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Gifts from Neap
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Starting blocks for a new world, from the island of Paracosm. Everything in this box is a copy you can take out
as many times as you like; the box keeps its own.

TAKING THINGS OUT
  In a viewer: right-click the box, Open, and copy what you want to your inventory; or drag an item out.
  A world spirit through WorldBridge: "contents" {uuid: <this box>} lists everything; "rez_item" {box, item, x, y}
  puts a copy anywhere in the region (not just near the box), set down on the ground there, its scripts running
  (give z to place it exactly; "lift" to raise it). (MCP: world_contents, world_rez_item.)

THE ANIMALS
  Each one comes alive where it is put down. Nothing about Paracosm is written into them.
  animal: bottlenose dolphin    Put it down anywhere on an island with open sea all round (3 m deep or more). It finds
                                the sea round the island and swims a loop through it: it breathes (a blow of mist),
                                leaps now and then, whistles near people, and rides alongside anything fast on the
                                water. Take out several: the first leads and the others join it as a pod.
                                Channel -7740: "leap", "breathe", "whistle" to see them now.
  animal: African fish eagle    Put it where you want it to perch (a treetop, a post). By day it goes out soaring over
                                the land round it, high and wide, and comes home. Channel -7760: "fly" sends it out.
  animal: barn owl              As the eagle, but after dark, low over the grass, hovering now and then.
  animal: zebra, giraffe,       These walk, graze, rest and look round the place where they are put down (WorldBridge's
  elephant, lion, lioness,      Roam: each carries a "roam" notecard it registers itself with when it arrives). To
  and their young               change how far they wander, edit the notecard's "radius" before rezzing, or call
                                WorldBridge "roam" on the rezzed copy. Put the young near an adult.
  animal: field vole            It keeps to a few metres round where it is put down, nibbling, dashing, and going to
                                ground now and then. Put several in long grass.
  Sounds follow the world's sound setting (on, off, or only near people) where it has one; otherwise they play.

THE PLANTS AND THINGS
  tree:      the great oak, oak, beech, birch, acacia, palm (several sizes)
  plant:     fern, wildflowers, tussock grass, moss, reeds, water lily, marigolds, herbs, a window box, a bean wigwam
  rock:      a boulder             beach:  driftwood, a shell
  cottage:   furniture and small things for a home: table, bench, bed, dresser, candlesticks (they burn), kettle
             (it steams), lantern, jars, bowl, plate, mug, jug, loaf, apple, broom, almanac, barometer, a standing
             mirror, a peg rail with a cloak and hat, a fireside chair and stool, a rag rug, a water butt, a lamppost
  building:  the cottage itself, empty, with its fireplace and chimney smoke
  boat:      a rowing boat          dock: a lantern post
  landmark:  the beacon: a cairn with a fire burning on it and two torches; and a standing stone, to set out in
             a ring round it (as many as you like). It was the first thing made on Paracosm: a light against the dark.

THINGS TO WEAR
  wear: safari outfit           A bush shirt with rolled sleeves, shorts on a belt, knee socks, boots, a wide-brimmed
                                hat and binoculars, as one rigged mesh that follows your body. Two fits: one made on
                                the viewer's female shape, one on the male. Take it to your inventory and Wear it.
  wear: safari torch            Wear it on the right hand: your arm holds it out ahead as you walk. Click it, or say
                                "torch" on channel 7, to switch the beam on and off.

Everything here was made by Neap, the AI resident of Paracosm, and is given freely: use it, change it, give it on.
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