;)  


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Title: room_348_climbing_path
Post by: Ta`lia of the Seven Jewels on 07 August 2003, 14:58:00
Filename:
room_348_climbing_path

Introduction:

 Only if entering the path the first time coming from the meadow below

The path, though quite steep, but clearly visible and still good to walk ends quite suddenly. A wall of grey, massive granite blocks your way. But looking closer, you can see, that there are marks on the stone, obviously caused by people climbing up this barrier.


Long Description:

The path is extremely steep here, nearly vertical. Just plain rock without much vegetation can be found , only in the lower part some of the tall trees from the forest below give enough shade to allow some ferns growing in small crevices.  You need both your feet and your hands to master it, and it is very strenuous to walk for a traveller who is not used to such climbing, be it up the slope or down. The stone itself however is the grey granite of the Mithral mountains, hard and rough, and you can rely on your grip, once you found a good one.

Short Description:

You are on the steepest part of the path near Toran's Fall,  climbing is the only way to master this part.


Characters:
None


Static Objects:


Inventory Items:




Special Texts:

 The path is here so steep, that some loss in endurance  would be fine. Minchrats could attack, however, fighting is only possible with one hand here, so maybe this could be quite interesting.. What if the player falls down the cliff, if he uses two hands(=loss of health)

For now:


You are nearly at the end of the steep path, when you have to realise, that a massive plain wall is stretching above you. No grip you can lay your hands on. You see some iron hooks in the stone, but they are rusty and you can‘t use them anymore. Unless somebody with the right equipment fixes this, the path in not further accessible.

Go:
East: Path
North:- Path blocked

***Astropic of the day***

Edited by: Talia Sturmwind  at: 8/6/03 23:01


Title: Re: room_347_path_forestmeadow
Post by: Ta`lia of the Seven Jewels on 09 August 2003, 15:30:00
Need some input, before I finish this  

Filename:
room_321_cavern---NOT FINISHED

I thought first, we should give an option to get into the cave with removing the poisonous climber with magic, it is easier however, if the player has to take his way through the waterfall  and I would prefer that.

I have some difficulties with this room, I need two descriptions: One, if the player has no light, and one, if he comes back with a torch(lampstalk).

I don‘t know either, how to tell the player, that he CAN remove this poisonous climber from behind=from the cave side and open an exit/entrance. Maybe the herbwoman or Mimi can show the player the way?

I would need a bit of introduction after the main description, is this possible?

Or better, the introduction is visible when visiting the first time, but NOT the full description??? THAT would be a help! t



Introduction :

Your curiosity is rewarded. Swimming through the waterfall has brought you in a hidden cave.

The cavern is huge. Half of its ground is an extension of the pool outside. This inner pond is gently curved.
Steep , stony, wet walls frame the first part of the pond on both sides. Plants similar to ferns  grow on the walls near the exit, from the ceiling long stems with tiny green leaves seem to grow downwards. On the southern side a small waterfall emerges out of the wall, forming circular ripples on the surface. At the inner end of this mere the ground gets higher, forming a rocky beach.
Looking at the entrance, you see a wide opening with the waterfall acting as a dense veil. However, looking from the inside it is possible to view the meadow and the baychtrees. Some light protrudes the watery veil, but in the middle of the cave, it is quite dark without light source .
However, if you wait a while, your eyes will be used to the darkness and you can see quite a few things. A weird plant is growing on the walls. It resembles in some places an awkward, spindly star, in other is covers greater parts of the wall and ceiling, its colour is difficult to tell, but it seems to have a dark blue. A small opening in the wall on the northern side helps you to see some details better.  This opening is however densely covered with a climber growing outside and allowing only very little light to penetrate the darkness. Moving around the wall from north to west, you are coming to the darkest part of the cave, it seems to be nearly lightless. But something is different here, you sense it more than that you can see it: The ground is even, in contrast to the rest of the cave. Cautiously you touch the wall and find polished stone under your fingers. An even surface with lines carved in it. Just with your hands groping around you find out, that this has to be a kind of entrance, a door. A torch would come in so handy!


Long Description :

Not visible the first time, when the introduction is available!  


The cavern is huge. Half of its ground is an extension of the pool outside. This inner pond is gently curved.
Steep , stony, wet walls frame the first part of the pond on both sides. Plants similar to ferns  grow on the walls near the exit, from the ceiling long stems with tiny green leaves seem to grow downwards. On the southern side a small waterfall emerges out of the wall, forming circular ripples on the surface. At the inner end of this mere the ground gets higher, forming a rocky beach.
Looking at the entrance, you see a wide opening with the waterfall acting as a dense veil. However, looking from the inside it is possible to view the meadow and the baychtrees. Some light protrudes the watery veil, but in the middle of the cave, it is quite dark .
A weird plant is growing on the walls. It resembles in some places an awkward, spindly star, in other is covers greater parts of the wall and ceiling, its colour is difficult to tell, but it seems to have a dark blue. A small opening in the wall on the northern side helps you to see some details better. It is however densely covered with a climber growing outside and allowing only very little light to penetrate the darkness.
In the darkest part of the cave an entrance of some kind, a stony door is situated.


EXAMINE:
Awkward, spindly star plant

Opening in the northern wall:
This could be another entrance to the cave, if only the climber wouldn‘t cover the opening. Could it be possible to remove it? As far as you are able to see it, the hole in the wall leads to a meadow.

Examine : Green climber Have still to write it up (just overview)


Door:
 only with light possible!

In the light of your lampstalk you can grasp now the immense dimension the door has. It is up to five peds high and three wide, with an arch at its top. Two mighty door wings close so tight and accurately, that you are not able to put the blade of your knife  between them. The portal is framed by an archway, about a fore broad, which is heavily carved. However, you don‘t understand, what the carving means, though it looks like there could be something written on the stone. The grey  door wings are  plain, polished and shiny, with an small, silvery looking ornament in the centre. You can‘t see a keyhole. Slowly you are coming to the conclusion, that you have a dwarven masterpiece before your eyes, that the grey stone is the highly polished grey granite of the local Mithral mountains and the silvery inlay the mithral ore.



Short Description:

You are in the cave behind Toran‘s Falls.


Characters:
None


Static Objects:
Sou‘Cald Moss
Green Climber
Door


Inventory Items:




Special Texts:

You have two possibilities to leave the cave:
Take the way back through the waterfall .
Remove the climber, which blocks  your way out of the cave. There may arouse two problems:
Do you know enough about the climber to dare to cut it - it looks quite untouched, this may have a reason.
You need a knife or bigger weapon to cut it, if you haven‘t one, you need to take the way back through the waterfall.

- You have a knife and cut a hole in the climber.

Go:
East: Back through the waterfall
EzCode Parsing Error: color=yellow]  Now, if the player has used some of his stuff to regain energy, he should be able to reach room 323, if he wishes so, if no
[/font]
North: Meadow Only if the player has cut a hole into the climber  
SouthWest: Dwarven Cavern ONLY, if the player has solved several tasks, f.e. the riddle how to get through the door. Explanation later  


[/i]
When the player visits the cavern at a later time, he could meet a nice beast he has to fight  

***Astropic of the day***

Edited by: Talia Sturmwind  at: 8/8/03 23:35


Title: Re: room_347_path_forestmeadow
Post by: Artimidor Federkiel on 10 August 2003, 02:19:00
Hello Talia...

Question: I'm searching from room 309... There's a caption on a post called "Re: room_309_Bay_1, EDITED", but the room itself isn't there. Any idea where it is?


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Title: Re: room_348_climbing_path
Post by: Ta`lia of the Seven Jewels on 10 August 2003, 01:52:00
Didn't recheck it, just reposted, no time


Filename:
room_334_Bay1---------that Nr was wrong

Introduction:

You are stepping out of the dim light of the old forest into the light of a warming sun. Before you the water is sparklng in the sunlight. The air is full of the humming of little insects. The scent of the flowering waterstar is overwhelming. You are taking the little boat rowing towards the building.


Long Description:

The little bay is lying before your eyes, formed here by Torin‘s creek which seems to need a rest before again rushing down to its destiny, the Adanian Sea. The waterstar is growing in abundance. It is flowering and having fruits at the same time. You have the opportunity to harvest a few of these berries if you like. On the other side Torin‘s ridge is steep rising like a wall, covered with a dark green  fur of pine trees. In the middle of the streaming , but at this place relatively calm water a little circular building is standing,  a Shrine. To your right the bay expands .

EXAMINE: Starberries, Waterflower, Fishingnet



Short Description:

You are sitting in the little boat on the bay between the baychtree alley and the grey stone building.


Characters:
None


Static Objects:


Waterstar


Inventory Items:

b]Inventory Items:[/b]
Starberries, the valuable fruits of the Waterstar, (chance to catch any 50%, amount with the hands 2, with the net 5). They can be caught either by hand, or if the player thinks of it,  with the fishing net

Fishing net in the boat




Special Texts:




Go:
South : The building
North: Back to baychtree alley
West: bay2


***Astropic of the day***

Edited by: Talia Sturmwind  at: 8/9/03 9:55


Title: Re: room_348_climbing_path
Post by: Artimidor Federkiel on 10 August 2003, 03:36:00
Okeydokey... One more thing:

I'm currently integrating the Baveras Shrine and have a suggestion: Could we perhaps add just a little altar in the center (maybe in the form of a star), so that people can kneel down in the water, but have something where they can put their arms to pray?

This way we don't have the problem that your energy restores simply for being in the Shrine (for no obvious reason - could be that an atheist enters and doesn't care about he Goddess, so he wouldn't be rewarded for praying). However, if we have an altar, the player can a) examine and b) use it, and if he uses the altar the question is asked: "Do you want to speak a prayer to Baveras?" If confirmed, we can put in your Baveras prayer here, Talia, and after the prayer is spoken (and the player didn't pray very recently), then health is restored. To prevent the player from being rewarded for each prayer is necessary, otherwise the player could kill a monster, get back to the Shrine and constantly get his maximum health back, which would be very much like cheating.

What do you think, Talia? If this is ok with you, could you add a line about the altar?


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Title: Altar?
Post by: Ta`lia of the Seven Jewels on 10 August 2003, 16:05:00
Hmm, I can't force my imagination to see a altar in the middle of the shrine - I want to have it somehow puristic, but I see, what you need. I will find a solution till tomorrow.

***Astropic of the day***



Title: Re: Baveras Shrine EDITED
Post by: Ta`lia of the Seven Jewels on 11 August 2003, 14:38:00
Filename:
room_310_Baveras_Shrine_2

Introduction:
Your boat gets to halt about a ped before you reach the shrine. You see, that there are three steps underwater which lead to the building. You are impressed by its beautiful simplicity.



Long Description:


The shrine is a little circular building  standing in the streaming , but at this place relatively calm water. Six light grey stonewalls, all of the same length and height  of about three peds are built within a circle.  They seem to grow directly out of the water like a strange plant. Each wall has in its middle an opening with a pointed arch, dividing the wall in three equal parts. The outer walls have a fine, but not reflecting surface, more rough than smooth. As soon as you enter the building you can see that the inner, polished walls show filaments of silver and blue as if an artist has shown his skill with doing inlays of mithril and others valuable minerals. The under water floor consists of the pebbles found in the little river, but laid to a mosaic, using  pebbles of different colour and size. If the water is clear, you can see, that they are forming the bloom of a waterstar. You are in a Baveras shrine.

The  leaves  are laid out with white pebbles and  framed with black ones, the tips pointing to every opening.  The centre of the flower however is a massive, white, round, stony disk, engraved with pink letters.

EXAMINE_1: Round disk in the centre of the waterstar mosaic.

No way to lift this disk out of the water, it is too heavy. You have to be very quiet and stand still to be able to read it. Maybe you kneel down to have a better look?

Question: Will you kneel down to have a better look? YES/NO

NO :
EXAMINE_2:
A pink line is running round the disk, separating it in a inner part and an outer rim. On the outer rim, you can read: Helping One, Caring One, Kindest One, Lovely One, Joyful One, Playful One.
The red letters in the inner part turn out to be an advice how to worship Baveras in this shrine, both written - as the outer part -  in styrash and tharan letters. The advice is difficult to read, because it is written  in circles. The tharan letters are starting in the middle  and end on the outer rim, whereas the styrash letters start on the outside and end in the middle, both lines running parallel to each other.
Any idea, how it looks, Art?  I saw on TV a programme about labyrinths  ;)

It tells you following:


Wanderer,
If you wish to pray to Baveras here,
Follow black lines, in the water clear.
Bow at every point you turn
There say your prayer and learn
That only the thankful one will be rewarded
His wish fulfilled and he  safely guarded.  Sounds wrongly



Short Description:
You are in Baveras shrine.


Characters:
None


Static Objects:
Round stone disc, under water


Inventory Items:
None so far



Special Texts:


Question:

"Do you want to speak a prayer to Baveras?" YES/NO

YES: „Then follow the black outlines of the waterstar, bow to the middle in every turning point, saying one phrase:


Baveras, Lovely One, Praise and Thanks to you!
Baveras, Helping One, give us what we need!
Baveras, Joyful One, Praise and Thanks to you!
Baveras, Caring One, your advice we heed!
Baveras, Playful One, Praise and Thanks to you!
Baveras, Kindest One, strength be our meed!

What else? If it is too long, just shorten it a bit, we don't want Humangus to get a  heartattack, do we? :lol  


Go:
North: Back to your boat, bay1


***Astropic of the day***



Title: Re: Baveras Shrine EDITED
Post by: Artimidor Federkiel on 12 August 2003, 10:56:00
Yeah, this all fits very nice, Talia! Good job:)

Only the last two lines of the prayer don't ryhme properly:

"That only the thankful one will be rewarded
His wish fulfilled and he safely guarded."


Hmmm... Maybe we find something a bit more rhyming...

Some small problems also exist in the rooms 309/312 concerning the Starberries. How exactly will we handle this? Should we make a static item called "Floating Waterstars" or something? Then you can examine the "Floating Waterstars" (would need a description for that). If you say "Use Waterstars", you'll try to get the fruits with your hands. If you say "Use Net with Waterstars" (after someone told you that you can do that), you can get more Starberries. Does that sound ok?


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Title: Starberries
Post by: Ta`lia of the Seven Jewels on 13 August 2003, 03:11:00
The starberries exist already under EXAMINE plants, I will have a look at the rooms a bit later, but I think, how you proposed it is ok.

***Astropic of the day***



Title: Re: Starberries
Post by: Artimidor Federkiel on 13 August 2003, 04:56:00
Ok, cool... I guess that's fine then what is already there, I can complete the rooms now:)  


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Title: Re: Baveras Shrine EDITED
Post by: Ta`lia of the Seven Jewels on 13 August 2003, 06:39:00
Hey, no, I need input on the last one, the cave!

Art, if floating means, that they are still attached to the stem, it is ok. Some may be on the stem, some actually floating in the water near the surface. But with them (the ones still  on the stem) sitting almost on the surface, we don't need to bother about that.
Notime to do anything else just now - visitors.

***Astropic of the day***

Edited by: Talia Sturmwind  at: 8/12/03 14:46


Title: Re: Baveras Shrine EDITED
Post by: Artimidor Federkiel on 13 August 2003, 11:44:00
I'm not yet at the cave, trying to make the rooms one after the other, just like the player can visit them. There are of course several things you have to think of and which I had to change/add, especially because of the boat. Cause it is possible that the boat is not in the rooms, when the player is there, you know (if the player leaves the boat in room 311, walks a circle and ends up in 309), and then the player can't visit the Baveras shrine directly etc... So this made things a bit complicated. So I had to deal with such logical things first which aren't always obvious at the first glance... So one after the other;)  I'll get to it!


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Title: Re: Starberries
Post by: Ta`lia of the Seven Jewels on 14 August 2003, 09:13:00
Well, you know I'm gone in a week!

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