The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Ramp circling the monks' tower <> You're about halfway up the ramp which goes round and round the tower, on its south side. The ramp curves upward or downward from here, and is lined with a stone railing punctuated by large stone planters, in each of which grows an unusual-looking bush. There are cell doors on the tower wall side of the ramp, but you're only likely to be going up or down. Monks continually bustle up and down the ramp, painstakingly caring for the bushes in the planters, and sometimes just simply watching them. The prince is sticking about in your general vicinity. Prince Quisborne watches the monks tend the bean plants. <>> x railing The railing itself is of no consequence, but every so often along it is built a stone planter. <>> x planters The planters are quite large, and punctuate the railing every so many yards as the ramp winds up the tower. In nearly every one grows a peculiar bush. The youth tries to peek in a cell door. <>> x bush The bushes are unlike anything you've seen before. The foliage of each is very full, and its many leaf-bearing stalks grow upward first, before becoming limp and bending down to dangle on the outside walls, rather like a cluster of whips held upright. The leaves and stalks are more purple than they are green. Unfortunately, nary a magic bean is to be seen on any of the bushes. <>> smell beans You aren't aware of any beans here. <>> smell bush The bean bushes are the monks' most sacred cause, and as visitors you're not expected to be messing with them in any capacity. A monk passes silently by, on his way to tend another bean bush planter. <>> ask monk about beans The monks seem too concerned with their duties to converse. You're probably not going to get anything out of them. One, however, says something about "Father Yimnaru, downstairs." Quisborne tries to touch a bean plant, but gets shooed away, as amicably as possible, by the plant's wardens. A little way down the ramp, a monk is watering a bean bush. <>> u <> At the top of the monks' tower <> This is the top of the monks' tower, affording a dizzying view of the small complex below and all the way on down to the fjord, whose waters appear quite still from this height. The circular tower-top room is roofed but open nearly all around to the air, saving for a waist-high half-wall and pillars spaced out to hold up the roof. The southwest "corner" opens into the ramp which leads clockwise back downward. No monks are up here, being apparently fully preoccupied with the bushes and other cares. Along the northern portion of the room's rim, the pillars are filled in solid with wall up to the roof. Resting on two corbels that jut from the wall is a long glass display case; above it, a slab of granite inlaid in the wall is inscribed with a legend. Through the thick glass of the case you can see a distinctive-looking rock. The young figurehead is following you as ever. (PQ:) "Look there! That must be one of the monks' rocks that has the mysterious forces!" <>> x fjord The fjord mostly appears as a painting from this height. Your raft is obscured by the contours of the mountainside. <>> x monks The small forms of monks can still be seen scuttling around the courtyard. <>> x pillars The half-wall and pillars are merely the structures required to create an outdoor space while holding up a roof and keeping occupants from stumbling off the tower. <>> x corbels You can't remember seeing glass anywhere else in the monastery, but there's a good deal of it here. The glass is very thick: a small boulder would probably have to fall on it to crack it. The case is, in fact, a cylinder lying on its side, six feet long and less than a foot in diameter. A closer inspection reveals there to be a hole on the underside of the case at the far left end. Though the glass is a bit cloudy and ripply, you can see a distinctive-looking rock lying inside. <>> knock on cylinder The glass is truly rock-solid. The prince is reading the monks' legend. <>> breathe on cylinder This is one of those times where we may not have covered the verb you're trying to use... <>> lift cylinder The case is solidly set and mortared to the supporting corbels. <>> look under case On the underside of the case itself, at its very left (western) end, there is a fist-sized hole which is the only apparent means of getting objects in or out of the case. <>> * && Fist sized eh? Reminds me of uncorking a bottle of wine at a music festival: push the cork inside the bottle (which is enough for drinking, but it then became a matter of pride to fish it out). Then insert a thin rope with a knot at the end so Comment recorded. <>> * && the cork becomes wedged against the side of the bottle with the knot under it. Pull the rope slowly, and the cork comes out. Comment recorded. <>> x rock It just looks like a chunk of rock, but it is blackish, quite smooth, and to some extent lustrous. <>> put needle on cylinder (first taking the needle from the secret pocket) The needle just slides off the glass to the floor. <>> * && Not that powerful a magnet then. It shouldn't be, otherwise I could magnetise the needle without getting the rock out of the case. Comment recorded. <>> get needle You take the needle. The king's son vainly tries to reach up the hole in the lodestone case. <>> put needle in pocket You slip the needle into your secret pocket. <>> x rock It just looks like a chunk of rock, but it is blackish, quite smooth, and to some extent lustrous. <>> shake cylinder We don't think you're on to anything there. <>> tap cylinder You may be trying to use a verb that we weren't instructed how to handle... <>> break cylinder You certainly couldn't break the thick glass unaided, but it's not as if you would try such an ignoble action anyway. <>> feel cylinder It feels about how a glass case should feel. <>> put hand in hole As seems to be intentional, you cannot reach the distinctive-looking rock through the hole. You can get your hand through the hole, but not your upper forearm. Thus, you can't bend an elbow in the hole. Even if you could, your cubit wouldn't reach to the middle of the case. Quiz is re-reading the monks' legend. <>> take off hanky Okay, you’re no longer wearing the handkerchief. <>> * && So long no one's around, I can go unhankied. Comment recorded. <>> knot hanky This is one of those times where we may not have covered the verb you're trying to use... <>> tie hanky What do you want to tie it together with? < object >> itself You figure you'll hold off trying to tie the handkerchief to things unless you find a good reason for it. <>> tie hanky to cork You figure you'll hold off trying to tie the handkerchief to things unless you find a good reason for it. <>> tie cork inside hanky You see no cork in the handkerchief. <>> put hanky in hole You put the handkerchief in the glass case. <>> get stone with hanky The handkerchief doesn't seem like something that will materially help you to take another object. <>> get hanky You take the handkerchief. The prince is looking a little absent. "My heart only seems to grow fonder For the girl from whose side I must wander. We go lots of places And see many faces, But I only sigh, pine and ponder." "Okay, I don't *only* sigh and ponder. I'm interested in the things we are doing, too... our adventures are right grand, as a matter of fact. But I don't ever stop missing her or thinking about her." <>> wear hanky around neck You tie the square of cloth around your neck like a neckerchief. <>> x granite The laid stone in the center of the short wall section has been set back to allow a large and smooth piece of granite to be stood upright in the wall surface. It bears an engraved legend, easily legible. <>> read it "This be the tale of the Monks of Mowm: One year late in Second Age, when Thygdras ruled In Dwindeldorn, king called Inept, And Zal-azgim upon the throne of Azhgaloth did sit, From southern shore, in eastern ocean Came the first brother, Elvan was his name. Ten were with him, sons of the islands, Skilled at guiding craft through water, Navigators cunning they. Pthu and Cwimg, Qhesc, Gsuups, and Shqw, Yahj, Waew, G'tah, Qluvu, Xthyi: Their names shall be remembered with honor due. Amid a life of ease and plenty, Elvan looked within, Found there emptiness and longing; Made for something more was he. He spoke With his comrades ten; in similar plight were they found all. Much they talked of consecration, they were vexed By corruption and vanity all about. Ill-content to linger longer, mingling in the sordid race, They pledged themselves to holy orders, one and all New monks became. Their path their own, No creed to guide them. Then came word into their ears, Tales of bean of magic power; they had never known such talk. The word was that a man might find His way from this world into an higher one More blest and pure. Now their path was clear before them The wide world would know the tread of their step. The waters would part under the bow of the bean-seekers Till their goal were found. Boats they knew, They would use them in their task devout. So they sailed, forsaking homeland, Forth to seek a purer living Across the whale-path and the foamy billow, Elvan and the Ship-Monks. Along the coast they wandered, tried their fortune, Five times winter brought its bluster. None could aid them with their quarry; they walked In search, and betook them to the seas again. Came they at length to northern shore, Where fjords deep cut the earth, And mountains cut the sky. In they sailed. There at last their toil rewarded, Found they the bean bush on the mountain, Great rejoicing had they all. Firm resolve they had to guard it, Cultivate and make it fruitful. They would build A haven there, that more might come and seek A purer life with them; guardians of the bean-plant. So did Elvan make his journey, and began With brothers ten to build Mowm Cnizhbeledh. More would join, and one bush was turned to many. Elvan himself, when the work was well-rooted Planted a bean: it grew to the skies. He climbed the vine, and with him his faithful ten. To the Overworld they passed, where new tasks await The soul that has shaken the fetters of this earth. The bastion established, his work goes on. Quyho Took up the gauntlet; led a new generation In the ways of devotion and pursuit of truth. So shall the gates of Mowm Cnizhbeledh Welcome all who seek to separate themselves From vanity and folly, while yet upon their hinges They shall stand. This be the tale of the Monks of Mowm." Your young pal vainly tries again to reach up the hole in the lodestone case. <>> * && I like it! Devout monks ascended to heaven by means of the beanstalk. It's an obvious mix-and-match, but the parts fit well together and form an original new whole. Comment recorded. <>> * && Now, this magnet. if I had something iron, I could pull it toward the hole by its own attractive force... Comment recorded. <>> put needle in hole (first taking the needle from the secret pocket) You put the needle in the glass case. <>> get needle You take the needle. <>> tie hanky to needle You figure you'll hold off trying to tie the handkerchief to things unless you find a good reason for it. <>> x hole There is a barely fist-sized hole on the underside of the glass case, on its western end, which is the left-hand side as you face it. It stands to reason that that is how an object enters or exits the otherwise monolithic display case. <>> x cement You don't see any cement in view. <>> x corbels You can't remember seeing glass anywhere else in the monastery, but there's a good deal of it here. The glass is very thick: a small boulder would probably have to fall on it to crack it. The case is, in fact, a cylinder lying on its side, six feet long and less than a foot in diameter. There's a hole on the underside of the case at the far left end. Though the glass is a bit cloudy and ripply, you can see the distinctive-looking rock lying inside. <>> x cylinder You can't remember seeing glass anywhere else in the monastery, but there's a good deal of it here. The glass is very thick: a small boulder would probably have to fall on it to crack it. The case is, in fact, a cylinder lying on its side, six feet long and less than a foot in diameter. There's a hole on the underside of the case at the far left end. Though the glass is a bit cloudy and ripply, you can see the distinctive-looking rock lying inside. Prince Q is muttering to himself. <>> move cylinder The case doesn't budge. <>> lift it The case is solidly set and mortared to the supporting corbels. <>> put needle in pocket You slip the needle into your secret pocket. <>> * && I'll go talk to Boss Monk first. Comment recorded. <>> d <> Ramp circling the monks' tower <> You're about halfway down the ramp which goes round and round the tower, on its south side. The ramp curves upward or downward from here, and is lined with a stone railing punctuated by large stone planters, in each of which grows an unusual-looking bush. There are cell doors on the tower wall side of the ramp, but you're only likely to be going up or down. Monks continually bustle up and down the ramp, painstakingly caring for the bushes in the planters, and sometimes just simply watching them. The young figurehead is here. <>> x figurehead "Figurehead" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x monk The monks are all close-cropped or bald, and wear purple neckerchiefs in addition to simple tunics or robes. The monks on the ramp have the solemn charge of tending the bean bushes and protecting them from harm (and perhaps from visitors). <>> ask monk about stone The monks seem too concerned with their duties to converse. You're probably not going to get anything out of them. One, however, said something about "Father Yimnaru, downstairs." The youth tries to peek in a cell door. <>> d <> Main hall of the monastery <> You are in what looks like the main hall or sanctuary of the monastery; probably all the monks gather here at various times to worship, or introspect, or whatever it is they do. It is a spacious, high-ceilinged room with virtually no decoration or architectural interest. Unglazed windows run almost continually around the south and east walls, but at a height just at the top of your reach, so that they're more for letting light in than for looking out of. In spite of being a place apparently intended for gathering, there are no chairs, benches, or seats present: listeners and speakers alike have the options of standing or sitting on the floor. A large piece of furniture on the west wall has many compartments mostly filled with scrolls. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall – which is just the solid mountain rock chiseled flat – boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. The boy comes along. The old monk looks up from his scroll as you come in. "Peace be to you, wayfarer. And to you, stripling. And to your livestock. And to all the world. May you find repose and refreshment of spirit here at Mowm Cnizhbeledh. I am Yimnaru, Father of the Monks of Mowm. We welcome you." He goes on. "I apologize for J'huzg. The monk at the door. He forgets that our visitors are not required to comply with our dress code. He is quite new at his post, you see. And it is not often that we have visitors. Perhaps you were frustrated. We are sorry." <>> * && Hah! J'huzg was a bit overguarding. Comment recorded. <>> bow to yimnaru That's the kind of thing you know to do at appropriate times, and don't need to be specific about. Without warning, Prince Quisborne bursts like an exploding wine cask into hysterical laughter. Choking, wheezing, raucous bellyaching. All meditations cease, and all heads in the sanctuary turn towards the convulsing lad. Gasping, the prince tries to master himself. "I'm sorryyy! Guys, I'm really sorry." He sucks a big breath of air. "I didn't mean to... aheh! I was, ah, just remembering... the butt dust. Sorry. I'm sorry." Silent meditation resumes. <>> ask yimnaru about sucking seeds What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. The prince whispers to you, looking at the shirtless, motionless, meditating monks. "I know this is so bad, but I just get the urge to go over and tickle one of their noses with a feather or something! Or creep up and say 'BOO!' I guess I still have a lot of growing to do." <>> ask yimnaru about butt dust What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. Quisborne the Feckless looks curiously at the meditating monks. <>> meditate You couldn't fit in better around here than by quieting your mind and your soul for introspection and heavenward thoughts. You stop short of gazing at your navel, though. <>> * && Omphaloskepsis: inquisitively inspecting one's bellybutton in search of the answer to Life, the Universe, and Everything. Until Wisdom dawns upon the navelgazer, fiddling with the lint inside one's abdominal pokey-hole is permitted as a way to Comment recorded. <>> * && pleasantly pass the time. Just don't overdo it. Those that do become obsessed with the material world and shall be known as "lintworms" and shall be cast out. Comment recorded. <>> x father Yimnaru is a wizened, bald and beardless old monk who has the bearing of being in charge. He sits on a mat reading a scroll, wearing the purple neckerchief of the Monks of Mowm. (Yimnaru:) "A man cannot see up his own nostrils; no more shall he be without a reckoning that is willing to profit at another's expense." The feckless prince is admiring the large gong. <>> take off kerchief Okay, you’re no longer wearing the handkerchief. <>> give kerchief to abbot "Abbot" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x abbot "Abbot" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> * && Heh. The head of a monks' monastery is an abbot, no? Comment recorded. <>> give kerchief to yimnaru Yimnaru doesn't need anything from you. <>> x gong The gong is a bronze disc seven feet in diameter, suspended from a simple timber frame by two ropes through holes near its top rim. It's probably rung any time the monks are being called together into a body, whether for a meal, a lecture, or an announcement of important news. <>> throw quiz at gong You're not here to cause havoc... just be well-behaved. Yimnaru is in the process of giving a lecture to a few gathered monks. Suddenly, the prince shouts, "Iss Madaarmatan!!" Then he realizes everyone is staring at him. "Oh, uh, hi! I was just... you know how when you really get thinking of something, you kind of get lost? Right, I was just quizzing myself on my geography – naming the royal cities of different realms, to be specific – and I nearly had them all, but one was eluding me, and I was doing all kinds of cranial gymnastics to remember it, and then... I did. Heh heh!" The boy looks like he wants to melt into the floor, but the monks carry on unperturbed, and soon dismiss. <>> talk to yimnaru You already have Yimnaru’s attention. The lad picks up a scroll from the large wooden case and starts reading. <>> ask yimnaru about elvan What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask yimnaru about evlan What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. Prince Quisborne pulls out one of the scrolls from the hutch, and starts reading. "Fantastic! These fellows have had some pretty amazing expeditions!" <>> ask yimnaru about first monk What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask yimnaru about legend "Yea, we bless the memory of Elvan and the Ship-Monks for the heritage they have left behind. Their indefatigable courage and labor in founding Mowm Cnizhbeledh is still impacting new brethren each year." <>> ask yimnaru about sea "Yes, wayfarer. The sea is not a friendly place. You may rapidly find your way to the Overworld there. The creatures of the deep will see to that." <>> ask yimnaru about me "Perhaps the good wayfarer would excuse me from answering at the moment." <>> ask yimnaru about quiz The Father's attention is momentarily claimed by some other monk in the room. The feckless prince is admiring the large gong. <>> ask yimnaru about cylinder "The lodestone is rare. Our brothers may mine many long months without finding a new stone. Every stone found is precious, for our bean bushes do not grow without them. A new specimen will be placed in a stone planter on the tower ramp, and immediately covered with soil. Then a bush will be planted there, and the roots will wrap themselves around the lodestone, tying it to the life of that bush. One of the earliest stones ever found we keep in commemoration on the tower top. That you may see." <>> * && Oh! So there are magnets in all the planters too. Comment recorded. <>> ask yimnaru about temple "Life," says Yimnaru, "is it not but a search for answers?" <>> ask yimnaru about himself "It is my privilege to be of service to the brothers here. I try to provide order, leadership and instruction to those under my care. I do my best, wayfarer, and always hope that I can do more." <>> ask yimnaru about monastery "This is not our true home, but it is our earthly home. Here we seek lodestones from the earth, so that we may grow the precious bean bushes by their influence. All are welcome at Mowm Cnizhbeledh to join us in our pursuit of a higher life." <>> ask yimnaru about lodestones What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask yimnaru about lodestone Yimnaru has previously answered your inquiry in these words: "The lodestone is rare. Our brothers may mine many long months without finding a new stone. Every stone found is precious, for our bean bushes do not grow without them. A new specimen will be placed in a stone planter on the tower ramp, and immediately covered with soil. Then a bush will be planted there, and the roots will wrap themselves around the lodestone, tying it to the life of that bush. One of the earliest stones ever found we keep in commemoration on the tower top. That you may see." The lad picks up a scroll from the large wooden case and starts reading. <>> ask yimnaru about beans "Ah, the magic bean! May its leguminous form be ever blessed. May it lead many to find direct paths to the Overworld, that they may seek oneness with the Divine. Yes, brother: we do grow magic beans here at Mowm Cnizhbeledh. Chance be you have learned that already. It is our most solemn task. There is much to be said concerning the wondrous bean. The bean – may its stalk never wither – is magical in this manner. Planted in the precise window of ground, it grows with extraordinary rapidity to the clouds. These windows, we do not understand. They come, and they go again. We know not where they will be, but that always remote. It is thought that there are never more than two or three in all the earth at one time. We go in search of them. The beans, should they come into the vicinity of one of these windows, they begin to glow. But we do not know with precision what the bean is telling us. The windows may be small. We must plant by trial. If we plant in the wrong place, that bean will wither and be lost. But we have no other choice. We grow as many beans as we can – once a year a group is chosen. These fortunates will take all our beans and make expedition, if hap they may find grace to discover a path to the Overworld. Small are the chances of success: but every Monk of Mowm considers this their greatest cause. Their worthiest pursuit." <>> ask yimnaru for beans "You wish for one of the magical beans, my brother? Highly are they to be desired, to be sure. I fear that if you have come here for that purpose alone, you must be disappointed. If you were to look at our bushes, you should see that there is not a bean to be seen upon them. It is not more than a fortnight ago that we have sent our whole store of beans off with our most recent expedition. A new harvest of beans will not be ready until this time next year. And even then, our code forbids us from willingly placing these preciously guarded beans into the hands of anyone who is not sworn into our brotherhood, to revere and use the bean rightly." "A very small hope there is, but as such I offer it to you. Last year, our expedition found that their beans began to faintly glow on the northern shore of the island of Uzumbung. Inland they pressed, planting their beans in the spots they judged best, but without success. When the monks had but one bean left to plant, they were suddenly set upon and subdued by the wild men who dwell in those parts. These wild men – the Tuttarumbish – did no harm to our monks. But they were captivated by the glowing bean and took it from them. Sacred they seemed to hold it, and to keep it as an artifact. The monks had no choice but to return home, and turn their attention to next year's harvest of beans, and next year's expedition. Now this very small hope for you is that if you find your way to the island of Uzumbung, mayhap the Tuttarumbish have preserved that bean until this day, and you may find some way to obtain it of them. Should it yet be preserved, and should you in fact procure it, it would be yours to use as you pleased." <>> thank yimnaru You may be trying to use a verb that we weren't instructed how to handle... <>> ask yimnaru for lodestone "I am sorry, brother. We cannot give you a lodestone. They are rare, and the brothers labor long in the mines to find a single one. As soon as they are found they are buried in planters under a new bush. Once there, the lodestones can't be retrieved without killing the bush. I am sorry. We have a single specimen on display in the tower top. That you may see." <>> show needle to yimnaru Really, there's no need to rock the boat. You got the needle in here by stealth, and you'd probably only put the monks in an awkward position if you tell them about it. <>> l <> Main hall of the monastery <> You are in the monastery's sanctuary, a high-ceilinged room with virtually no architectural adornment. Unglazed windows run high up along the south and east walls, and the room features no chairs or other seats. Many scrolls are stored along the west wall in a large piece of furniture. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. Your companion, the Dwindeldornian prince, is here with you. <>> x windows The windows are just rectangular or diamond-shaped voids in the blue stone wall, set quite high above the ground. Quisborne the Feckless looks curiously at the meditating monks. <>> x scrolls Writing is part of the monks' contribution to the world's good. They copy existing works, in addition to writing their own works on subjects ranging from practical to intellectual to spiritual. Additionally, they write their own history, and recount the many adventures of the monks' planting expeditions. <>> ask yimnaru about scroll "Ah. Do not suppose that I am above receiving instruction from the reflections of another soul." <>> x scroll Even the father monk must always be expanding his mind and his spirit. <>> x furniture The large piece of furniture seems dedicated to housing scrolls of the monks' writing. <>> search scrolls Writing is part of the monks' contribution to the world's good. They copy existing works, in addition to writing their own works on subjects ranging from practical to intellectual to spiritual. Additionally, they write their own history, and recount the many adventures of the monks' planting expeditions. <>> l <> Main hall of the monastery <> You are in the monastery's sanctuary, a high-ceilinged room with virtually no architectural adornment. Unglazed windows run high up along the south and east walls, and the room features no chairs or other seats. Many scrolls are stored along the west wall in a large piece of furniture. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. The Dwindeldornian heir is present and accounted for. The feckless prince is admiring the large gong. <>> x monks The neckerchiefed but otherwise bare-chested monks have their necks craned down, and are staring fixedly at their belly buttons while meditating. This is reportedly an aid to experiencing celestial joy or conversing with the Higher Powers. Yimnaru unrolls his scroll a little farther. <>> x navel "Navel" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x bellybutton "Bellybutton" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x mat Apparently a mat between the Father and the stone floor is permissible. <>> hit gong We aren't suggesting that it would be a responsible idea, but you'd really need to find the gong mallet for that. <>> hit gong We aren't suggesting that it would be a responsible idea, but you'd really need to find the gong mallet for that. The old monk says: "The flavorful salt is worthless without the plain and humble cornmeal; so also great deeds, whether of heroism or public benevolence, are nothing without the daily little acts of faithfulness unseen." Quisborne the Feckless looks curiously at the meditating monks. <>> l <> Main hall of the monastery <> You are in the monastery's sanctuary, a high-ceilinged room with virtually no architectural adornment. Unglazed windows run high up along the south and east walls, and the room features no chairs or other seats. Many scrolls are stored along the west wall in a large piece of furniture. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. Nearby, the Prince of Dwindeldorn is pacing around. <>> x west door The western door leads to areas that visitors don't need to be encroaching on. The lad picks up a scroll from the large wooden case and starts reading. <>> w The western door appears to lead to the monks' dining and domestic areas. Visitors probably aren't expected to be snooping around there. The old monk speaks some words of instruction to a brother, who then goes out to the east. <>> wear kerchief around neck You tie the square of cloth around your neck like a neckerchief. <>> w The western door appears to lead to the monks' dining and domestic areas. Visitors probably aren't expected to be snooping around there. <>> e (Yimnaru:) "He that would dig a canal with an egg spoon is fundamentally asinine." Stepping out the door, you begin to climb the ramp up the tower... <> Ramp circling the monks' tower <> You're about halfway up the ramp which goes round and round the tower, on its south side. The ramp curves upward or downward from here, and is lined with a stone railing punctuated by large stone planters, in each of which grows an unusual-looking bush. There are cell doors on the tower wall side of the ramp, but you're only likely to be going up or down. Monks continually bustle up and down the ramp, painstakingly caring for the bushes in the planters, and sometimes just simply watching them. Your companion, the youth, is here with you. <>> x planters The planters are quite large, and punctuate the railing every so many yards as the ramp winds up the tower. In nearly every one grows a peculiar bush. <>> dig planter It's true, there are lodestones under those bushes. But you might see these benign monks transform into combat masters before you can pull up their prized bean plants. Prince Quisborne watches the monks tend the bean plants. <>> sw It's not a good day for going flying off of a monks' tower. <>> s It's not a good day for going flying off of a monks' tower. <>> se It's not a good day for going flying off of a monks' tower. The lad finds another inchworm on his clothes. A little way down the ramp, a monk is watering a bean bush. <>> e <> At the top of the monks' tower <> This is the top of the monks' tower, affording a dizzying view of the small complex below and all the way on down to the fjord, whose waters appear quite still from this height. The circular tower-top room is roofed but open nearly all around to the air, saving for a waist-high half-wall and pillars spaced out to hold up the roof. The southwest "corner" opens into the ramp which leads clockwise back downward. No monks are up here, being apparently fully preoccupied with the bushes and other cares. Along the northern portion of the room's rim, the pillars are filled in solid with wall up to the roof. Resting on two corbels that jut from the wall is a long glass display case; above it, a slab of granite inlaid in the wall is inscribed with a legend. Through the thick glass of the case you can see the lodestone. Quisborne tags along. <>> w The only way to travel from here is back down the ramp. <>> sw <> Ramp circling the monks' tower <> You're about halfway down the ramp which goes round and round the tower, on its south side. The ramp curves upward or downward from here, and is lined with a stone railing punctuated by large stone planters, in each of which grows an unusual-looking bush. There are cell doors on the tower wall side of the ramp, but you're only likely to be going up or down. Monks continually bustle up and down the ramp, painstakingly caring for the bushes in the planters, and sometimes just simply watching them. Your "squire" is in tow. <>> w <> Main hall of the monastery <> You are in the monastery's sanctuary, a high-ceilinged room with virtually no architectural adornment. Unglazed windows run high up along the south and east walls, and the room features no chairs or other seats. Many scrolls are stored along the west wall in a large piece of furniture. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. The king's son is present and accounted for. Yimnaru says: "No man has ever seen the inside of an uncracked egg; nor should a man reckon his riches by what he has, but by what he is." <>> s Yimnaru looks up as you and PQ start to head out the door. "May your good deeds proliferate like polygamous rabbits in a year-round springtime." <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. At any given time there might be a dozen or more monks in view, going here and there or keeping occupied with various tasks. The court is perhaps sixty yards wide, twenty deep. A striking building of blue stone, directly facing the gates and backing up to the wall of the mountain, seems to be the focal point of the place. An open doorway leads north into it. A wall from the right-hand corner of this building runs southeast to a smaller door opening (which is thus northeast of you) before turning back east and meeting the far end wall of the court. Many sections of the courtyard walls are lined with storage sheds or awnings, under which tables and work areas might be seen set up. A good deal of the open space has been built into raised beds, filled with good soil and in which a variety of plants are healthily growing. There is also a narrow opening to the west, near the southern wall. The gates by which you entered the monastery are to the south, closed. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. Near by your side is your companion. Monks pull things from storage. <>> Silence can also be a virtue. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The ubiquitous prince is here. The prince watches a monk carving a stone vessel. <>> e You can travel north, west, south, or northeast from the courtyard. <>> w <> A quiet yard in the monastery <> There is a quiet yard here at the western end of the monastery, walls or mountain rock on all sides. There is not a single tree or bush to be seen, but the entire yard is covered in soft, lush grass, and the open sky is overhead. The doorway east is the only way out. The lone feature of the area besides sky, grass and walls, is a canvas on an easel set up in the northeastern corner. It has writing on it. The future king of Dwindeldorn is present as ever. <>> x easel It is a simple easel stand with top and bottom crosspieces that clamp a piece of canvas and hold it stretched taut. The canvas currently reads: MY CHILDREN, ALWAYS REMEMBER THAT YOU ARE BUTT DUST <>> get canvas You won't be taking the easel. <>> x walls The walls in here are plain and bare, unencumbered with features. Prince Quisborne puts his hand to his head. "Fizz! That monk really conked me good." <>> x mountain Of course, if you look up, the peak of the mountain still dominates the view. <>> x rock You don't see any rock in view. <>> e <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The monks chant while they work. Your young pal is here with you as always. <>> x sheds The courtyard is filled with the kind of paraphernalia by which the monks make a living for themselves. They apparently make most of their own tools, vessels, and clothes, in addition to growing their own food. The heir to the throne of Dwindeldorn wanders from awning to awning, checking things out. <>> look under beds Leave the monks' food supply alone. <>> x stone The courtyard is filled with the kind of paraphernalia by which the monks make a living for themselves. They apparently make most of their own tools, vessels, and clothes, in addition to growing their own food. <>> * && Do I need to sneak in after all? Carrying some sort of tools to get the lodestone? Comment recorded. <>> n <> Main hall of the monastery <> You are in the monastery's sanctuary, a high-ceilinged room with virtually no architectural adornment. Unglazed windows run high up along the south and east walls, and the room features no chairs or other seats. Many scrolls are stored along the west wall in a large piece of furniture. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. The heir to the throne of Dwindeldorn is following you as ever. (Yimnaru:) "No man can see the tiger approaching when he is absorbed with looking in the mirror." Quisborne the Feckless looks curiously at the meditating monks. <>> knock on west door The western door leads to areas that visitors don't need to be encroaching on. <>> ask yimnaru about door Yimnaru seems to be a little too absorbed in his scroll to answer. <>> * && I want to beat the gong so all the monks gather in the Hall. Then I could explore the Mine Entrance more closely. Comment recorded. <>> x gong The gong is a bronze disc seven feet in diameter, suspended from a simple timber frame by two ropes through holes near its top rim. It's probably rung any time the monks are being called together into a body, whether for a meal, a lecture, or an announcement of important news. <>> s The old monk says: "Like a turtle on his back that vainly paddles the air, so is he that tries to swim up a waterfall." <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. Prince Q tags along. <>> s (first opening the entry gates) You exit the monastery through the large entry gates, and one of the monks shuts the gates after you've gone through. <> In front of a monastery <> You are just south of the gates of a monastery which looks much as if it grew out of the side of the mountain. The fjord is far below, and all around you peaks push on higher towards the clouds. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Carved steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. On a shelf of the lean-to is stowed the burlap sack. The javelin stands inside the lean-to. Your "squire" is in tow. <>> get hammerhead "Hammerhead" could either be something as yet unknown to you or else a phrasing unknown to us. <>> get hammer head You take the sledgehammer head. The youth flips the cork with his thumb. <>> put hammer head in pocket The secret pocket is only going to be able to hold some of your smallest items. <>> put hammer head in sack You put the sledgehammer head in the burlap sack. <>> n (first trying to open the portal) You push on the portal doors, but, unsurprisingly, they are barred from the inside. <>> knock on doors Knocking on the gates, you are met by the same door-monk as before, standing by and smiling as much as ever. <>> n The door-monk sees that all requirements for entry are met and lets you pass into the monastery, closing the doors behind you. The needle in your secret pocket goes undetected. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The young sprig of royalty is here. There are monks busy with hoeing in the many raised garden beds that fill the courtyard. <>> n <> Main hall of the monastery <> You are in the monastery's sanctuary, a high-ceilinged room with virtually no architectural adornment. Unglazed windows run high up along the south and east walls, and the room features no chairs or other seats. Many scrolls are stored along the west wall in a large piece of furniture. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. The king-to-be is present and accounted for. (Yimnaru:) "He who does not examine his own heart, to know that his motives are pure, shall fall as surely as the temple supported by a toothpick." The feckless prince is admiring the large gong. <>> ask yimnaru about gong "But of course. The gong lets all of the brothers know that it is time to reconvene. Some of them are out fishing on the fjord or tending goats on the farther side of the mountain." <>> ask yimnaru about mallet "Truly, wayfarer: the mallet is for striking the gong. It rests behind the gong." <>> * && Hah! Thanks Yimnaru. I though I was going to have to improvise a gong hammer. Comment recorded. <>> look behind gong Behind the gong is a gong mallet. The lad picks up a scroll from the large wooden case and starts reading. <>> get mallet You take the gong mallet. <>> hit quisborne with mallet Do you really want to cock the poor prince's head for real? <>> yes There's no context currently for a yes or no answer. <>> hit yimnaru with mallet Where is this unprovoked violence coming from? <>> hit monks with mallet Where is this unprovoked violence coming from? <>> save Saved. <>> hit gong Is it incorrigible mischief? Is it innocent obliviousness? Whatever else it is, it's you watching in mortification as Prince Quisborne, losing himself in a sudden fancy, takes the gong mallet in hand, strides up to the gong, and gives it a thunderous crash. Probably not incorrigible mischief, as it is not until after the powerful reverberations of the gong have begun to subside that his face betrays guilty awareness of what he has done. In short order, the sanctuary is filled with monks from all over the compound, questioning looks on their faces. Certainly the Father would not ring at this hour of the day unless something strange were afoot! All eyes fix on the culprit still holding the padded gong hammer. By this time the prince is fully mortified by the aftermath of his tomfoolery... he only got caught up in the urge to hear a jolly clang. The prince begins to sputter an explanation, but Yimnaru never loses his composure. "Be not troubled, my sons. It is only our honorable guests." (He says this with a slight gesture toward the prince and a tap on his temple; shaking his head sadly, he seems to whisper "The simple one needs grace.") "You may return to your duties. Peace be on your heads. And on the lice that crawl across them." The monks disperse, Prince Q mumbles an apology to Yimnaru, and all is as it was before. The father monk says: "No man has a tail that can detach as does a lizard's; neither is a greedy man fit for a position of power." <>> s Before leaving, you put the gong mallet back where it belongs. (Yimnaru:) "Like an entrapped fly in the web of an approaching spider, so ought you struggle daily against the nature of the flesh. Only may you have more success than that fly." <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The monks chant while they work. The prince is sticking nearby. <>> ne You pass through the yard of the mine entrance, and head straight up the ramp... <> Ramp circling the monks' tower <> You're about halfway up the ramp which goes round and round the tower, on its south side. The ramp curves upward or downward from here, and is lined with a stone railing punctuated by large stone planters, in each of which grows an unusual-looking bush. There are cell doors on the tower wall side of the ramp, but you're only likely to be going up or down. Monks continually bustle up and down the ramp, painstakingly caring for the bushes in the planters, and sometimes just simply watching them. Your young pal is following you wherever you go. Dwindeldorn's future king sings a made-up melody. <>> sw It's not a good day for going flying off of a monks' tower. <>> d <> Main hall of the monastery <> You are in what looks like the main hall or sanctuary of the monastery; probably all the monks gather here at various times to worship, or introspect, or whatever it is they do. It is a spacious, high-ceilinged room with virtually no decoration or architectural interest. Unglazed windows run almost continually around the south and east walls, but at a height just at the top of your reach, so that they're more for letting light in than for looking out of. In spite of being a place apparently intended for gathering, there are no chairs, benches, or seats present: listeners and speakers alike have the options of standing or sitting on the floor. A large piece of furniture on the west wall has many compartments mostly filled with scrolls. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. The princeling is hanging around. Yimnaru says: "To have is riches; to be able to do without is power." Quisborne the Feckless looks curiously at the meditating monks. <>> hit gong From now on you and Quisborne are content to let the Father decide when the gong is struck. <>> ask father to strike gong There is no present need for you to make that request of Yimnaru. <>> yimnaru, jump There is no present need for you to make that request of Yimnaru. <>> save Saved. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Main hall of the monastery <> You are in the monastery's sanctuary, a high-ceilinged room with virtually no architectural adornment. Unglazed windows run high up along the south and east walls, and the room features no chairs or other seats. Many scrolls are stored along the west wall in a large piece of furniture. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. Quiz is with you like a second shadow. The old monk continues to read. <>> * && I'm putting the magnet aside for the moment. I want to talk to the Abbot some more. Comment recorded. <>> x abbot "Abbot" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x boss monk "Boss" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x father Yimnaru is a wizened, bald and beardless old monk who has the bearing of being in charge. He sits on a mat reading a scroll, wearing the purple neckerchief of the Monks of Mowm. <>> pray to yimnaru This is one of those times where we may not have covered the verb you're trying to use... <>> pray for yimnaru You may be trying to use a verb that we weren't instructed how to handle... <>> ask yimnaru about magnet Yimnaru has previously answered your inquiry in these words: "The lodestone is rare. Our brothers may mine many long months without finding a new stone. Every stone found is precious, for our bean bushes do not grow without them. A new specimen will be placed in a stone planter on the tower ramp, and immediately covered with soil. Then a bush will be planted there, and the roots will wrap themselves around the lodestone, tying it to the life of that bush. One of the earliest stones ever found we keep in commemoration on the tower top. That you may see." The lad picks up a scroll from the large wooden case and starts reading. <>> ask yimnaru about cylinder Yimnaru has previously answered your inquiry in these words: "The lodestone is rare. Our brothers may mine many long months without finding a new stone. Every stone found is precious, for our bean bushes do not grow without them. A new specimen will be placed in a stone planter on the tower ramp, and immediately covered with soil. Then a bush will be planted there, and the roots will wrap themselves around the lodestone, tying it to the life of that bush. One of the earliest stones ever found we keep in commemoration on the tower top. That you may see." <>> ask yimnaru about compass What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask yimnaru about north pole What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. The feckless prince is admiring the large gong. <>> ask yimnaru about navigation What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask yimnaru about bean Yimnaru has previously answered your inquiry in these words: "Ah, the magic bean! May its leguminous form be ever blessed. May it lead many to find direct paths to the Overworld, that they may seek oneness with the Divine. Yes, brother: we do grow magic beans here at Mowm Cnizhbeledh. Chance be you have learned that already. It is our most solemn task. There is much to be said concerning the wondrous bean. The bean – may its stalk never wither – is magical in this manner. Planted in the precise window of ground, it grows with extraordinary rapidity to the clouds. These windows, we do not understand. They come, and they go again. We know not where they will be, but that always remote. It is thought that there are never more than two or three in all the earth at one time. We go in search of them. The beans, should they come into the vicinity of one of these windows, they begin to glow. But we do not know with precision what the bean is telling us. The windows may be small. We must plant by trial. If we plant in the wrong place, that bean will wither and be lost. But we have no other choice. We grow as many beans as we can – once a year a group is chosen. These fortunates will take all our beans and make expedition, if hap they may find grace to discover a path to the Overworld. Small are the chances of success: but every Monk of Mowm considers this their greatest cause. Their worthiest pursuit." Quisborne the Feckless looks curiously at the meditating monks. <>> ask yimnaru for bean Last time you asked for a magic bean, you got this response: "You wish for one of the magical beans, my brother? Highly are they to be desired, to be sure. I fear that if you have come here for that purpose alone, you must be disappointed. If you were to look at our bushes, you should see that there is not a bean to be seen upon them. It is not more than a fortnight ago that we have sent our whole store of beans off with our most recent expedition. A new harvest of beans will not be ready until this time next year. And even then, our code forbids us from willingly placing these preciously guarded beans into the hands of anyone who is not sworn into our brotherhood, to revere and use the bean rightly." "A very small hope there is, but as such I offer it to you. Last year, our expedition found that their beans began to faintly glow on the northern shore of the island of Uzumbung. Inland they pressed, planting their beans in the spots they judged best, but without success. When the monks had but one bean left to plant, they were suddenly set upon and subdued by the wild men who dwell in those parts. These wild men – the Tuttarumbish – did no harm to our monks. But they were captivated by the glowing bean and took it from them. Sacred they seemed to hold it, and to keep it as an artifact. The monks had no choice but to return home, and turn their attention to next year's harvest of beans, and next year's expedition. Now this very small hope for you is that if you find your way to the island of Uzumbung, mayhap the Tuttarumbish have preserved that bean until this day, and you may find some way to obtain it of them. Should it yet be preserved, and should you in fact procure it, it would be yours to use as you pleased." <>> ask yimnaru for tuttarumbish "I am sorry, wayfarer. I can't help you with that." <>> ask yimnaru about tuttarumbish "You think to go to Uzumbung then? I wish you peace and good fortune. If you sail out of this fjord you must keep a rigid course to the southeast. Should you err, you will most certainly fall to the beasts of the deep, if pirates do not take you first. You must find the Tuttarumbish people, and then it shall fall to your own resources how you may get the bean of them. May you find the bean you seek. May it be the bridge to lead your soul toward what is Higher." The feckless prince is admiring the large gong. <>> ask yimnaru about uzumbung Yimnaru has previously answered your inquiry in these words: "You think to go to Uzumbung then? I wish you peace and good fortune. If you sail out of this fjord you must keep a rigid course to the southeast. Should you err, you will most certainly fall to the beasts of the deep, if pirates do not take you first. You must find the Tuttarumbish people, and then it shall fall to your own resources how you may get the bean of them. May you find the bean you seek. May it be the bridge to lead your soul toward what is Higher." <>> ask yimnaru about pirates "Notorious in those seas is one they call Iarrorn the Man-breaker. Doubtless he could benefit much from fellowshipping with the brethren here." <>> join monks This is one of those times where we may not have covered the verb you're trying to use... <>> tell yimnaru about quisborne Yimnaru blinks, looks contemplative, and continues to read. <>> tell yimnaru about me "Yes, yes. Blessed be the bean." <>> ask yimnaru about religion What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask yimnaru about god What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. The lad picks up a scroll from the large wooden case and starts reading. <>> ask yimnaru about Flying Spaghetti Monster (may you be touched by His Noodly Appendage) The story doesn’t know how to use the character ‘(’ in a command. <>> ask yimnaru about Invisible Pink Unicorn (Blessed Be Her Holy Hooves) The story doesn’t know how to use the character ‘(’ in a command. <>> tell yimnaru about pantheism What you're trying to tell about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask yimnaru about problem of evil What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask yimnaru sacrifice You can either "ask actor about [something]", or "ask actor for [something]". <>> ask yimnaru about sacrifice What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask yimnaru about monks "We have many faithful brethren here: each does his part to serve and build up the others." <>> ask yimnaru about mountain The Father's attention is momentarily claimed by some other monk in the room. Quisborne the Feckless looks curiously at the meditating monks. <>> ask yimnaru about omphaloskepsis Yimnaru has previously answered your inquiry in these words: "We have many faithful brethren here: each does his part to serve and build up the others." <>> ask yimnaru about meditation What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask yimnaru about prayer What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. The feckless prince is admiring the large gong. <>> ask yimnaru about gong Yimnaru has previously answered your inquiry in these words: "But of course. The gong lets all of the brothers know that it is time to reconvene. Some of them are out fishing on the fjord or tending goats on the farther side of the mountain." <>> ask yimnaru about mine "Indeed. The entrance to our mines lies just outside, to the east. But you will pardon us for not permitting visitors to enter there. The mines can be dangerous. Our monks go deep into the mountain in search of the lodestones." <>> sit (on the floor) As you wish, you’re now sitting on the floor. <>> gaze at navel You may be trying to use a verb that we weren't instructed how to handle... <>> stand Right then, you’re now standing. <>> sit on mat Yimnaru's mat needs no focus. <>> pull mat Yimnaru's mat needs no focus. The lad picks up a scroll from the large wooden case and starts reading. <>> read scroll Yimnaru is reading it. He's just expanding his soul, like the rest of the monks. (Yimnaru:) "As the pig that rolls in the muck cannot smell his own stink, neither can a proud man recognize his own folly." <>> read scrolls Writing is part of the monks' contribution to the world's good. They copy existing works, in addition to writing their own works on subjects ranging from practical to intellectual to spiritual. Additionally, they write their own history, and recount the many adventures of the monks' planting expeditions. <>> * && I could go off to the island and search for the bean now. But I'm wondering if there's some obvious trick for getting the magnet out of the cylinder that I'm overlooking... Comment recorded. <>> u The old monk says: "Mountains are only mountains because there are valleys; even so, our lives cannot be without their highs and their lows." Stepping out the door, you begin to climb the ramp up the tower... <> Ramp circling the monks' tower <> You're about halfway up the ramp which goes round and round the tower, on its south side. The ramp curves upward or downward from here, and is lined with a stone railing punctuated by large stone planters, in each of which grows an unusual-looking bush. There are cell doors on the tower wall side of the ramp, but you're only likely to be going up or down. Monks continually bustle up and down the ramp, painstakingly caring for the bushes in the planters, and sometimes just simply watching them. The lad is lollygagging behind. <>> u <> At the top of the monks' tower <> This is the top of the monks' tower, affording a dizzying view of the small complex below and all the way on down to the fjord, whose waters appear quite still from this height. The circular tower-top room is roofed but open nearly all around to the air, saving for a waist-high half-wall and pillars spaced out to hold up the roof. The southwest "corner" opens into the ramp which leads clockwise back downward. No monks are up here, being apparently fully preoccupied with the bushes and other cares. Along the northern portion of the room's rim, the pillars are filled in solid with wall up to the roof. Resting on two corbels that jut from the wall is a long glass display case; above it, a slab of granite inlaid in the wall is inscribed with a legend. Through the thick glass of the case you can see the lodestone. Nearby, the young figurehead is pacing around. <>> feel in hole You don't see any in hole in view. <>> feel hole Feeling the hole doesn't bring you any revelations. Your squire is re-reading the monks' legend. <>> reach in hole As seems to be intentional, you cannot reach the lodestone through the hole. You can get your hand through the hole, but not your upper forearm. Thus, you can't bend an elbow in the hole. Even if you could, your cubit wouldn't reach to the middle of the case. <>> reach in hole with needle "Hole with needle" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> * && I'm thinking of the smith's tongs again... Comment recorded. <>> get stone You can't reach the lodestone, even through the hole in the end of the case. <>> * && But the monks themselves must have a trick or tool to reach in there? Comment recorded. <>> save Saved. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> At the top of the monks' tower <> This is the top of the monks' tower, affording a dizzying view of the small complex below and all the way on down to the fjord, whose waters appear quite still from this height. The circular tower-top room is roofed but open nearly all around to the air, saving for a waist-high half-wall and pillars spaced out to hold up the roof. The southwest "corner" opens into the ramp which leads clockwise back downward. No monks are up here, being apparently fully preoccupied with the bushes and other cares. Along the northern portion of the room's rim, the pillars are filled in solid with wall up to the roof. Resting on two corbels that jut from the wall is a long glass display case; above it, a slab of granite inlaid in the wall is inscribed with a legend. Through the thick glass of the case you can see the lodestone. The Prince of Dwindeldorn is with you like a second shadow. <>> x slab The laid stone in the center of the short wall section has been set back to allow a large and smooth piece of granite to be stood upright in the wall surface. It bears an engraved legend, easily legible. <>> look behind slab It doesn't really make sense to look behind the inscribed legend. <>> move slab The inscribed granite is cemented into the wall. The Dwindeldornian heir twitches. <>> * && I keep having to remind myself that this is a non-linear puzzle fest. I can just go away from a puzzle and do something else... I'm going to see about this bean now. Comment recorded. <>> d <> Ramp circling the monks' tower <> You're about halfway down the ramp which goes round and round the tower, on its south side. The ramp is about ten feet wide, with a stone railing running continuously along the edge. There's nothing but sky above, for the tower shrinks in diameter by the width of the ramp every time the ramp goes around. This spot is representative of the ramp as a whole, in that the railing is punctuated every so often with a large stone planter. In each of these planters grows a kind of bush you've never seen anywhere else. The ramp has also passed by numerous simple doors on its tower wall side, which appear to be doors of individual cells. You have a bird's-eye view of the monks scurrying about the courtyard below, and the mountains look grander than ever. The ramp continues upward or downward from here. Monks continually bustle up and down the ramp, painstakingly caring for the bushes in the planters, and sometimes just simply watching them. Your companion, the young sprig of royalty, is here with you. <>> d <> Main hall of the monastery <> You are in the monastery's sanctuary, a high-ceilinged room with virtually no architectural adornment. Unglazed windows run high up along the south and east walls, and the room features no chairs or other seats. Many scrolls are stored along the west wall in a large piece of furniture. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. PQ is following you as always. (Yimnaru:) "One cannot stand upon one's own stomach; nor shall they stand who would corrupt the truth to secure their own advantage." <>> s Yimnaru expands your minds with another bit of practical wisdom. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. Nearby, the king's son is ambling around. "Ogjarx, may you have peace," says one monk to another. Prince Quisborne leans over to you and whispers. "Do you think, sir, that to become a monk here, they had to take on names that were horridly ugly to pronounce?" <>> s (first opening the entry gates) You exit the monastery through the large entry gates, and one of the monks shuts the gates after you've gone through. <> In front of a monastery <> There is quite an exhilarating view from here, as one looks south over the fjord far, far below. All around you peaks push on higher towards the clouds, but there is just enough of a level place jutting out from the rising rock where you are that a monastery has been built, looking much as if it grew out of the side of the mountain. Its imposing portal looms before you to the north, the doors of which are closed. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Although they can't even be seen without stepping right up to the edge, steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. On a shelf of the lean-to is stowed the burlap sack. The javelin stands inside the lean-to. Your sidekick is here with you as always. PQ gives his hair a twirl. <>> get javelin You take the brass javelin. <>> w <> Outside the western monastery wall <> Here too the wall of the monastery turns back north towards the mountain, butting into the solid stone which has been chiselled smooth where the wall and the strip of turf meet it. The turf extends somewhat farther from the base of the wall here on the west side than it does along the front. Traveling southeast will take you back around the corner to the front of the monastery. Some yards away from the wall a fair-sized rock protrudes from the surrounding turf. You see the piece of chalk here. The prince is following you wherever you go. <>> put javelin on rock You put the brass javelin on the peculiarly-shaped rock. It just tumbles off. <>> get it You take the brass javelin. Dwindeldorn's future king tries to peer through the eye of the needle. <>> lean javelin against wall You lean the javelin against the stone wall. <>> get it You take the brass javelin. Your sidekick seems very impressed at looking out over the mountain peaks. <>> launch javelin over wall This is one of those times where we may not have covered the verb you're trying to use... <>> throw javelin over wall You heave the brass javelin towards the top of the wall, but the ratio of your strength to the brass javelin's weight is far from sufficient; it haplessly clunks against the wall and drops back down to the ground. <>> get it You take the brass javelin. <>> se <> In front of a monastery <> You are just south of the gates of a monastery which looks much as if it grew out of the side of the mountain. The fjord is far below, and all around you peaks push on higher towards the clouds. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Carved steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. On a shelf of the lean-to is stowed the burlap sack. The princeling tags along. <>> get all You gather up your stuff. Your sidekick reads aloud from his book: "The bow always strung will not do." <>> d <> At the foot of the monastery steps <> You are on a patch of thin soil which has collected on a small shelf in the steep side of the mountain, right at the edge of the fjord. Upwards before you, to the north, innumerable crude steps carven from the rock rise to a dizzying height, the height of each step being twice, if not three times its depth. They lead to the monastery of Mowm Cnizhbeledh, although you cannot see it from here. Two miles to the east, the fjord tapers to an end; northwest it bends around the mountain and out of sight. On all sides of the fjord, the same jagged and impassable mountains rise to the sky. Floating at the fjord's edge is your makeshift raft. Your ostensible squire is sticking nearby. Prince Quisborne does a set of squats with the gear sack on his shoulders. <>> board (on Prince Quisborne) There is some chance that the prince could hold you now without buckling, but there seems to be no objective to climbing him here: at least, not one that couldn't be achieved by other means. <>> * && Ahem... ? Comment recorded. <>> sail quisborne It seems like you would need a watercraft with a sail for something like that. The beautiful waters of the fjord lap against the feet of the mountains. <>> sail raft You climb onto the raft. The young sprig of royalty climbs on with you. All you need to do is say what direction you want to go in. <>> ne The steep treacherous slope of the mountainside rushes madly into the water there. <>> nw First sailing northwest, you skirt the base of the peak on which the monastery sits. Soon, the fjord hooks around to the north and then the east; after sailing for some time you have regained the open sea... <> Entrance to a fjord, aboard the raft <> You are at sea aboard your raft, in view of land to the west. The ever- rugged coast runs from southwest to northeast, culminating here in a large promontory. North of this promontory, a large fjord extends inland to the west, lined on either side with high mountains. Further north past the fjord, you can see the hazy coastline continue into the distance. The up-and-down churning never ceases. <>> se <> At sea, aboard the raft <> You are embarked upon the wide billows of the Sea of Sorrows. Sky and sea make a full circle around you and your companion on your raft. You suggest that PQ do some pushups while you sail along. <>> se (Night comes and goes while you are sailing.) <> At sea, aboard the raft <> You are embarked upon the wide billows of the Sea of Sorrows. Sky and sea make a full circle around you and your companion on your raft. The young sprig of royalty is sailing along with you. Quisborne does his best to amuse himself with your inventory. <>> * && I hope I remembered right. Straight SE after exiting the fjord, I believe... Comment recorded. <>> se When it comes to seem that the whole world could never have had any other color but blue, there, on the southeastern horizon, a blurred green form begins to arise. "There it is!! Land!!" cries the prince. Land indeed it is, and there can be no doubt it is that island of Uzumbung spoken of by Yimnaru, the reputed location of perhaps the only magic bean presently in existence (not on its way to the Isles at the End of the World). What adventures will the island hold? Will you find the strange Tuttarumbish people? Do they still possess the bean taken from the monks' expedition? If they do, will they be willing to part with it under any circumstances? All of these questions and more are voiced out loud for you by the effusive Quisborne, until he is silenced by a bout of violent retching due to seasickness. Sailing nearer to the island reveals most of it to feature a virtually unapproachable coast; steep walls of earth and rock rise directly from the water's edge, leveling off at one to three hundred feet of height, with lushly- covered mountains lying just inland. Happily, you discover a small break leading into a sheltered harbor after skirting the island a short way to the south. Together, you and Prince Quisborne direct your raft into the harbor... <> Uzumbung harbor, aboard the raft <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. You are on your raft moored alongside a ramshackle, out-of-the-way wharf. The prince takes in the turquoise ship-filled waters, the exotic plant life covering the rugged slopes, and the warm sultry climate. "I've never been anywhere anything like this before!" he shouts, still spitting out traces of bile. "What a singular place!" <>> * && I love the name "Uzumbung". Something about the combination of U, B, and Z, and then the NG sound at the end. Bass-buzzing. Comment recorded. <>> * && It also reminds me of the name of the spaceship in one of my son's favourite tv shows: "The Zingaburia". Comment recorded. <>> x harbor <> Uzumbung harbor, aboard the raft <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. You are on your raft moored alongside a ramshackle, out-of-the-way wharf. The princeling is aboard the raft with you. <>> x mountains The island of Uzumbung is lush with thick vegetation over rugged ground. <>> x lower lands "Lower lands" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x bay <> Uzumbung harbor, aboard the raft <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. You are on your raft moored alongside a ramshackle, out-of-the-way wharf. The heir to the throne of Dwindeldorn is with you on the raft. A new set of sails appears in the narrow opening to the northwest, and casts anchor in the harbor. <>> x ocean (the open sea) You can see only a narrow strip of the open sea from inside the sheltered harbor. <>> x wharves Wharves old and new, crooked and straight, rickety and well-built, sprawl across the eastern arc of the harbor. Nearly every one is occupied with some kind of watercraft. A cutter slowly maneuvers out of the harbor and pulls out to the open sea. <>> x ships You don't see a single vessel in the crowded harbor that looks like it was crewed by respectable and upstanding citizens of any nation. Many are flying the death's head. A rowboat plods from an anchored ship towards a dock. <>> x boats You don't see a single vessel in the crowded harbor that looks like it was crewed by respectable and upstanding citizens of any nation. Many are flying the death's head. <>> * && "like it IS crewed" ? Comment recorded. <>> * && Darn! What was his name again? Iarrnorn? Iannorr? Comment recorded. <>> x wharf This wharf lies away from the thickest concentration of the other docks and wharves of the harbor. It's quite ramshackle looking, which may explain why it's vacant for your use in spite of all the boat traffic. A dinghy takes a slightly erratic course from a wharf back towards its main ship, being piloted by liquor-sodden oarsmen. <>> disembark You step down from the raft onto the wharf. The incumbent to the throne follows suit. Your squire clambers about on the wharf where you're moored. <>> l <> Uzumbung harbor <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. Floating alongside a ramshackle wharf is your makeshift raft. The king-to-be is hanging around. <>> s None of the terrain surrounding the harbor invites foot travel except east towards the settlement... The future king of Dwindeldorn gets no end of fascination by watching all of the huge ships. A drink-blinded sailor traces new geometrical shapes along a wharf with his staggering steps, then plummets straight off the end into the harbor. Lucky for him, a mate is nearby to fish him out. <>> x grog houses A shabby hovel built over a conglomeration of wharves bears the signage of "Hickery's Liquory Dock." It's not the only liquor fountain that a body will encounter when visiting this disreputable island. The incumbent to the throne makes shrill noises by blowing on a piece of grass. Sailors go in and out of the grog-houses. <>> n None of the terrain surrounding the harbor invites foot travel except east towards the settlement... <>> ne None of the terrain surrounding the harbor invites foot travel except east towards the settlement... <>> x ship You don't see a single vessel in the crowded harbor that looks like it was crewed by respectable and upstanding citizens of any nation. Many are flying the death's head. <>> e You follow a worn track up the sloping ground and enter the infamous settlement founded alongside the harbor... <> Inyelgon Prang, Witherwharf Street <> Welcome to Inyelgon Prang: resort, outpost, and hideout of the lawless, the depraved and the desperate. The name is a storied one, but of a mythical nature to most of the world. Its whereabouts are known by few souls of any decency, and have always remained cast over with uncertainty. Inyelgon Prang is not a place one goes either to improve one's virtues or to increase the potential longevity of one's lifespan. It is a flourishing hotbed of vice and dissipation, festering with a colorful assortment of degenerates and reprobates... a perfect miasma of rotten humanity. Nonetheless, it doesn't take long being in this place to realize that there is some kind of paradoxical, unwritten code amongst the riffraff that is (for the most part) in operation here: if the other bloke hasn't overtly provoked you during your mutual sojourn on the island, don't draw your cutlass or your scimitar just for passing him on the street. If, however, he's displaying too fat of a purse whilst walking without the safeguard of two or three armed companions, well, that might fall under a clause or gray area of legitimate provocation. So much for the reputation of Inyelgon Prang: you're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling-houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast. Splinterbone Aisle is a narrow thoroughfare that branches up northeast into a crowded and shady-looking district of houses and shacks. Otherwise, the built-up area ends a short way to the west, and goes down a slope back to the harbor. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The town crier is tramping through this part of the town, bellowing mostly unimportant information. Quisborne is with you, trying to not attract notice. The town crier announces that Huge Akmon and Tenjath the Piecemaker will be duking it out in The Brawl-Pen in the upcoming matchups. The prince stands agog at the offscourings of humanity which thickly populate the island city. "These people, sir..." he whispers. "They're so... wild- looking. Even odd-looking, in a lot of cases. For instance, look there at the woman with the head that's all shaven, except for the pony tail growing from over her left ear and reaching down to her boots. And there... that fellow has a disturbingly apelike face. Are those human teeth dangling from the rings in his ears? And am I seeing this wrong, or does this other guy coming along have shark teeth mounted in his gums?! Fizz, figs and fish sticks! I wouldn't ever want to set foot in this town alone. That's not to say I feel enthusiastic about setting foot in it even in company... meaning no disrespect to you, sir, and your valiancy. I'm just saying... if it weren't that my whole future hung upon collecting a magic bean, you wouldn't find me within a hundred leagues of this place." <>> * && Hugh Jackman! Comment recorded. <>> l <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: resort of the riffraff, lair of the lawless, and destination of the desperate. This besotted island metropolis is peopled by a colorful assortment of degenerates, brutes, and reprobates, amongst whom a smaller population of traitors, tax-evaders and exiles slink with trepidation. Fortunately for those who prefer their lives to undergo a continuation rather than a discontinuation, an ironic form of general armistice seems to hold here among the cutthroats and brigands, mostly limiting ambient violence to personal altercations rather than wholesale slaughter and rampage. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling-houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast. Splinterbone Aisle is a narrow thoroughfare that branches up northeast into a crowded and shady-looking district of houses and shacks. Otherwise, the built-up area ends a short way to the west, and goes down a slope back to the harbor. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The town crier is tramping through this part of the town, bellowing mostly unimportant information. Your sidekick is with you, trying to stay out of everyone's way. The town crier heads off to the southeast. There's a kiosk in the middle of the street, where notices and other postings are tacked up. You read: "Assassin for Hyre: Prouficient in all standarde Abominationnes. Responde before harvest Moone and receyve one coumplimentarie barbarous Deede, or get an unspeekable Atrocitie for half off. Looke for Sworbeloc the Slitter at The Raging Orgie of Filth." <>> * && A sort of Shangri La, pirates' haven and market. Comment recorded. <>> save Saved. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> x armpit The Warthog's Armpit is one of many buildings along the city's main street devoted to debauchery and intemperance. However, of all the venues in sight it strikes you as the one with the mildest degree of wholesomeness deficit. It's a good-sized structure of palm timbers filled with a very yellowish earth, thatched with fronds, and stands on the northwest corner of Witherwharf Street and Splinterbone Aisle. The common riffraff scatters to give wide berth as a behemoth of a man, flanked by several subordinates, stalks up the street towards The Happy Hellions. As he passes you hear hushed voices reference the name of "Iarrorn the Man-breaker." <>> * && Ah! The big kahuna of pirate island. Comment recorded. <>> x iarrorn Iarrorn has passed along, and it's probably better that way. A man with a checkerboard pattern branded onto the skin of his face is entering Rest for the Wicked. <>> enter armpit <> The Warthog's Armpit <> There isn't an hour on the clock when The Warthog's Armpit isn't churning out a full symphony of clamor and confusion, in which the din of unbridled roistering and carousing mixes with the friendly sounds of strangled cries, shattering glass, and breaking teeth. The premise of the place is to serve grub and enlivening beverages to those who wish to play poker and otherwise raucously congregate together. There's a bar and serving counter along the west side which blocks off the way to the kitchens and cask stores; otherwise the room is quite large and open, filled with wooden tables round and square. A few massive columns made up of smaller trunks lashed together dot the open space and support the high ceiling, and a second-floor gallery runs around the perimeter, creating sheltered booths and alcoves underneath. The infill between the timbers of the walls is colored a sort of maroon, and many tusks and antlers are mounted on display up out of reach. The exit is to the south. Poker games and general rowdiness are underway at nearly every table in the room. The tavern-master stays busy behind the bar, settling a bill. The young sprig of royalty sticks close by. There is a heated dispute going on at the next table over whether a gold tooth thrown into the pot constitutes a call or a raise. <>> smell You smell nothing out of the ordinary. The king-to-be is rather subdued in the raucous atmosphere. (You hear:) "Five aces, Moggs?!?! This is poker! You need to learn how to cheat right!" After which a tableful of men take turns pummeling Moggs out of the establishment. <>> x customers The same manner of riffraff that people the streets of Inyelgon Prang are here playing cards and gorging themselves on ale and grub. Someone is shouting that someone else was sired by a swine. <>> x columns Rather than finding and handling timbers massive enough to support the roof, they've made the columns each from five medium-size trunks lashed together. They're well decorated with carvings for the first eight feet off the ground. (From somewhere in the room:) "Bartender, an ale! And none o' that pale, watery baby puke... make it thick, dark, and bubbly." <>> kick bottom trunk "Bottom trunk" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> * && *CRASH* Comment recorded. <>> x trunks Rather than finding and handling timbers massive enough to support the roof, they've made the columns each from five medium-size trunks lashed together. They're well decorated with carvings for the first eight feet off the ground. (Overheard:) "Hey, what in blazes am I eating? I didn't order rabbit turds!" <>> x carvings Rather than finding and handling timbers massive enough to support the roof, they've made the columns each from five medium-size trunks lashed together. They're well decorated with carvings for the first eight feet off the ground. The incumbent to the throne watches all the hubbub. Someone's being cautioned to "choose yer words carefully, so's they're not the last you'll ever speak." <>> l <> The Warthog's Armpit <> The Warthog's Armpit is a scene of roistering and carousing, churning out a symphony of clamor at all hours of the day. The premise of the place is to serve grub and enlivening beverages to those who wish to play poker and otherwise raucously congregate together. There's a bar and serving counter along the west side; otherwise the room is quite filled with wooden tables. A few massive columns dot the open space, and a second-floor gallery runs around the perimeter, creating sheltered alcoves underneath. The exit is to the south. Poker games and general rowdiness are underway at nearly every table in the room. The tavern-master stays busy behind the bar, serving a drink. The boy sticks close by. You watch as a burly wench with a buxom bosom overturns a whole table full of food and pirates who were erstwhile catcalling at her. <>> x bar (the serving counter) At the serving counter, beer and food are served. It runs along the back part of the west wall, and behind it the building opens up towards the kitchens and cask rooms. The menu specials are posted on the wall at the end of the bar. Somewhere in the room someone's intelligence is getting loudly compared to that of a mollusk. <>> read menu – COLD EELE SALAD – – CLAM JELLIE – – BROILD SEA COWE UDDER – – ISLAUND'S BEST TADPOLE SMOOTHYES – One corner of the room was starting to get a little too peaceful, so a couple of brigands relieve the tension by finding something to break into a dispute about. They're slamming the table and each telling the other in so many words what he is, where he came from, and where he is encouraged to go. <>> x bartender Mine host, Odias Pryggs, is a large man in all three dimensions. He stays busy behind the bar, dealing with food, drinks, money, and belligerent and dissatisfied customers. Prince Q makes the mistake of making conversation. "Good heavens, Master Pryggs, what an ugly mug you have! It looks like a chimpanzee from a nightmare. If it were me, I'd hide that thing in the darkest–" Prince Quisborne suddenly finds himself located on his back in the middle of the tabletop nearest the bar, propelled thither by the clouting hand of the tavern-master. Or perhaps we should say that that is where he *would* have found himself, if he were still sensible enough to find himself anywhere at all. A moment later, though, he comes to, groggily rolling off the table into the laps of two or three diners, and from there to the floor. The diners, whose beverages and victuals are now more or less being worn by PQ, are too incensed to not start fighting, and as the limp prince provides them no resistance, they start fighting each other instead, soon disappearing out the door. Odias resumes drinking placidly from his hideous ape mug, and the prince finishes collecting his scattered senses and gets up off the floor. <>> x mug Odias has already put the ugly mug away somewhere. Someone is saying that someone else was whelped by a walrus. <>> greet prygg "Prygg" could either be something as yet unknown to you or else a phrasing unknown to us. <>> greet pryggs Odias Pryggs looks at you with hard eyes. "You ain't no friend o' mine." (A random patron of the establishment:) "Tavern-master! What d'ye call this in my bowl?! Did you jest pull this fresh outta th' south end of yer britches? I want my money back!" <>> ask pryggs about himself "Buy my grub 'r git lost, kid!" The Prince of Dwindeldorn is rather subdued in the raucous atmosphere. <>> kis pryggs You may be trying to use a verb that we weren't instructed how to handle... <>> kiss pryggs You're not on quite so intimate of terms with the host as that. (Ambient sounds:) "Host! Did you poop in my bowl?! I arn't touchin' this vile pottage! Bring me somethin' else, you crook!" <>> * && For some reason, walking around in a text-adventure brings out the Bugs Bunny smoocher in me... Comment recorded. <>> play whistle With the limited notes at your disposal, you do your best to toot a sweet tune on the bamboo whistle. The incumbent to the throne watches all the hubbub. A poker-playing pirate is menacingly brandishing his cutlass while it's his opponent's turn to either fold or else call his raise, which was a prodigious bluff. <>> l <> The Warthog's Armpit <> The Warthog's Armpit is a scene of roistering and carousing, churning out a symphony of clamor at all hours of the day. The premise of the place is to serve grub and enlivening beverages to those who wish to play poker and otherwise raucously congregate together. There's a bar and serving counter along the west side; otherwise the room is quite filled with wooden tables. A few massive columns dot the open space, and a second-floor gallery runs around the perimeter, creating sheltered alcoves underneath. The exit is to the south. Poker games and general rowdiness are underway at nearly every table in the room. The tavern-master stays busy behind the bar, bringing up plates of food. The future king of Dwindeldorn sticks close by. A patron speaks to a table waiter. "Bring me soup!" "Aye, mate... Cup o' soup 'r bowl?" <>> x gallery The elevated gallery is a nice architectural touch and gives the place extra atmosphere. A few more tables are set up there, and it creates an arcade of stalls and booths underneath, all furnished with more tables and benches. One hapless lubber has just learned that it does not usually pay to bluff, especially when you have also staked your freedom on that particular poker hand. <>> u It's unclear what you're trying to go up, if anything. (Overheard:) "Aye, I hev four brothern and four sistern from my mammy's side, 'n each o' 'em hez a differnt pappy 'n what the othern has. Then I got a brether 'n seven more sistern on my pappy's side, all of 'em what's got a differnt mammy, 'cept for the triplets o' course, wha's mammy was my pappy's aunt, so that them sisters o' mine is also my pappy's cousins, in a way of speakin'..." <>> climb gallery You might consider turning your attention elsewhere. (You hear:) "Host, this wat'rmellin tastes like nothin' but a pink rind! Go feed it to yer pigs, 'n yerself with it!" <>> x booths The booths sheltered by the gallery are slightly more private and contained areas to eat and play cards, but they still get their share of hubbub. You're at least less likely to catch a stray elbow or somebody's cleaned-off bone hurled across the room. <>> enter booth The booths are not the key to the mystery. The Prince of Dwindeldorn is rather subdued in the raucous atmosphere. You take a look at some of the food on a passing serving tray. When they talk about the "grub", you aren't completely sure that they aren't speaking literally. <>> x poker Poker is being played by many people at tables all over this establishment. "Pryggs! Did ye stew yer feet in this broth? 'R jest yer dirty socks?" A discontented patron flings his soup-laden bowl onto the floor. <>> play poker Well, that might be fun – and hazardous – but you've got no money to bet with. One patron is inferring that another patron is the offspring of a gnat and a cockleburr. <>> play dice You whip out the bamboo whistle and play some simple tunes. The incumbent to the throne watches all the hubbub. You hear a sailor talking at a nearby table. "He @#$% &))- a **@!!-&(!*@ out of his #^@^_#@)+ @@ #! the @#`~ !&(* #@%& #%* that *)`#==*& !#(*& @@ #*!& `!`&> 'cept he ! (!&*@&& it." Against all odds, his companions seem to comprehend this communication perfectly. <>> play cowboys and indians With the limited notes at your disposal, you do your best to toot a sweet tune on the bamboo whistle. You notice that some pirates with no more hard coin to throw in the pot are now betting with wives: presumably their less-preferred ones. <>> play hard to get You whip out the bamboo whistle and play some simple tunes. "ODIAS!" someone shouts. "I could make a wig fer a woolly mammoth from all the hairs I've picked out of this bowl o' soup! I ain't never darkenin' the doors of this stinkhole agin." <>> l <> The Warthog's Armpit <> The Warthog's Armpit is a scene of roistering and carousing, churning out a symphony of clamor at all hours of the day. The premise of the place is to serve grub and enlivening beverages to those who wish to play poker and otherwise raucously congregate together. There's a bar and serving counter along the west side; otherwise the room is quite filled with wooden tables. A few massive columns dot the open space, and a second-floor gallery runs around the perimeter, creating sheltered alcoves underneath. The exit is to the south. Poker games and general rowdiness are underway at nearly every table in the room. The tavern-master stays busy behind the bar, trying to appease an insulted customer. The young sprig of royalty sticks close by. "What in high tarnation?! I could eat this soup by the slice! How many weeks it bin since this was left sittin' out?" A patron hurls the solidified soup, bowl and all, across three tables and over the counter at the serving staff. <>> x counter At the serving counter, beer and food are served. It runs along the back part of the west wall, and behind it the building opens up towards the kitchens and cask rooms. The menu specials are posted on the wall at the end of the bar. The Prince of Dwindeldorn is rather subdued in the raucous atmosphere. It looks like there's a cursing duel under way, where the contestants stand nose-to-nose and take turns weaving exquisite tapestries of multi-colored language, each instance longer, fouler, more ingeniously crafted and verbally potent than the one before, until the onlookers deem one of them to have lost by failing to exceed the most recent performance of the other. <>> x bar (the serving counter) At the serving counter, beer and food are served. It runs along the back part of the west wall, and behind it the building opens up towards the kitchens and cask rooms. The menu specials are posted on the wall at the end of the bar. A card player folds his hand in disgust. <>> * && About the cursing duel, have you played "Mount Yo Momma"? Comment recorded. <>> w The building confines you in every direction except the exit going south. "Sixes full of fours!" a player shouts triumphantly, displaying the proclaimed cards. <>> enter kitchen The kitchens are in another part of the building, not accessible to the patrons. You hear the sound of shattering glass. Roars of rage ensue. <>> x gallery The elevated gallery is a nice architectural touch and gives the place extra atmosphere. A few more tables are set up there, and it creates an arcade of stalls and booths underneath, all furnished with more tables and benches. Yet another customer resolutely declares that the host's sewage is being passed off for victuals. <>> enter gallery You might be overestimating the importance of the gallery. The more prominent sounds of the room are supported by a steady background of chompings, smackings, lickings, hackings, and slurpings. <>> stand on table Due to the sort of characters occupying them, we're not going to do much tampering with the tables. The incumbent to the throne watches all the hubbub. You get sprayed with a sloshing of ale. <>> stand on bar (the serving counter) You don't want to get pegged as a mischief-maker around here. A new scuffle breaks out from one quarter of the room, creating a trail of overturned tables, chairs, and bystanders from its point of origin to the exit door. No sooner have the participants cleared the doorway than the table-boys and waiting-wenches have reset all of the furnishings in readiness for their next overturning. The floor is left as is. <>> z Time passes... One patron has just labelled another patron a "dropsical melon-eater." <>> z Time passes... Card games carry on all across the room, producing rage or merriment at random. <>> z Time passes... A fish head flies over your head. <>> z Time passes... Table waiters keep plenty busy throughout the establishment. <>> z Time passes... The incumbent to the throne watches all the hubbub. A few tables over, a couple of loud voices are discussing their latest successful piracy. <>> z Time passes... Table waiters scurry everywhere. <>> ask patrons about piracy What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. The Prince of Dwindeldorn is rather subdued in the raucous atmosphere. <>> ask patrons about town Without a very particular reason, you're best off not interfering with the unscrupulous rabble. <>> s <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The town crier is tramping through this part of the town, bellowing mostly unimportant information. The king-to-be is with you, trying to not attract notice. The town crier heralds the news that the seers are predicting the volcano will erupt before the month's end. The prince is surveying the myriad of signboards lining the street. "Wow, they really have a lot of fishing equipment around here!" You'll tell him some other time that they don't mean by "hookers" what he's thinking of. <>> x crier The crier doesn't look much different from the rest of the hordes found in Inyelgon Prang, but distinguishes himself rather by his booming voice. He goes about the town, belting out news and advertisements, and looks like he wants nothing more than to find fresh things to say. The crier loudly informs the public that there will be a tournament held for a newly-introduced form of poker, in which each player holds two cards and five on the table are shared with all, taking place tomorrow at The Warthog's Armpit. A large area toward the middle of town features an open yard with pavilions and platforms. Banners stretched facing the street proclaim: "HOSTAGES SOLDE HERE More slavynge. Less doiynge. The Hostage Depot." Disgruntled-looking roughs saddled with balls and chains idle about under the watchfulness of other roughs who apparently got the better of some battle at sea, awaiting the next auction. The market seems to get competition from the rival Shoppe n' Slave, further down the street. That market, in turn, advertises to prospective buyers that "The more you shoppe, the more you slave." <>> ask crier about tuttarumbish "You might try the jester," the man says. "I've seen him hanging about the streets lately. He was in Detnezerk's court, so probably knows a little something." Some "ladies" amble by, their frontal burdens waging an improbable war against gravity by the aid of various configurations of lacing and stiff fabric. The prince: "Those poor women, Valkyrian! They must not even have enough money to make a whole dress... their bodices are missing so much fabric they're barely enough to cover them." He sighs. "At least it doesn't seem to get too cold around here." He falls to musing about what you could do to help the ladies buy complete dresses. <>> ask crier about monks The town crier is not going to be very interested in communicating with you on any level, unless you're feeding him news to publish. You overhear a sea captain telling a joke to his crew in passing: "I lost me first mate in a skirmish at sea. Then me second mate got took with the scarvy, n' gev up the ghost. Well, after that, me third mate was me sole mate." Many of his companions fail to ascertain the pun, and think the captain is merely relating a sad tale of dead crew members. <>> ask crier about bean "I'm busy," the man blares. "And I don't know nothin' about that." You read the window-sign of The Evil Saint, one of the many houses of general dissolution lining the main street: "Still shackld with traces of Dignitie and upstaunding Reputationne? Lose your selfe-respeckt here! <>> ask crier about tuttarumbish He just directs you to the jester. A tavern-keeper is seemingly blathering at one of his suppliers over a missing shipment, but his speech is so diluted with swear words that you can't make out the meaning of his communication. <>> tell crier about merry robbers The Merry Robbers don't qualify as publishable news in the opinion of the crier of Inyelgon Prang. You bump elbows with an incredibly tough-looking woman of middle age, wearing trousers and a sleeveless laced vest. The petty pirates seem to revere and make obeisance to her, and you learn that she is a well-renowned figure called Skarharra, She-wolf of the Sea. <>> * && The Calamity Jane of pirates! Comment recorded. <>> tell crier about bean The crier listens to you for a moment, but then goes on with his routine. In a second-story window above a slaughterhouse is advertised the quarters of "Fyltch, Burgall, and Perloyne, Attornyes at Lawe." One can only assume that they travel in order to perform their services, for there's no law of an organized nature around here. <>> tell crier about quisborne The crier tells you not to bother him unless you've got something that Inyelgon Prang would really want to hear. "Proudlie subvertynge the Innocente and exploitynge the Unwarie" is the watchword of an establishment on the street called Pirate Parboyle's Palace of Profligacy. <>> ask crier about jester The town crier is not going to be very interested in communicating with you on any level, unless you're feeding him news to publish. The Den of Iniquity invites new guests inside with the slogan: "You've onlie got one lyfe: why not mindlesslie squandre it away?" <>> ask crier about iarrorn The town crier is not going to be very interested in communicating with you on any level, unless you're feeding him news to publish. A man named Prickletoe is easily recognized by the four-inch spikes that he has mounted into the ends of his boots. <>> crier, jump The town crier is not going to be very interested in communicating with you on any level, unless you're feeding him news to publish. Without warning, two men clutching each other explode out of a second-story window of Snikkar's Bar, Pub, and Alehouse. Mutually getting the wind knocked out of them upon landing seems to satiate their appetites for more roughhousing, and they crawl off in different directions. <>> l <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The town crier is tramping through this part of the town, bellowing mostly unimportant information. The prince is with you, trying to stay out of everyone's way. The town crier heads off to the southeast. One purveyor of spirits displays a sign in the window: "Dissipation Strictlie Enfourced" <>> x sea cow An entire sailing ship, whole in appearance but no longer seaworthy, has by some means been deposited in the middle of town and made into a place of entertainment and indulgence called "The Mad Sea Cow." The sails and most of the rigging have been removed, and the broad side of the hull has been cut and made into a wide entrance. It's on the south side of the street, a bit to the east. A group of ruffians stagger out the door of Choose Yer Booze, and collide with an incoming group of ruffians. Cutlasses are drawn and swung, but both parties are so drunk that nothing happens aside from a lot of fanned air and a couple of lucky smacks with the flat of a blade. Eventually every member involved in the fray succumbs to gravity, and the succeeding patrons to Choose Yer Booze are forced to kick their way through a plot of supine bodies in order to get to the door. <>> enter sea cow <> The Mad Sea Cow <> What you have here is the belowdecks of an old ship fitted out as a tavern and dance hall. Tables line the perimeter of the hull, leaving the center open for dancing. An old harpsichord and some drums are set up at the bow end, and a large drape hangs over a portion of the back wall. A ladder leads to the upper decks, and a wide exit is cut in the north wall of the hull. At the tables, the rabble chew dream-flower and drink swoxle, a thick and strong ferment made from bananas and sprouted coconuts. A large matron is pounding away on the tinny harpsichord, supported by the throbbing beats of a double-peg-legged drummer. Men and women dance, whirl, and shake on the open floor. Your squire is hanging around. <>> sing You hum along with the music. A couple on the dance floor actually looks like they know what they're doing. <>> dance Well, to be sure... this is one place where you can dance to your heart's content, and nobody will pay you any mind. Prince Quisborne gets plowed to the ground as one couple whirling each other crazily around with locked hands suddenly loses their hold on each other. A few other human dominoes are toppled in the incident: the untouched dominoes keep right on dancing. <>> dance with quisborne You can teach Quisborne dances and moves around an evening campfire. That's a better time for things like that. Several blokes around the room are staring at a wall, but look as though they were watching an incredible theater drama unfold. These invariably have flower stems hanging from their mouths. <>> play whistle With the limited notes at your disposal, you do your best to toot a sweet tune on the bamboo whistle. <>> * && Not jammin' with the musicians onstage? Comment recorded. <>> l <> The Mad Sea Cow <> What you have here is the belowdecks of an old ship fitted out as a tavern and dance hall. Tables line the perimeter of the hull, leaving the center open for dancing. An old harpsichord and some drums are set up at the bow end, and a large drape hangs over a portion of the back wall. A ladder leads to the upper decks, and a wide exit is cut in the north wall of the hull. At the tables, the rabble chew dream-flower and drink swoxle, a thick and strong ferment made from bananas and sprouted coconuts. A large matron is pounding away on the tinny harpsichord, supported by the throbbing beats of a double-peg-legged drummer. Men and women dance, whirl, and shake on the open floor. Your companion, the lad, is here with you. Some people jig to themselves while some people dance a tango together, or a waltz, all to the same mad music. <>> x tables The tables of The Mad Sea Cow are already occupied, and aren't likely to play a role in your adventure. <>> x dancefloor "Dancefloor" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x dance floor As it's a ship that we're in here, the dance floor is rather narrow and elongated. It appears that if you want some elbow room for yourself you have to knock somebody else to the deck first. The harpsichordist gets credits for pounding out tunes at such a rate, almost nonstop. <>> x harpsichord It's quite a feat for any fragile or delicate object to have survived this long in Inyelgon Prang. The harpsichord's cheery music contrasts strangely with the otherwise sinister atmosphere of the city. A woman plays tirelessly on the keys, keeping the dancers going. Chewers of dream-flower are usually just taken for inept dancers when they rise from their seats and begin chasing imaginary visions. <>> x musician The tinny harpsichord is manned by a large matron and the drums are manned by a character with both legs in pegs. He uses his peg legs to augment his other rhythms by kicking a bass drum on the ground. <>> x drum We don't like to spoil surprises, but... the drums aren't important to you or Prince Quisborne. <>> l <> The Mad Sea Cow <> What you have here is the belowdecks of an old ship fitted out as a tavern and dance hall. Tables line the perimeter of the hull, leaving the center open for dancing. An old harpsichord and some drums are set up at the bow end, and a large drape hangs over a portion of the back wall. A ladder leads to the upper decks, and a wide exit is cut in the north wall of the hull. At the tables, the rabble chew dream-flower and drink swoxle, a thick and strong ferment made from bananas and sprouted coconuts. A large matron is pounding away on the tinny harpsichord, supported by the throbbing beats of a double-peg-legged drummer. Men and women dance, whirl, and shake on the open floor. Prince Q is present and accounted for. The drummer occasionally uses his peglegs as drumsticks for added flair, or drums on his peglegs to diversify the percussion sounds. <>> x dancers The dancers are the same type of people you see in the streets, only they are dancing. Some actually take pleasure in dancing skillfully, and others just enjoy being lewd. Somebody slips in a puddle of swoxle and lands on the floor, but the dancers don't miss a beat and step around or on him as necessary. <>> greet matron The musicians are busy: leave them be. <>> e The only exits are north and up. <>> u You find the upper deck to be much like the lower one, with the addition of open air and the subtraction of a harpsichord. You and Quiz go back down below. Chewers of dream-flower are usually just taken for inept dancers when they rise from their seats and begin chasing imaginary visions. <>> get dream-flower Never mind the dream-flower... you don't require entertainment of that nature. <>> w The only exits are north and up. <>> n <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The boy is with you, trying to keep a low profile. A woman of a certain predictable occupation sees the prince, and says, "Well hey there, eye candy!" Quiz returns her an affable greeting and comes back to you, smiling. "I don't know about the menfolk," he says, "but the ladies around here sure are friendly!" <>> e <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. The level ground around the end of the street drops cleanly and sharply, not straight down, but rather back at a slant under itself, some eighty to ninety feet to the sea below. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. In addition to the ubiquitous taverns and gambling-houses which run right up to the cliff's edge, the vicinity also features a fighting ring called The Brawl-Pen, lying south of the street. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. The future ruler of the land is present and accounted for. <>> look down The construction 'look [direction]' will not be necessary in this game. <>> x cliff The level ground around the end of the street drops cleanly and sharply, not straight down, but rather back at a slant under itself, some eighty to ninety feet to the sea below. As mentioned, this location is known as The Dump-Off, and not just because the locals dump their rubbish off here. They also employ it as a form of "correctional facility", are very fond of finding reasons to dump offending persons off the cliff. Cowardice and swindling – swindling of other island-goers specifically, for swindling abroad is wholly endorsed – are common grounds for earning a bone-jarring bath and a possible tête-à-tête with a shark. The Dwindeldornian heir reads a passage from the book of utterances: "He who stops being better stops being good." <>> push quisborne Kneeling at the edge of the Dump-Off, you exclaim about something you see below. The trusting Quisborne scurries over to share the sight, and as he leans in for a look, you give him a gentle nudge from behind. The prince almost creates a funnel cloud spinning his arms for balance, before the center of gravity principle groans into action. The prince casts you a look of reproach as he falls, saying, more and more faintly: "Valkyrian, I thought we were friends!... But our adventure in this fashion ends?! If I don't get squashed flat, Or eaten and spat, I hope that you'll make me amends..." You never see the glib-tongued fool resurface, so... *** Prince Quisborne is authoritatively dead *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “push quisborne”. <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. Near by your side is PQ. <>> x pen The fighting ring called 'The Brawl-Pen' consists of a small plot of ground which has been leveled, picked free of rocks, and tamped, surrounded by a strong wicker cage. Several benches surround the cage to seat onlookers. <>> enter pen You'll fare just fine by steering well clear of The Brawl-Pen. Embarrassingly, one drunken soul is currently using the Dump-Off way too literally. <>> x volcano Many miles inland, the island rises up to the forbidding-looking cone of Na- uyu Ganadai, a jungle-covered volcano on whose lowest and southernmost foothills the city of Inyelgon Prang is built. A helper-boy from some grubhouse drags a barrel of fish guts to the cliff's edge and dumps it off. <>> l <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. Your protegé is here with you as always, carrying the sack. <>> jump You exercise your enviable physical prowess by making a grand leap into the air. The town crier makes his rounds into this part of town from the southwest. The heir to the throne of Dwindeldorn looks around the empty brawling pen. <>> jump off cliff If you're trying to prove that you could survive the jump, evade the sharks, and swim back to a shore low enough to climb out of, we'll just go ahead and believe you and spare you the trouble. The crier alerts the populace that there will be a knife-throwing contest held this evening at Pirate Parboyle's Palace of Profligacy. <>> l <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. The town crier is tramping through this part of the town, bellowing mostly unimportant information. The princeling is sticking about in your general vicinity. You hear the crier announce that King Detnezerk is planning a reef-breaking project for next spring, to lessen the danger of approaching Uzumbung harbor. Four men emerge from a nearby liquor-house, bearing a squirming fifth upon their shoulders. With many oaths and denunciations against the uplifted struggler, they make their way to the Dump-Off, and heave him over the edge. They don't even watch or wait for any further result, but march back into their den. Prince Quisborne rushes over to the edge and looks down. "I don't see him, Valkyrian... do you think he's...?" <>> ask crier about volcano The town crier is not going to be very interested in communicating with you on any level, unless you're feeding him news to publish. <>> ask crier about detnezerk What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. A small crowd hustles an offender to the Dump-Off and tosses him into the waves. <>> tell crier about frapunsel The crier listens to you for a moment, but then goes on with his routine. <>> tell crier about festival The crier tells you not to bother him unless you've got something that Inyelgon Prang would really want to hear. The princeling looks down the trail to the jungles. <>> tell crier about new law legalising piracy What you're trying to tell about is either something you don't know about yet, or else it's not a part of your adventure. <>> s Beyond the fighting ring, you would soon come to the same sea-cliff, which is gradually swooping around to form the small peninsula on which Inyelgon Prang is built. The town crier goes on his way to the northwest. The ocean crashes on the rocks far below. <>> l <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. Prince Quiz is present as ever. <>> sw <> Inyelgon Prang, Bilgewater Lane <> Along Bilgewater Lane, a row of buildings jostle each other for space on the inland (north) side, without so much as room to squeeze between them, and they back up to a natural terrace on which the rear sides of the buildings of Witherwharf Street are easily seen. On the seaward side an intersecting lane or two sneak through the establishments towards a few well-built dwellings closer to the seaside. Bilgewater Lane wiggles mostly from west to east, turning northwest at the one end, and northeast at the other, in both cases running uphill to meet up with the main drag. The neighborhood is rife with fortune tellers and crystal gazers, and on the north side of the lane a large ship outfitting operation towers over a physician's practice with gaudy advertisements painted over the windows. Above the rooftops one can see tall eucalyptus dotting the city, and inland, the tall jungle-covered hills of Uzumbung. Quiz is present as ever. <>> x buildings Given the terraced terrain on which the city lies, you can see the back side of Witherwharf Street above and behind the buildings on the north side of Bilgewater Lane. In particular you see the peculiar grounded ship called The Mad Sea Cow, located behind the physician's practice. The prince diverges from his standard fare and tries his hand at haiku. "Croaking on a lily pad Spotted and made fun of. A freckled frog. There's no secret that I like poetry, but I just don't know about haiku. I guess I'm more into rhyming." One seer appears to be experiencing a creative drought. His window-sign says: "TOMORROW'S FORECASTE: WEATHER" <>> * && That reminds me of my father's old barometer. Nine times out of ten, it just says "Unstable". ("Wisselvallig" in Dutch. "Prone to unexpected change, unpredictable") Comment recorded. <>> x physician The physician's practice as a building is nothing much to look at, being a small bungalow of bamboo poles with a palm frond roof, squished between larger buildings on either side. The roof extends beyond the front of the house to rest on posts and make a porch, albeit one with no floor but the ground. A few stools and chairs with broken backs are scattered about the doctor's porch, and upon them are seated an equal number of leathery and wine-sodden individuals waiting for their turn to see the doctor. A wide sign on the roof declares this place to belong to: DOCTOR PILPHERYI: CURER OF ALL ILLES There's a door wedged open in the center of the porch, and both windows on the front side of the bungalow are covered over with canvases on which advertisements are painted. Some of the fortune tellers' window-signs pooh-pooh their competition on the street as being complete fabricators of balderdash. <>> x fortune teller You take a look at one of the many fortune tellers' huts along the lane. It's a typical bamboo-and-palm-frond structure titled "CRAZZLEWHINK'S DISCOUNTE FORTUNES." <>> x fortune teller You take a look at one of the many fortune tellers' huts along the lane. It's a typical bamboo-and-palm-frond structure titled "CRAZZLEWHINK'S DISCOUNTE FORTUNES." The town crier tramps into this part of town from the northwest. <>> x fortune teller You take a look at one of the many fortune tellers' huts along the lane. It's a typical bamboo-and-palm-frond structure titled "CRAZZLEWHINK'S DISCOUNTE FORTUNES." According to the town crier, King Detnezerk promises to build an aqueduct for an artesian well by next fall to bring large amounts of clean water to the city. Another patient lines up outside Doctor Pilpheryi's medicine hut. <>> enter doctor's office You pass through the door of the bamboo hut... <> Doctor Pilpheryi's medicine hut <> The front room of Doctor Pilpheryi's medicine hut takes up the full width of the building and more than half its depth. Along the front wall on either side of the entry door are a few more waiting chairs, all occupied by additional leathery individuals; the back right corner of the room is partitioned off by a folding standing screen, but this seems to be only for particular uses, as an elevated stool stands outside of it in the open and appears to be the primary center of operations. The other back quarter of the room features a wall-hung cabinet over a small side table, both next to the closed door of a back room. Doctor Pilpheryi is here, listening as a patient seated on the elevated chair enumerates his particular woes. Sitting near the back door is a hulking personage who likely never has, nor ever will get asked to do babysitting work. Your companion, PQ, is here with you. "There can be no doubt about it," says Doctor Pilpheryi, as he presses down his patient's tongue with a flat stick. "Your rhinoblastoids are hyperdesiccated to the point of diaphratic zygosteria." The hardened sailor expresses dismay over the condition of his rhinoblastoid, then asks what it is. Doctor Pilpheryi pays him no heed, and goes on. "Ordinarily this would require total resection of the thoracic hemodermis. But you're in luck, sir! I have engineered a foolproof remedy for this very ailment." <>> listen Doctor Pilpheryi never seems at a loss for words. This complements his bodyguard well, who speaks no words. Doctor Pilpheryi continues with his prognosis. "Yes sir, Doctor Pilpheryi has you all taken care of. Made from the jelly of mashed sea horses and clam vomit, this remedy has never yet been known to fail... isn't that right, Skendregger?!" (This last phrase directed at the hulking personage sitting near the door to the back room.) Skendregger makes an indistinct vowel sound through his nose in reply, and the doc finishes: "Now if you'll just permit me a moment to go in back and prepare you a bottle..." With that the doctor scurries off to the back room. As he opens the door to go into it, you catch a glimpse of one of the walls beyond, on which is hung a shelf of bottles whose labels represent them to be sedatives and soporifics. Then the door closes. You're pretty sure that clams don't vomit in the traditional sense of the word, and this whole operation strikes you as quite fishy. The prince turns to you. "I didn't know that clams vomited! That's capital!" <>> x patient A weather-beaten seaman rendered docile by pain sits quietly and humbly on the elevated stool. You hear a few clinkings from the back room. <>> reassure patient This is one of those times where we may not have covered the verb you're trying to use... <>> compliment patient The patient is getting attended to by the doctor: he's not going to want you butting in. Doctor Pilpheryi reappears from the back room. "Ah, here we are! This miraculous formula in my hands is just what your rhinoplastids need. Three trifling silver crowns, my lad, is all it takes to make you a new man again! We have a deal, yes?" The patient seems ready enough to part with the heavy sum in the hopes of getting rid of his aches and pains. <>> x skendregger The hulking personage has the look of being the doctor's bodyguard, which is no strange phenomenon in a place like this. You've heard him referred to as "Skendregger", and he sports a half-shaved scalp and also no more than half a beard, the preserved half being that of the opposite side of his head from the side with the scalp hair. He has inserted rings through his noseflesh until he's quite run out of real estate for any more. He's just sitting with one boot over another in a slant-backed chair by the back door. As one patient shuffles out of the establishment with a bottle of Doctor Pilpheryi's magic tonic, the doctor calls out: "And whom do I have the honor of being of service to now?" The next leathery individual from the waiting line walks over to the elevated stool where the doctor is standing. He takes a seat and begins elaborating upon his various bodily organs that don't seem to be behaving properly. <>> greet skendregger For the most part, you don't want to give that darling man any possible cause to misconstrue your words, actions or intentions. Not engaging Skendregger is the best course of action. The physician holds up a horn to the patient's chest and spends awhile listening to it. "These are the sure signs of a subfuscuous posterior pantophlygmia, occluded by an exfractuated pleophlasia. In other words, your aortic mesophrybulum is in danger of inscutellation and eventual phtharsis." <>> talk to doctor "Tsk tsk, young man. If you need to talk to Doctor Pilpheryi, you'll need to wait your turn in line." <>> l <> Doctor Pilpheryi's medicine hut <> The front room of Doctor Pilpheryi's medicine hut takes up the full width of the building. Along the front wall on either side of the entry door are a few more waiting chairs, all occupied by additional leathery individuals; the back right corner of the room is partitioned off by a folding standing screen. An elevated stool stands outside of this in the open and appears to be the primary center of operations. The other back quarter of the room features a wall-hung cabinet over a small side table, both next to the closed door of a back room. Doctor Pilpheryi is in the process of giving his diagnosis of the patient's troubles. Skendregger is over by the back door on standby, just sitting away. The ubiquitous prince is here. "Most doctors would insist on an immediate cardiectomy, but they are unaware of the powerful curatives which I have in my possession. Derived from the ground-up scabs of albino yak wounds, this miraculous potion is guaranteed to liberate you from every ailment." The doctor hurries off to the back room, whence some tinkering sounds ensue. In the short time that the door was open, you couldn't see much into the room, but there was a shelf of sedatives near the door. <>> look behind screen While Skendregger looks on, you don't want to get caught doing anything that might be construed as nosy or out of line. <>> enter back room You don't see any back room in view. <>> n (first trying to open the door to the back room) As you move towards the back door, Skendregger looks at you and begins to drone a steady, close-mouthed growl. It's all it takes to change your mind about approaching the door in his presence. The doctor comes back with a bottle. "This is it!" he announces. "The potion that will change your life. Side effects may include abnormally rapid eyebrow growth or inexplicable urges to strangle people under five feet tall with a banjo string, but within two to three weeks you will be free from all trace of pain. Three crowns, sir, and our business will be complete!" <>> wait in line You may be trying to use a verb that we weren't instructed how to handle... <>> wait Time passes... A woebegone sailor leaves the medicine hut, clutching Doctor Pilpheryi's panacea with hopes of relief and health. A new woebegone sailor takes the stool and begins relating his sufferings to the doctor. <>> l <> Doctor Pilpheryi's medicine hut <> The front room of Doctor Pilpheryi's medicine hut takes up the full width of the building. Along the front wall on either side of the entry door are a few more waiting chairs, all occupied by additional leathery individuals; the back right corner of the room is partitioned off by a folding standing screen. An elevated stool stands outside of this in the open and appears to be the primary center of operations. The other back quarter of the room features a wall-hung cabinet over a small side table, both next to the closed door of a back room. Doctor Pilpheryi is listening as a patient enumerates his particular woes. Skendregger is over by the back door on standby, just sitting away. The king-to-be is here. The physician has the patient take several slow deep breaths. Finally he says: "Hmm... it is well that you have come to me, good man. Your symptoms are decidedly non-trivial, and are suggestive of a non-flaccid extuberance about the ribocarpus." <>> x stool The stool is of such a height that most occupants' legs would hang somewhat off the ground, so that the doctor can examine the head and chest without stooping. "Now, I could simply prescribe you some dramaquine for the pain, but for just three crowns you could have Doctor Pilpheryi's astounding panacea! Your maladies will vanish without a trace with two short weeks of consistent usage." The doc hastens into the back room, where it sounds as if he is preparing a concoction. <>> * && "dramaquine" ! Comment recorded. <>> x cabinet It is quite natural for a doctor to have someplace accessible to store commonly needed items such as bandages, ointments, and tongue depressors. The cabinet is closed. <>> open it While Skendregger looks on, you don't want to get caught doing anything that might be construed as nosy or out of line. <>> l <> Doctor Pilpheryi's medicine hut <> The front room of Doctor Pilpheryi's medicine hut takes up the full width of the building. Along the front wall on either side of the entry door are a few more waiting chairs, all occupied by additional leathery individuals; the back right corner of the room is partitioned off by a folding standing screen. An elevated stool stands outside of this in the open and appears to be the primary center of operations. The other back quarter of the room features a wall-hung cabinet over a small side table, both next to the closed door of a back room. Doctor Pilpheryi is finishing up with a patient and selling him some medicine to fix him up. Skendregger is over by the back door on standby, just sitting away. Your companion is sticking nearby. The placated patient leaves the building with a bottle of hope, and the next fortunate in line takes his place on the stool, apprising the doctor of his personal maladies. <>> x side table The small side table is merely there to serve as a place to set small objects until they are needed again. After hearing the patient's description of his recurring stomach pains, the physician pronounces emphatically: "Zounds! It has been a long while since I have seen such an advanced case of sphinctral diarrhesia." <>> sit on side table That doesn't sound like an object worth pursuing. "The traditional practice is to partially boil the sufferer before fumigating him with the smoke of smoldering goat's hair, but I can offer something far more effective than that. Activated by the properties of stillborn walrus fetuses, my special panacea will remove your pains painlessly." Doctor Pilpheryi bustles into his back room, where he can be heard tinkering around and clinking glass. <>> sit on stool While Skendregger looks on, you don't want to get caught doing anything that might be construed as nosy or out of line. <>> ask skendregger about dream-flower For the most part, you don't want to give Skendregger any possible cause to misconstrue your words, actions or intentions. Not engaging Skendregger is the best course of action. The doctor comes back in and addresses his patient: "Here, take this. At the price of only three silver crowns, I don't know how long I will be able to make a living, but I'm willing to bend over backward for gentlemen like you. Side effects may include enlargement of the earlobes or eyes suddenly popping out of socket, but you can expect complete reversal of all of your symptoms within two to three weeks. So, ah, shall we settle up then?" <>> out <> Inyelgon Prang, Bilgewater Lane <> Along Bilgewater Lane, a row of buildings jostle each other for space on the inland side, without so much as room to squeeze between them, and they back up to a natural terrace on which the rear sides of the buildings of Witherwharf Street are easily seen. The neighborhood is rife with fortune tellers and crystal gazers, and on the north side of the lane a large ship outfitting operation towers over Doctor Pilpheryi's gaudily-advertised medicine hut. The lane runs west to east, turning northwest at the one end, and northeast at the other, in both cases running uphill towards the main drag. A few stools and chairs with broken backs are scattered about the doctor's porch, and upon them are seated an equal number of leathery and wine-sodden individuals waiting for their turn to see the doctor. The Prince of Dwindeldorn comes along. The king-to-be plays something like a tune on the whistle. <>> sit in stool Let's not worry too much about the waiting chairs. <>> wait in line This is one of those times where we may not have covered the verb you're trying to use... <>> * && I want to distract or disable Skendregger somehow, so I can get the sedatives out of the back room. And then I ... have sedatives, I guess. I hadn't formed a plan about what to do with them... Comment recorded. <>> save Saved. <>> script Canceled. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> * && I just took a moment to listen to the intro music. While it was playing, I read the front page again. The longer I've been playing, the more deeply connected the sub-title feels to my experiences in the game. Comment recorded. <>> * && "A Fanciful Tale Both Whimsical and Earnest" Comment recorded. <>> x terrace Given the terraced terrain on which the city lies, you can see the back side of Witherwharf Street above and behind the buildings on the north side of Bilgewater Lane. In particular you see the peculiar grounded ship called The Mad Sea Cow, located behind Doctor Pilpheryi's medicine hut. The town crier makes his rounds into this part of town from the northwest. <>> * && It will be important that the back of the physician's hut borders on the Sea Cow, I think... Comment recorded. <>> x sea cow You don't see any sea cow in view. <>> x mad sea cow You don't see any mad sea cow in view. <>> x shi^p The story doesn’t know how to use the character ‘^’ in a command. <>> x ship It's just a large building where sails, masts, ribs, ropes, anchors and shiplap are sold or repaired. They're currently advertising a sail sale. The town crier is broadcasting that the Sinner will be fighting Isgeljumad the Bonesmith in The Brawl-Pen at such-and-such a time. The prince surveys the many signs over the doors of the street. "Can you beat that?! These people know the future!" <>> * && This isn't the Sea Cow. Comment recorded. <>> x shop You take a look at one of the many fortune tellers' huts along the lane. It's a typical bamboo-and-palm-frond structure titled "CRAZZLEWHINK'S DISCOUNTE FORTUNES." The town crier lists the price of barreled salt pork as sold by the city's different vendors. <>> x building Which building do you mean, the ship outfitter's, the fortune teller's hut, or Doctor Pilpheryi's medicine hut? < distinguish >> x ship's outfitter It's just a large building where sails, masts, ribs, ropes, anchors and shiplap are sold or repaired. They're currently advertising a sail sale. The town crier heads off to the northeast. The youth watches the people going to have their fortunes told. <>> enter outfitter You and PQ step inside the ship outfitter's. It's mostly wide open workspace with columns supporting the roof every once in awhile, and ship parts everywhere either in storage racks or on worktables. It's quite interesting to look around, until the operatives find out you aren't going to buy anything and chase you out. <> Inyelgon Prang, Bilgewater Lane <> Along Bilgewater Lane, a row of buildings jostle each other for space on the inland side, without so much as room to squeeze between them, and they back up to a natural terrace on which the rear sides of the buildings of Witherwharf Street are easily seen. The neighborhood is rife with fortune tellers and crystal gazers, and on the north side of the lane a large ship outfitting operation towers over Doctor Pilpheryi's gaudily-advertised medicine hut. The lane runs west to east, turning northwest at the one end, and northeast at the other, in both cases running uphill towards the main drag. A few stools and chairs with broken backs are scattered about the doctor's porch, and upon them are seated an equal number of leathery and wine-sodden individuals waiting for their turn to see the doctor. The Dwindeldornian prince tags along. One of the many fortune-telling establishments is entered by a soul in search of future knowledge. <>> x fortune tellers You take a look at one of the many fortune tellers' huts along the lane. It's a typical bamboo-and-palm-frond structure titled "CRAZZLEWHINK'S DISCOUNTE FORTUNES." The royal youth adjusts the sack. A couple of men emerge from a crystal gazer's hut, looking upset by what they suppose to be about to happen. <>> enter crazzlewhink You lead Quisborne into the fortune teller's hut. Crazzlewhink greets you, and makes a scintillating presentation of what marvelous fortunes could be yours to hear for the price of the most trifling sum. Then it comes out that you've got no money, and Crazzlewhink waxes wrathful on account of having wasted one of his more poignant and powerful spiels. Nothing else is to be gained from your visit to the seer, so you make a hasty exit. <> Inyelgon Prang, Bilgewater Lane <> Along Bilgewater Lane, a row of buildings jostle each other for space on the inland side, without so much as room to squeeze between them, and they back up to a natural terrace on which the rear sides of the buildings of Witherwharf Street are easily seen. The neighborhood is rife with fortune tellers and crystal gazers, and on the north side of the lane a large ship outfitting operation towers over Doctor Pilpheryi's gaudily-advertised medicine hut. The lane runs west to east, turning northwest at the one end, and northeast at the other, in both cases running uphill towards the main drag. A few stools and chairs with broken backs are scattered about the doctor's porch, and upon them are seated an equal number of leathery and wine-sodden individuals waiting for their turn to see the doctor. The prince is hanging around. <>> x patients The waiting line is in flux as patients go in and come out. It is made up of all the same sort of varletry that people the streets and taverns of Inyelgon Prang, each in hopes of getting relief from their particular complaint. The king's son gazes at the volcano on the northern skyline. "Have you ever seen a volcano go off, Valkyrian? I can't imagine what a sight that would be! I guess you probably wouldn't want to be close enough to see it, though... since you could just get covered with burning ash." <>> talk to patients The lot in the waiting line are rather too miserable to give a care about greetings from strangers. <>> s You take a stroll down a southward lane, but find no productivity in wandering around near a few houses built by wealthy renegades who actually wanted to settle in one spot. You return to Bilgewater Lane. <> Inyelgon Prang, Bilgewater Lane <> Along Bilgewater Lane, a row of buildings jostle each other for space on the inland side, without so much as room to squeeze between them, and they back up to a natural terrace on which the rear sides of the buildings of Witherwharf Street are easily seen. The neighborhood is rife with fortune tellers and crystal gazers, and on the north side of the lane a large ship outfitting operation towers over Doctor Pilpheryi's gaudily-advertised medicine hut. The lane runs west to east, turning northwest at the one end, and northeast at the other, in both cases running uphill towards the main drag. A few stools and chairs with broken backs are scattered about the doctor's porch, and upon them are seated an equal number of leathery and wine-sodden individuals waiting for their turn to see the doctor. Your ostensible squire is here. <>> se The finer neighborhood nearer to the seaside has not proved to aid your quest in any way. <> Inyelgon Prang, Bilgewater Lane <> Along Bilgewater Lane, a row of buildings jostle each other for space on the inland side, without so much as room to squeeze between them, and they back up to a natural terrace on which the rear sides of the buildings of Witherwharf Street are easily seen. The neighborhood is rife with fortune tellers and crystal gazers, and on the north side of the lane a large ship outfitting operation towers over Doctor Pilpheryi's gaudily-advertised medicine hut. The lane runs west to east, turning northwest at the one end, and northeast at the other, in both cases running uphill towards the main drag. A few stools and chairs with broken backs are scattered about the doctor's porch, and upon them are seated an equal number of leathery and wine-sodden individuals waiting for their turn to see the doctor. Near by your side is the royal youth. The young figurehead gazes at the volcano on the northern skyline. <>> sw The finer neighborhood nearer to the seaside has not proved to aid your quest in any way. <> Inyelgon Prang, Bilgewater Lane <> Along Bilgewater Lane, a row of buildings jostle each other for space on the inland side, without so much as room to squeeze between them, and they back up to a natural terrace on which the rear sides of the buildings of Witherwharf Street are easily seen. On the seaward side an intersecting lane or two sneak through the establishments towards a few well-built dwellings closer to the seaside. Bilgewater Lane wiggles mostly from west to east, turning northwest at the one end, and northeast at the other, in both cases running uphill to meet up with the main drag. The neighborhood is rife with fortune tellers and crystal gazers, and on the north side of the lane a large ship outfitting operation towers over Doctor Pilpheryi's gaudily-advertised medicine hut. Above the rooftops one can see tall eucalyptus dotting the city, and inland, the tall jungle-covered hills of Uzumbung. A few stools and chairs with broken backs are scattered about the doctor's porch, and upon them are seated an equal number of leathery and wine-sodden individuals waiting for their turn to see the doctor. Your companion, the youth, is here with you. <>> w <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The town crier is tramping through this part of the town, bellowing mostly unimportant information. Quiz is with you, trying to stay out of everyone's way. The town crier goes on his way to the southeast. Some old pirates, retired from active duty, have settled here on the island and opened up a pirate school, for lack of a better term, called The Institute for the Unethical and Unprincipled. The beginning of the class list reads: 'Shippe-raidynge 101' 'Adjustynge to your new wooden Legge' 'Avoidynge the Plaunk and the Keelhaule' 'How to cursse like a veterran Pyrate' <>> && Can I enter the back room of the physician from inside the Sea Cow? You may be trying to use a verb that we weren't instructed how to handle... <>> enter sea cow <> The Mad Sea Cow <> What you have here is the belowdecks of an old ship fitted out as a tavern and dance hall. Tables line the perimeter of the hull, leaving the center open for dancing. An old harpsichord and some drums are set up at the bow end, and a large drape hangs over a portion of the back wall. A ladder leads to the upper decks, and a wide exit is cut in the north wall of the hull. At the tables, the rabble chew dream-flower and drink swoxle, a thick and strong ferment made from bananas and sprouted coconuts. A large matron is pounding away on the tinny harpsichord, supported by the throbbing beats of a double-peg-legged drummer. Men and women dance, whirl, and shake on the open floor. Your protegé is here. The drummer occasionally uses his peglegs as drumsticks for added flair, or drums on his peglegs to diversify the percussion sounds. <>> u The upper decks aren't helpful to you. The harpsichordist gets credits for pounding out tunes at such a rate, almost nonstop. <>> x hull Details can be interesting, but there comes a point... Somebody slips in a puddle of swoxle and lands on the floor, but the dancers don't miss a beat and step around or on him as necessary. <>> x drape Stitched into the drape are the words: THE MAD SEA COWE Proffligates wellcome! A couple on the dance floor actually looks like they know what they're doing. <>> look behind drape Behind the drape is a large hole in the hull, like where another ship's ram stove in the side. It looks like the primary reason for why the ship is no longer seaworthy. <>> go through hole <> Behind the ship-tavern <> There is just a small yard here behind The Mad Sea Cow before the terraced slope of the mountainside falls down another step. That step falls into a narrow gutter-alley behind the buildings of Bilgewater Lane to the south, whose roofs sit across the gutter nearly on a level with the yard. There's nothing to the little yard itself, other than some ferns and a nice mango tree. You can re-enter the ship-tavern through the draped hole to the north. Your "squire" is in tow. <>> x roofs The nearest roof is seven or eight feet away across the gutter-alley, and a step or two lower than the yard you're in. The king-to-be is doing some pull-ups. <>> jump on roof Sizing up your landing area, you get a little momentum and make a jump over the back alley and onto the nearest roof of Bilgewater Lane, aiming for a rafter so as not to crash straight through the thatch. Prince Quisborne gulps at the ugly gutter an uncomfortable distance below, but gets himself a nice long runway, and after tossing the sack to you, hurtles himself across the small expanse. If you weren't there to catch him, he'd probably be indoors right now, lying in a pile of broken thatch. <> On a palm-thatch roof <> You're standing on a not-too-steeply-pitched roof of Bilgewater Lane. From your surroundings you recognize this to be the roof of Doctor Pilpheryi's medicine hut. As with many another roof in this island city, palm fronds have been utilized for thatching. East and west of you neighboring buildings rise higher than this one. To the south you can't see much past the rising roof. North is the small backyard of the ship-tavern, to which you can hopefully spring back over the gutter-alley. Partially tucked under the thatching is a large piece of rusty tin, hammered out into a thin sheet. On the rusty sheet of tin is a half of a boat anchor. Prince Q is carefully trying not to fall through the thatch. <>> n You're able (as is the prince, with a little aid) to spring back over the narrow gutter-alley that runs behind the buildings and scramble back up to the small patch of ground behind the ship-tavern... <> Behind the ship-tavern <> There is just a small yard here behind The Mad Sea Cow before the terraced slope of the mountainside falls down another step. That step falls into a narrow gutter-alley behind the buildings of Bilgewater Lane to the south, whose roofs sit across the gutter nearly on a level with the yard. There's nothing to the little yard itself, other than some ferns and a nice mango tree. You can re-enter the ship-tavern through the draped hole to the north. There's a fairly large piece of tin sitting on the nearest roof, weighted down with a broken boat anchor. Near by your side is the future ruler of the land. <>> x ferns Large clumps of native ferns grow uncut behind the ship-tavern. Prince Quisborne sees the plump mangoes hanging from the tree, and plucks one off. "What are these things, sir? Do you know?" He takes his first bite. "Fizz-wolly! These are good!" He snarfs down the rest of the fruit like a hungry dog. <>> undo Taking back one turn: “x ferns”. <> Behind the ship-tavern <> There is just a small yard here behind The Mad Sea Cow before the terraced slope of the mountainside falls down another step. That step falls into a narrow gutter-alley behind the buildings of Bilgewater Lane to the south, whose roofs sit across the gutter nearly on a level with the yard. There's nothing to the little yard itself, other than some ferns and a nice mango tree. You can re-enter the ship-tavern through the draped hole to the north. There's a fairly large piece of tin sitting on the nearest roof, weighted down with a broken boat anchor. The ever-present prince is here. <>> get mango You pick a mango, and Quisborne picks one also. Prince Quisborne sees the plump mangoes hanging from the tree, and plucks one off. "What are these things, sir? Do you know?" He takes his first bite. "Fizz-wolly! These are good!" He snarfs down the rest of the fruit like a hungry dog. <>> x tree While very large, shady, and productive of nourishing fruit, the mango tree doesn't really warrant close scrutiny. <>> d Dropping down into the narrow gutter behind Bilgewater Lane doesn't seem like a good idea. There are a lot of sharp rocks and broken glass. Your ostensible squire eats another mango off the tree. Though much abated from when inside, there is still plenty of noise emanating from the decks and the interior of the ship-tavern. <>> s You and PQ both make the jump back to the doctor's roof. <> On a palm-thatch roof <> You're standing on a not-too-steeply-pitched roof of Bilgewater Lane, which happens to be that of Doctor Pilpheryi's medicine hut. As with many another roof in this island city, palm fronds have been utilized for thatching. East and west of you neighboring buildings rise higher than this one. To the south you can't see much past the rising roof. North is the small backyard of the ship-tavern, to which you can spring back over the gutter-alley. Partially tucked under the thatching is a large piece of rusty tin, hammered out into a thin sheet. On the rusty sheet of tin is a half of a boat anchor. The lad is carefully trying not to fall through the thatch. <>> throw mango at quisborne You don't need to throw things at your protegé. <>> * && *SPLAT* Comment recorded. <>> x fronds <> On a palm-thatch roof <> You're standing on a not-too-steeply-pitched roof of Bilgewater Lane, which happens to be that of Doctor Pilpheryi's medicine hut. As with many another roof in this island city, palm fronds have been utilized for thatching. East and west of you neighboring buildings rise higher than this one. To the south you can't see much past the rising roof. North is the small backyard of the ship-tavern, to which you can spring back over the gutter-alley. Partially tucked under the thatching is a large piece of rusty tin, hammered out into a thin sheet. On the rusty sheet of tin is a half of a boat anchor. The princeling is carefully trying not to fall through the thatch. <>> e The building on that side is taller, and you can't access its roof. <>> s Scrambling around too much on flimsy rooftops is asking for trouble and drawing attention to yourself in a place where you'd better lie low. <>> x tin It's a sheet of hammered tin, some four feet square. It would appear to be serving as a roof repair. On the rusty sheet of tin is a half of a boat anchor. Your protegé is "using" a tree. <>> * && Are we talking a real half-anchor balancing on a piece of tin? Or an etching or print? Comment recorded. <>> x anchor The barnacle-covered anchor looks like it came from a fairly large ship. After losing one of its curved grappling arms, it's no surprise that it became a roof weight. <>> * && Wow! Comment recorded. <>> lift anchor Just to show you can? Very well: you lift up the boat anchor, then set it back down again. <>> get tin You grab hold of the sheet of tin, anchor and all, and slide it to one side. This reveals a sizeable hole in the thatching of the roof: probably storm damage that never got repaired. A bit of a constricted attic space can be seen through it. PQ looks at you expectantly. <>> get anchor You'd better not take the anchor off the tin... it's too heavy to tote around for very long and if you set it anywhere on the roof it will surely crash right through the frond thatching. <>> save Saved. <>> d It would be detrimental to jump down into that gutter-alley. Your sidekick reads a random selection from "The Utterances of Ubzugajir the Unfoolish": "Yea, the light of a whole life dies, when its love is done." <>> climb through hole It requires getting down on hands and knees to crawl through the hole into the low attic... <> In an attic space <> You are in the attic of Doctor Pilpheryi's medicine hut. You can get around a little bit, but there are no other destinations accessible from in here except back out. The ceiling planks of the room below are bumped carelessly together, leaving lots of gaps, but they serve you for a floor. There isn't really anything to see around you but rafters of round poles, and the thatching above it. Prince Q stoops nearby in the confined space. <>> slide planks Force will not prove useful here. The inhabitants of the building would be on you before you could finish. Note, however, the ample cracks between the boards. Quisborne crawls around a little. <>> look through cracks It's Quisborne's adventure: you tell him to get on his belly, and put his eye up to one of the wider cracks. He does, and when he does, he is looking down into the back room of Doctor Pilpheryi's questionable establishment. He indicates that he can only see a strip of it between the cracks, but his field of vision affords him a view of a table that's in the middle of the room. It is covered with utensils and various vessels of containment; nearby is a shelf bearing bottles labeled as sedatives and soporifics. No one is in the room, but you can both hear muted conversation from the front room. Eventually, you hear a door open, and the doctor's voice saying mid-sentence: "...and even though I judge that your symptoms point to a bifurcated otophrasm, you can rest assured that all will be set to rights if you take by regular doses one bottle of my specially-formulated panacea. Made from a special concentrate of primate perspiration, it took me years to discover how to properly distill the active ingredients and perfect the tincture. Now if you'll just permit me a moment to prepare you a bottle, you can, ah, get your payment ready. Don't tell the folks outside, but... for you, sir, I will let this miracle-in-a-bottle go for a mere three silver crowns. Yes sir, three silver pieces is all it will take to change your life! Your bifibrillated orthoplasm will disappear completely in only two to three weeks if you'll just take a sip from the bottle each morning and evening. And if you please, don't tell the folks outside what an exceptional deal I am making in your case... this rare and precious medicine should be worth a fortune, and a man's got to make a living, you know!" Then the top of Doctor Pilpheryi's head appears in Quisborne's crack-shaped viewing window, and he proceeds to tinker with things at the table. He grabs an empty brown bottle with a fancy label on it, and proceeds to fill it most of the way up with water. Then he takes some common tree bark, pounds it with a pestle in a mortar, and throws the powder into the bottle to effect a little coloring and bitter flavoring. This appears to be the entire preparation process of the outrageously overpriced "miracle" prescription, as Doctor Pilpheryi smacks a cork in it and promptly whisks himself back out front, closing the door after him. By dint of Quisborne's reconnoitering, your suspicions are (not very surprisingly) justified: these patients are getting wrung, hung and dried. You think perhaps this fraud of a doctor only set up recently, with plans to skedaddle after making a big splash, because you find it hard to believe this operation could stand up to scrutiny for more than two or three weeks. Or, maybe he is able to get away with it because almost every customer will have sailed away before realizing their miracle to be ineffective. PQ tries to think of a limerick to suit the occasion. <>> * && Let's confront the quack! Comment recorded. <>> ask quisborne fro limerick You can either "ask actor about [something]", or "ask actor for [something]". <>> ask quisborne for limerick It's unlikely that Prince Q can give you what you're asking for. <>> ask quisborne about limerick You ask the princeling to repeat the potter's rhyme, which went as follows: "If you happen to notice that all Of the dancers you see in a hall Are but turkeys and ducks And things that make clucks, Then I would call that a fowl ball." <>> l <> In an attic space <> You are in the attic of Doctor Pilpheryi's medicine hut. You can get around a little bit, but there are no other destinations accessible from in here except back out. The ceiling planks of the room below are bumped carelessly together, leaving lots of gaps, but they serve you for a floor. There isn't really anything to see around you but rafters of round poles, and the thatching above it. The princeling stoops nearby in the confined space. <>> u It's unclear what you're trying to go up, if anything. <>> out <> On a palm-thatch roof <> You're standing on a not-too-steeply-pitched roof of Bilgewater Lane, which happens to be that of Doctor Pilpheryi's medicine hut. As with many another roof in this island city, palm fronds have been utilized for thatching. East and west of you neighboring buildings rise higher than this one. To the south you can't see much past the rising roof. North is the small backyard of the ship-tavern, to which you can spring back over the gutter-alley. Sitting on the thatching is a large piece of rusty tin, hammered out into a thin sheet. On the rusty sheet of tin is the half of a boat anchor. There's quite a hole in the roof thatching, through which a cramped attic space can be seen. Your companion is carefully trying not to fall through the thatch. The prince presents his limerick concerning the doctor's fraud. "A doctor from Bilgewater Lane Was claiming to heal every pain. But turns out we found His cure-all was ground Up from bark that could not be more plain." "I don't know," he says. "That one's pretty drab." <>> close hole The hole would first need to be both open, and closable. <>> move tin The weighted tin slides back over and covers up the hole. <>> n You're able to spring back over the narrow gutter-alley that runs behind the buildings and scramble back up to the small patch of ground behind the ship- tavern... <> Behind the ship-tavern <> There is just a small yard here behind The Mad Sea Cow before the terraced slope of the mountainside falls down another step. That step falls into a narrow gutter-alley behind the buildings of Bilgewater Lane to the south, whose roofs sit across the gutter nearly on a level with the yard. There's nothing to the little yard itself, other than some ferns and a nice mango tree. You can re-enter the ship-tavern through the draped hole to the north. There's a fairly large piece of tin sitting on the nearest roof, weighted down with a broken boat anchor. Quiz tags along. An inebriated body falls to the ground from the upper decks, crashing into a big clump of ferns. The clump of ferns commences to moan and babble until two other less inebriated bodies appear from the hull of the ship and pull the first body back inside. <>> search ferns It doesn't look like there's anything lurking in the bushes. <>> climb tree You climb up into the tree. There is still plenty of noise emanating from the decks and the interior of the ship-tavern. <>> d Right then, you’re no longer in the treetop. <>> n <> The Mad Sea Cow <> What you have here is the belowdecks of an old ship fitted out as a tavern and dance hall. Tables line the perimeter of the hull, leaving the center open for dancing. An old harpsichord and some drums are set up at the bow end, and the cabins astern have been converted into kitchen and serving areas. A ladder leads to the upper decks, and a wide exit is cut in the north wall of the hull. On the back wall, that is, the starboard side of the ship's hull, a piece of drape is tacked up over a large hole in the hull. At the tables, the rabble chew dream-flower and drink swoxle, a thick and strong ferment made from bananas and sprouted coconuts. A large matron is pounding away on the tinny harpsichord, supported by the throbbing beats of a double-peg-legged drummer. Men and women dance, whirl, and shake on the open floor. Your young pal is present and accounted for. Several blokes around the room are staring at a wall, but look as though they were watching an incredible theater drama unfold. These invariably have flower stems hanging from their mouths. <>> n <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The king's son is with you, trying to keep a low profile. The wide doors to The Degradation Station are flung open to invite in all passersby. It's impossible to tell whether the cacophony issuing from inside is one of merriment or bloodthirsty rage. <>> se <> Inyelgon Prang, Bilgewater Lane <> Along Bilgewater Lane, a row of buildings jostle each other for space on the inland side, without so much as room to squeeze between them, and they back up to a natural terrace on which the rear sides of the buildings of Witherwharf Street are easily seen. The neighborhood is rife with fortune tellers and crystal gazers, and on the north side of the lane a large ship outfitting operation towers over Doctor Pilpheryi's gaudily-advertised medicine hut. The lane runs west to east, turning northwest at the one end, and northeast at the other, in both cases running uphill towards the main drag. A few stools and chairs with broken backs are scattered about the doctor's porch, and upon them are seated an equal number of leathery and wine-sodden individuals waiting for their turn to see the doctor. The boy is here with you as always. Your companion marvels in retrospect over one of the Wizard's inventions. <>> n You pass through the door of the bamboo hut... <> Doctor Pilpheryi's medicine hut <> The front room of Doctor Pilpheryi's medicine hut takes up the full width of the building. Along the front wall on either side of the entry door are a few more waiting chairs, all occupied by additional leathery individuals; the back right corner of the room is partitioned off by a folding standing screen. An elevated stool stands outside of this in the open and appears to be the primary center of operations. The other back quarter of the room features a wall-hung cabinet over a small side table, both next to the closed door of a back room. Doctor Pilpheryi is finishing up with a patient and selling him some medicine to fix him up. Skendregger is over by the back door on standby, just sitting away. The boy is sticking nearby. The latest recipient of Doctor Pilpheryi's panaceas walks out of the building, and a new patient sits down and describes his woes to the doctor. <>> talk to doctor "Come now, my lad... can't you see I'm busy?" The doctor resumes his doctoring. <>> ask doctor about medicine You aren't having much success making conversation with the doctor. <>> tell skendregger about medicine For the most part, you don't want to give Skendregger any possible cause to misconstrue your words, actions or intentions. Not engaging Skendregger is the best course of action. The physician puts his ear up to the patient's chest and listens. "The discomfort you are feeling is the result of a tripartite thromboplesia in your lateral biobes. That is to say, we must take swift measures to prevent your borborygmious plascate valve from receding into total isophraxis." <>> s <> Inyelgon Prang, Bilgewater Lane <> Along Bilgewater Lane, a row of buildings jostle each other for space on the inland side, without so much as room to squeeze between them, and they back up to a natural terrace on which the rear sides of the buildings of Witherwharf Street are easily seen. The neighborhood is rife with fortune tellers and crystal gazers, and on the north side of the lane a large ship outfitting operation towers over Doctor Pilpheryi's gaudily-advertised medicine hut. The lane runs west to east, turning northwest at the one end, and northeast at the other, in both cases running uphill towards the main drag. A few stools and chairs with broken backs are scattered about the doctor's porch, and upon them are seated an equal number of leathery and wine-sodden individuals waiting for their turn to see the doctor. Your young pal is present as ever. Bilgewater Lane is a much more subdued place than elsewhere in the city. <>> tell patients about doctor Armed with your firsthand witness, you inform the rugged lot on the porch of the doctor's underhanded dealings. "The scum-breathin' varmint!" they shout. "He oughta be dumped off the cliff, n' stewed in 'is own potion!" The grumblings and indignation take their expected course, but in the end, it comes out that even the whole handful of them together are unwilling to face Skendregger, the doctor's mammoth of a bodyguard. Their numerous bodily woes are cited as valid reasons for shrinking away from the confrontation which otherwise they would most valorously undertake, and one by one they depart from the locality. Quisborne watches the people going to have their fortunes told. One of the many fortune-telling establishments is entered by a soul in search of future knowledge. <>> n You pass through the door of the bamboo hut... <> Doctor Pilpheryi's medicine hut <> The front room of Doctor Pilpheryi's medicine hut takes up the full width of the building. Along the front wall on either side of the entry door are a few more waiting chairs, all occupied by additional leathery individuals; the back right corner of the room is partitioned off by a folding standing screen. An elevated stool stands outside of this in the open and appears to be the primary center of operations. The other back quarter of the room features a wall-hung cabinet over a small side table, both next to the closed door of a back room. Doctor Pilpheryi is diagnosing his patient's symptoms. Skendregger is over by the back door on standby, just sitting away. The young figurehead is following you as ever. "While a full-fledged brachiothrotomy is the standard course of action, I possess a medicine which will render such an unsavory operation completely unnecessary. A carefully distilled constituent of exotic serpent venom, the panacea has been known to cure maladies far more dangerous than your own." The doctor hurries off to the back room, whence some tinkering sounds ensue. You caught another sight of the shelf full of sedatives when the door swung open. <>> tell patient about doctor You feel that Doctor Pilpheryi ought to be exposed for his bilking and bamboozling. What you don't feel is that it would be a wise idea to call Skendregger a crook to his face or within his earshot. Better that you had someone (many someones) at your back besides the decrepit old salts in this room. <>> s <> Inyelgon Prang, Bilgewater Lane <> Along Bilgewater Lane, a row of buildings jostle each other for space on the inland side, without so much as room to squeeze between them, and they back up to a natural terrace on which the rear sides of the buildings of Witherwharf Street are easily seen. The neighborhood is rife with fortune tellers and crystal gazers, and on the north side of the lane a large ship outfitting operation towers over Doctor Pilpheryi's gaudily-advertised medicine hut. The lane runs west to east, turning northwest at the one end, and northeast at the other, in both cases running uphill towards the main drag. The town crier is tramping through this part of the town, bellowing mostly unimportant information. A few stools and chairs with broken backs are scattered about the doctor's porch, and upon them are seated an equal number of leathery and wine-sodden individuals waiting for their turn to see the doctor. Prince Q is here. You hear the town crier warning the folk that there is a thirty percent chance of a storm within the next three days. <>> tell crier about doctor While the town crier remains in the vicinity, you take advantage of the opportunity. Flagging him down, you tell him all about what you saw from the attic over the doctor's back room, and how he is steadily and methodically fleecing the inhabitants of and visitors to Inyelgon Prang. As this constitutes news, and the town crier likes nothing better than fresh news, he seizes upon this piece of intelligence and runs with it. "HEAR YE, HEAR YE! DOCTOR HERE IN BILGEWATER LANE EXPOSED AS FRAUD! REMEDIES SOLD AT EXORBITANT PRICES ARE MADE FROM WORTHLESS INGREDIENTS! MALADIES WILLFULLY MISDIAGNOSED AND LEFT UNTREATED!" It doesn't take long at all for the crier's proclamations to incite a reaction amongst the populace. In danger of anxiety from too much civilized behavior, the inhabitants of Inyelgon Prang are always on the lookout for a good excuse to host another grand old cliff-dumping. From the streets and buildings within earshot, a mob soon forms outside the bungalow with rowdy calls and hootings. You really can't help yourself from following along to see what takes place. Shortly told, the mob barges in to Doctor Pilpheryi's establishment with glee, much less concerned about the veracity of the fraud claims as about the sanctioned opportunity to throw some unfortunate off of a precipice into the sea. Skendregger stands up at the onset of the mob, and Doctor Pilpheryi starts blustering, but they are both borne away like flotsam on the torrent of many collective shoulders. It takes two able-bodied men per limb of Skendregger to contain Skendregger, who spends the duration of the parade to The Dump-Off protesting that he was merely paid to guard a door, and neither knew nor asked about what was taking place on either side of it. In the end his pleas prevail, with some vouching words from a few acquaintances, and he is set back on his own feet. The doctor does not cease to affirm from his supine attitude aloft that this fine crowd of gentlemen merely had the misfortune to peek into his preparation room just at the moment that he ran out of the last of his precious and exotic ingredients, and that all the way through that moment, his patients had indeed been receiving the most cutting-edge treatments known to men of science. To cap the story off, the crowd reaches the cliff at the eastern end of Witherwharf Street, which place you have already learned to be called The Dump- Off. Once there, a voice proclaims: "The good citizens of Inyelgon Prang find Doctor Pilf'ry t' be guilty of swindlery n' charlatanism! Yer goods 'r now rightfully forfeit to the gen'ral public and yer body be goin' in the drink! Yer also banned from ever appearin' again in this our upstanding locality of Inyelgon Prang on pain o' sump'm far worse, assumin' yonder sharks don't find ye to thur taste!" With this trial, verdict and sentence, the still- expostulating doctor is precipitated over the edge while the crowd roars with approval and merriment. The idea is, if you can't stick the landing, or you can't make the swim to the harbor, or you're just too irresistibly attractive to the local marine carnivores, that's on you; otherwise, you'd better find the first ship off the island. Doctor Pilpheryi makes a very absurd picture while flying through the air, slowly revolving as a whole while his arms spin like windmills in a furious breeze, until creating a splendid splash in the sea below. The mob bellows with laughter and cheers, and remains together for awhile after the event, savoring the shared memories and trading witty comments about the doctor's flight. As for Doctor Pilpheryi, he was in fact seen to bob back up to the surface, and to make some floundering motions toward shore, till he was lost to sight underneath the overhanging cliff edge, and that is the last that we know of Doctor Pilpheryi. And, as now all the commotion is over and done with, you decide it's time you were getting on with matters at hand... <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. Your ostensible squire is sticking about in your general vicinity. The town crier tramps into this part of town from the southwest. <>> * && Fantastic! Gotta love a good mob-execution. They didn't even need torches and pitchforks. Comment recorded. <>> * && Now let's hurry to the hut before it's pillages completely! Comment recorded. <>> sw <> Inyelgon Prang, Bilgewater Lane <> Along Bilgewater Lane, a row of buildings jostle each other for space on the inland side, without so much as room to squeeze between them, and they back up to a natural terrace on which the rear sides of the buildings of Witherwharf Street are easily seen. The neighborhood is rife with fortune tellers and crystal gazers, and on the north side of the lane a large ship outfitting operation towers over Doctor Pilpheryi's gaudily-advertised medicine hut. The lane runs west to east, turning northwest at the one end, and northeast at the other, in both cases running uphill towards the main drag. Near by your side is the young figurehead. The king-to-be reminisces about getting bashed in the head by a monk. <>> n You pass through the door of the bamboo hut... <> Doctor Pilpheryi's medicine hut <> The front room of Doctor Pilpheryi's medicine hut takes up the full width of the building. Along the front wall on either side of the entry door are a few more waiting chairs; the back right corner of the room is partitioned off by a folding standing screen. An elevated stool stands outside of this in the open and appears to be the primary center of operations. The other back quarter of the room features a wall-hung cabinet over a small side table, both next to the closed door of a back room. Your sidekick is following you wherever you go. <>> x stool The stool is of such a height that most occupants' legs would hang somewhat off the ground, so that the doctor can examine the head and chest without stooping. PQ plays around with the ball. <>> sit (on the floor) Very well, you’re now sitting on the floor. <>> sit on stool You’re now sitting on the elevated stool. The princeling pokes about the room. <>> d As you wish, you’re now standing. <>> x cabinet It is quite natural for a doctor to have someplace accessible to store commonly needed items such as bandages, ointments, and tongue depressors. The cabinet is closed. <>> open it Nothing is inside the cabinet: either it was only ever just for show, or somebody has already swiped its contents. Prince Quiz pokes about the room. <>> x table The small side table is merely there to serve as a place to set small objects until they are needed again. <>> look under table You see nothing unusual under the side table. The princeling tries dribbling the ball around with his feet. <>> look under chair You look under Skendregger's chair. Your findings are disappointingly unrevealing. <>> look under stool You see nothing unusual under the elevated stool. <>> open door You open the door to the back room. <>> l <> Doctor Pilpheryi's medicine hut <> The front room of Doctor Pilpheryi's medicine hut takes up the full width of the building and more than half its depth. Along the front wall on either side of the entry door are a few more waiting chairs; the back right corner of the room is partitioned off by a folding standing screen, but this seems to be only for particular uses, as an elevated stool stands outside of it in the open and appears to be the primary center of operations. The other back quarter of the room features a wall-hung cabinet over a small side table, both next to the open door of a back room. Your companion is sticking nearby. The incumbent to the throne is remembering the incident of being pelted with stones and getting his first black eye. <>> look behind screen There isn't anything concealed behind the screen: it was probably only put here by the doctor to make his practice appear more legitimate. <>> fold screen You might be overestimating the importance of the folding screen. <>> take screen You might be overestimating the importance of the folding screen. <>> hide behind screen "Behind screen" could either be something as yet unknown to you or else a phrasing unknown to us. <>> * && HIDE is only recognised as "hide something", not as "hide myself". I noticed this by the tannery in Basilkris too. Comment recorded. <>> hide What do you want to hide? < object >> me What are you trying to hide you from? <>> boogeyman This is one of those times where we may not have covered the verb you're trying to use... <>> l <> Doctor Pilpheryi's medicine hut <> The front room of Doctor Pilpheryi's medicine hut takes up the full width of the building. Along the front wall on either side of the entry door are a few more waiting chairs; the back right corner of the room is partitioned off by a folding standing screen. An elevated stool stands outside of this in the open and appears to be the primary center of operations. The other back quarter of the room features a wall-hung cabinet over a small side table, both next to the open door of a back room. Nearby, your sidekick is pacing around. <>> n <> Back room of Doctor Pilpheryi's establishment <> The back room of the medicine hut isn't very large, or very exceptional. The back wall features a couple of fixed window-sized louvers that let in light and air while discouraging any peeking in. A wide worktable stands centrally, and a few open-topped crates of empty bottles line the east wall. On the west wall is mounted a simple shelf, and the door out is on the south wall, at the western end. On the shelf is a collection of bottles of sedatives and soporifics. Your "squire" is in tow. <>> x louvers The louvers let light and air into the room while maintaining privacy. The future monarch of Dwindeldorn is recollecting the enjoyable experience of making a bowl with Thelgrimane the potter. <>> x worktable Doctor Pilpheryi's table warrants no special description as a piece of craftsmanship. It's dirty from many preparations of spurious curative potions. <>> look under table You can see under the table without any special effort, and it's just the earthen floor. Prince Quiz twirls his hair. <>> dig (with the broken mattock) But you're inside. <>> x crates There are three flimsy crates along the wall filled with empty bottles which served the noble purpose of supplying afflicted sailors with false hope. <>> search crates You search the crates of empty bottles. They’re more or less unrevealing. <>> get bottle You select a bottle of soporific from the shelf and take it with you. *** Your score has just gone up by six points *** <>> x soporific (the sedative) It's quite a small bottle; dark, and containing a sedative drug. The label says: "–DRAMAQUINE– Warnynge: powerfull Soporiffic" <>> x shelf The shelf is as crude as can be, but succeeds in supporting items at a level above the floor. On the shelf is a collection of bottles of sedatives and soporifics. The young figurehead sings what he remembers of 'An Arm, a Leg, and a Firstborn Child Ain't Too Much to Ask'. <>> search bottles There’s nothing unusual in the collection of sedatives and soporifics. <>> x sedatives Doctor Pilpheryi may have been a swindler, but he seems to have at least been in possession of some genuine painkillers and sleep-inducing drugs. There are several bottles arranged on the eye-level shelf. <>> get painkillers How many bottles of sleep-inducing drugs does a person need at one time? <>> drink dramaquine Just one sip! Maybe a touch of this liq... * * * * * * * * * You awake many hours later to find yourself sprawled out on the table of the back room, the prince slapping you lustily in the face. "There you are! What in the dickens, sir? Why would you drink that stuff?! I've been at my wits' end here!" You rise, and it takes you awhile to regain your usual poise. A very strange choice, if we may say so. <>> x dramaquine It's quite a small bottle; dark, and containing a sedative drug. The label says: "–DRAMAQUINE– Warnynge: powerfull Soporiffic" <>> drink dramaquine Just one sip! Maybe a touch of this liq... * * * * * * * * * You awake many hours later to find yourself sprawled out on the table of the back room, the prince slapping you lustily in the face. "There you are! What in the dickens, sir? Why would you drink that stuff?! I've been at my wits' end here!" You rise, and it takes you awhile to regain your usual poise. A very strange choice, if we may say so. <>> drink dramaquine Just one sip! Maybe a touch of this liq... * * * * * * * * * You awake many hours later to find yourself sprawled out on the table of the back room, the prince slapping you lustily in the face. "There you are! What in the dickens, sir? Why would you drink that stuff?! I've been at my wits' end here!" You rise, and it takes you awhile to regain your usual poise. A very strange choice, if we may say so. <>> drink dramaquine Just one sip! Maybe a touch of this liq... * * * * * * * * * You awake many hours later to find yourself sprawled out on the table of the back room, the prince slapping you lustily in the face. "There you are! What in the dickens, sir? Why would you drink that stuff?! I've been at my wits' end here!" You rise, and it takes you awhile to regain your usual poise. A very strange choice, if we may say so. <>> * && Overdose? Pulp Fiction adrenalin shot? Or another sip... Comment recorded. <>> drink dramaquine Just one sip! Maybe a touch of this liq... * * * * * * * * * You awake many hours later to find yourself sprawled out on the table of the back room, the prince slapping you lustily in the face. "There you are! What in the dickens, sir? Why would you drink that stuff?! I've been at my wits' end here!" You rise, and it takes you awhile to regain your usual poise. A very strange choice, if we may say so. <>> l <> Back room of Doctor Pilpheryi's establishment <> The back room of the medicine hut isn't very large, or very exceptional. The back wall features a couple of fixed window-sized louvers that let in light and air while discouraging any peeking in. A wide worktable stands centrally, and a few open-topped crates of empty bottles line the east wall. On the west wall is mounted a simple shelf, and the door out is on the south wall, at the western end. On the shelf is a collection of bottles of sedatives and soporifics. Your protegé is with you like your shadow. The young sprig of royalty deposits the sack on the ground temporarily. <>> u It's unclear what you're trying to go up, if anything. <>> s <> Doctor Pilpheryi's medicine hut <> The front room of Doctor Pilpheryi's medicine hut takes up the full width of the building. Along the front wall on either side of the entry door are a few more waiting chairs; the back right corner of the room is partitioned off by a folding standing screen. An elevated stool stands outside of this in the open and appears to be the primary center of operations. The other back quarter of the room features a wall-hung cabinet over a small side table, both next to the open door of a back room. Quisborne is hanging around. <>> s <> Inyelgon Prang, Bilgewater Lane <> Along Bilgewater Lane, a row of buildings jostle each other for space on the inland side, without so much as room to squeeze between them, and they back up to a natural terrace on which the rear sides of the buildings of Witherwharf Street are easily seen. The neighborhood is rife with fortune tellers and crystal gazers, and on the north side of the lane a large ship outfitting operation towers over Doctor Pilpheryi's gaudily-advertised medicine hut. The lane runs west to east, turning northwest at the one end, and northeast at the other, in both cases running uphill towards the main drag. Your companion, Prince Quiz, is here with you. The heir to the throne of Dwindeldorn thinks he sees a hand in the clouds. <>> ne <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. The future king of Dwindeldorn comes along. <>> w <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: resort of the riffraff, lair of the lawless, and destination of the desperate. This besotted island metropolis is peopled by a colorful assortment of degenerates, brutes, and reprobates, amongst whom a smaller population of traitors, tax-evaders and exiles slink with trepidation. Fortunately for those who prefer their lives to undergo a continuation rather than a discontinuation, an ironic form of general armistice seems to hold here among the cutthroats and brigands, mostly limiting ambient violence to personal altercations rather than wholesale slaughter and rampage. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling-houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast. Splinterbone Aisle is a narrow thoroughfare that branches up northeast into a crowded and shady-looking district of houses and shacks. Otherwise, the built-up area ends a short way to the west, and goes down a slope back to the harbor. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The town crier is tramping through this part of the town, bellowing mostly unimportant information. Quisborne is with you, trying to not attract notice. The crier recounts to any who might have missed personally witnessing it the tale of the fraudulent doctor and his flight off the cliff. For those who don't have the stomach or the available limbs for hand-to-hand combat, Inyelgon Prang offers a school of sorts for the finer unscrupulous arts such as swindling, scamming and counterfeiting. Their signs say "Come lye with us!" and "Honestie is the beste Policie? Dishonestie is the beste Strategie." It is to be understood, of course, that these skills are to be applied elsewhere and abroad, and will not be tolerated in practice upon the island. <>> ne <> Inyelgon Prang, Splinterbone Aisle <> The neighborhood around you makes up the northernmost limit of the renegade city of Inyelgon Prang. Shacks and bungalows sprawl about willy-nilly amongst the shade of many giant orange and mango trees. You're also at the highest point of the city, and between trees and rooflines you can see the rest of the city spread out down the foot of the mountain to the sea. The way north is closed off by a long stone wall, high enough to keep out anyone without a ladder, and set with solid arching gates. Over the wall you can see a few spires of a small palace, backdropped by the cone of the volcano. Splinterbone Aisle will take you southwest back to Witherwharf Street, while Swinemarsh Alley makes for the dump-off to the southeast. A forlorn-looking jester is sitting against the wall, looking aimless and downcast. Nearby, PQ is ambling around. The jester sees you walking by, and lifts up a small flask in the air. "Here's to you, good gossip... may you find better fortunes than I enjoy." He tosses back his head along with a stout draught of the flask's contents. <>> save Saved. <>> * && Ah! The jester. I'll have a talk with him when I come back. Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Inyelgon Prang, Splinterbone Aisle <> Shacks and bungalows sprawl about willy-nilly amongst the shade of giant orange trees at the north end of Inyelgon Prang. The way north is closed off by a long stone wall, set with solid arching gates. Over the wall you can see a few spires of a small palace, backdropped by the cone of the volcano. South, you can see city rooftops and the sea beyond. Splinterbone Aisle goes southwest, and Swinemarsh Alley runs southeast. The forlorn-looking jester is sitting against the wall, looking aimless and downcast. The prince is present as ever. <>> x bungalows Most of the dwellings in this neighborhood are small, low, and insubstantially built. Paths and alleys wind crazily through the shacks and bungalows, which are arranged in no kind of order. The area is well-shaded by the largest orange and mango trees you've ever seen. <>> x orange trees The fruit trees are very large and quite plentiful. However, there are none growing directly alongside the street. You chance to catch a vignette taking place under an awning of a nearby structure: a vicious-looking pirate and a "lady of the night" have seemed to develop genuine feelings of fondness for each other, beyond the mere instincts of passion and appetite. You can hear them discussing ideas of running off to the mainland, to settle on a farm and raise a small flock of bairns. <>> throw mango at pirate You could lose friends and make enemies pretty quickly if you start using them as a target. When he thinks no one can see his shameful deeds, a hardened sea-warrior secretly gives a broth-soaked biscuit to a bony mutt. <>> give sedative to quisborne You and the prince pretty well share everything: you probably won't need to explicitly give him things. <>> climb tree You can write these trees off on account of you'd have to trespass to get to any of them. The town crier makes his rounds into this part of town from the southeast. <>> x gates The gates are not particularly remarkable, but they're plenty large and sturdy. They’re closed. The crier is notifying the hordes that Scamwell's Merchandise is having a sale. No details are disclosed. Outside of one shack away from the streets, you see a fearsome-looking pirate dandling a wee maiden-child on his knee and growling out a lullaby. <>> open gate Good try. But they're only going to open when they're unbarred from inside. The crier loudly informs the public that there will be a tournament held for the newly-introduced poker variant, taking place tomorrow at The Warthog's Armpit. <>> x palace You can't see anything of the palace beyond a few spires and roof peaks. The town crier heads off to the southwest. <>> climb gates Or, we could not. <>> l <> Inyelgon Prang, Splinterbone Aisle <> Shacks and bungalows sprawl about willy-nilly amongst the shade of giant orange trees at the north end of Inyelgon Prang. The way north is closed off by a long stone wall, set with solid arching gates. Over the wall you can see a few spires of a small palace, backdropped by the cone of the volcano. South, you can see city rooftops and the sea beyond. Splinterbone Aisle goes southwest, and Swinemarsh Alley runs southeast. The forlorn-looking jester is sitting against the wall, looking aimless and downcast. The lad is sticking about in your general vicinity. <>> x wall It's pretty evident that the wall encloses the grounds of the small palace on the other side. <>> climb wall The question of whether the wall is climbable is moot since the last thing you need is to get caught trespassing on the property of the most powerful personage in the ruthless island city of Inyelgon Prang. <>> x spires You can't see anything of the palace beyond a few spires and roof peaks. <>> x cone You don't see any cone in view. <>> x volcano Many miles inland, the island rises up to the forbidding-looking cone of Na- uyu Ganadai, a jungle-covered volcano on whose lowest and southernmost foothills the city of Inyelgon Prang is built. <>> x volcano cone "Volcano cone" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> l <> Inyelgon Prang, Splinterbone Aisle <> Shacks and bungalows sprawl about willy-nilly amongst the shade of giant orange trees at the north end of Inyelgon Prang. The way north is closed off by a long stone wall, set with solid arching gates. Over the wall you can see a few spires of a small palace, backdropped by the cone of the volcano. South, you can see city rooftops and the sea beyond. Splinterbone Aisle goes southwest, and Swinemarsh Alley runs southeast. The forlorn-looking jester is sitting against the wall, looking aimless and downcast. The royal youth is here. <>> x rooftops Your reference is not anything that needs individual attention. <>> x town The town crier isn't here presently. The town crier tramps into this part of town from the southeast. <>> x city Shacks and bungalows sprawl about willy-nilly amongst the shade of giant orange trees at the north end of Inyelgon Prang. The way north is closed off by a long stone wall, set with solid arching gates. Over the wall you can see a few spires of a small palace, backdropped by the cone of the volcano. South, you can see city rooftops and the sea beyond. Splinterbone Aisle goes southwest, and Swinemarsh Alley runs southeast. The town crier is tramping through this part of the town, bellowing mostly unimportant information. The forlorn-looking jester is sitting against the wall, looking aimless and downcast. Your squire is here with you as always, sack in tow. The crier alerts the populace that there will be a knife-throwing contest held this evening at Pirate Parboyle's Palace of Profligacy. <>> x crier The crier doesn't look much different from the rest of the hordes found in Inyelgon Prang, but distinguishes himself rather by his booming voice. He goes about the town, belting out news and advertisements, and looks like he wants nothing more than to find fresh things to say. The town crier heralds the news that the seers are predicting the volcano will erupt before the month's end. The large fruit trees blow with the sea breeze. <>> x jester The forlorn-looking jester is a lanky fellow with a goofy-looking face. He's still wearing a jester's costume, although he's obviously not engaged for any entertaining. He is sitting against the wall and periodically slugging from a flask, looking aimless and downcast. The town crier goes on his way to the southwest. <>> comfort jester You may be trying to use a verb that we weren't instructed how to handle... <>> compliment jester You want to say something complimentary and encouraging to the jester, but it is a great challenge to come up with something truthful. <>> greet jester "Well met, gossip. I wish you better fortunes than I enjoy." The forlorn-looking jester wants you to guess what you call a donkey that's lost his voice. You draw breath to sigh at the transparent and frankly lazy joke when the prince blurts out: "I know! A hoarse mule! Because trying to breed horses and mules together is a thing people sometimes do... but also *hoarse*, because he can't talk! I mean bray! Good one, Iryondelf! I'd hire you any day!" The forlorn-looking jester stares blankly at the naïve prince. "Oh yeah, uh..." he says. "I guess that's... yeah, that's right. You got it." <>> ask jester about palace "Ah! Ah me. I'm a fired jester, that's what I am. Iryondelf by name. I used to be good, I'm sure of it! Or at least I thought? Detnezerk" (he throws a thumb over his shoulder towards the palace to the north) "just kicked me out. Said I was a pathetic excuse for a jester!" It appears that the jester was going to go on with his story, but he gets sidetracked with an episode of blubbering over bitter reminiscences. Amongst the whimpered mutterings you hear "...a jester unemployed is nobody's fool..." Iryondelf tells a tale. "There was a prince one time, who would always rap on the door too softly to be heard. So they sent him where? Sure enough: the school of hard knocks." The large fruit trees blow with the sea breeze. <>> ask jester about detnezerk "Right, *him*. I don't know how many years ago it's been, but one day a long time ago (way before my time) he just showed up here. He had a lot of money from somewhere, could have been a pirate himself for all I know. At any rate he had enough money to build himself a small castle and buy a small army, and's been calling himself King of Uzumbung ever since. He's always making grand promises of city improvements to the citizens of Inyelgon Prang, and never following through; on this account the rabble, when they acknowledge him at all, typically refer to him as the Lyin' King. And then of course I was his jester... until now... " "If you break the king's bedroom window – but it's got to be the king, okay? Don't forget it's the king – so you break his window and the fragments all fall into a cinder heap below – because there's a lot of fireplaces in a castle, you know, and they have to clean them all out and dump it somewhere, so there could have been a cinder heap out in the yard where the pieces of the broken window fell? – well, if you did all that, now that would be a royal pane in the ash." <>> * && I want to introduce the Lyin' King to the Basilkris Queen. Comment recorded. <>> ask jester about himself "Let's see, where did I leave off? Yes, I was jester to no other than His Sublime Magnificence himself: Detnezerk, the self-proclaimed King of Uzumbung Island. I brushed shoulders will all the big hats, and knew all the who's whos and what's whats of Inyelgon Prang and elsewhere on the island. But really, how about this: Simple Simon goes into a dry goods store and says 'Can I have some scratch?' The storekeeper looks at him, and he's really confused. He's so confused that his face just looks totally confused! So Simple Simon explains and says, 'I'm going to make some biscuits, and I want to make them from scratch.' Then the shopkeeper got what he was trying to say, and starts laughing so hard, because Simple Simon thought that scratch was something you could buy, and that was so ridiculous!" Iryondelf seems to have issues with sticking to a topic. "Hey, Iryondelf," the prince says. "That joke you did about the broken window... here's a way you could make it into a limerick!" "One day at the palace I was rash, And I knocked from the window a sash. In the cinders it fell, And it shattered as well... It was a royal pane in the ash!" "Thanks, kid," the jester says without expression. "I guess even snippets like you could put me out of a job." The flask renders the jester another act of service. Iryondelf is talking: "Remember when all kinds of horse harnesses and stuff like that were raining from the sky?" His pathetic face looks hungry for approval. "I'm pretty sure it was a bridle shower!" He chokes on his own laughter, but it is the hollow laughter of a crushed spirit, trying vainly to manufacture better feelings. <>> ask jester about flask "You'll pardon me, gossip. This is my only friend right now." Iryondelf tries again. "Why coudn't the surgeon find his knife after opening up the man's chest and removing some organs? Because he had his heart set upon it." <>> get flask You're joking: the flask is currently the jester's one consolation. <>> ask jester about island "The island hasn't been kind to me, as well you can see." The unemployed jester is such a pathetic spectacle, you can't help pitying him. Your pity only grows after his next elocution: "Hey guys, do you know what the tabbouleh chef said, when he was sad and crying, and I asked him what was the matter? He sniffles and says, 'I'm c-crying cous-cous I falafel!' What do you think?! Hey? I could still be performing for the court, right?" <>> play whistle You whip out the bamboo whistle and play some simple tunes. The town crier makes his rounds into this part of town from the southeast. <>> ask jester about islanders What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. The town crier announces that Romoheeft the Slicer and Bad News will be duking it out in The Brawl-Pen in the upcoming matchups. "Just imagine that chalk could be combustible," Iryondelf says, "you know, sort of like how magnesium powder is? Now of course chalk doesn't actually burn like that, but you could imagine it if you tried, if it was something like magnesium. Okay, so if we can assume that it burns, maybe a tavern uses it for lighting, instead of candles. What you have there is a chalk-lit bar. Ha! What?!" <>> ask jester about natives What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. You hear the town crier warning the folk that there is a thirty percent chance of a storm within the next three days. The jester is in the middle of what has the potential to be a passable joke, when he says: "...and then he says, 'I'll warrant you've got a hog under that bl...' Wait. Oh, rats! I think that's from another joke. Ach! I'm nothing but a failure!" He abandons the original joke and seeks refuge in his flask. <>> ask jester about aborigines What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. The town crier heads off to the southwest. (Iryondelf:) "What do you call it when you're watching a marionette show, and there's two marionettes boxing, and you know one of them is supposed to win, but it looks like he's losing, and then you can tell he's getting ready to deliver his knockout blow to the other marionette, but suddenly it's like something has gone wrong with the puppeteer, because he pulled on the line that makes the puppet kick instead of swing its arm, and then the lines got tangled and he has to untangle them before he can make the puppet who's supposed to win do his big move, and knock out the other marionette, and so he is untangling them? You got it!! Waiting for the punch line!" The large fruit trees blow with the sea breeze. <>> ask jester about tuttarumbish "Aye, gossip, this be the island of the Tuttarumbish. You've heard of them, then? Whatever I know, I overheard from my time in Detnezerk's court." Bringing up the subject of his fallen fortunes seems to depress the forlorn- looking jester; he takes a swig from his flask and proceeds to get lost in a reverie. The large fruit trees blow with the sea breeze. <>> ask jester about tuttarumbish Iryondelf picks up where he left off on the topic. "Yes, the Tuttarumbish. A wild folk they are, inhabiting the northern parts of Uzumbung; they're never seen down here. Detnezerk used to send a bloke up there from time to time, but I can't remember his name at the moment. Maybe it'll come back to me. Anyway... you have to travel overland along the east coast to get to their territory: supposedly they've got one permanent village they call Utlu Saboshbish. I expect you could find your way there if you had a mind to. Just look out for booby traps: I don't think they're a hostile people, but I heard the Tuttarumbish are overcautious about outsiders." The large fruit trees blow with the sea breeze. <>> ask jester about tuttarumbish The sum of the jester's knowledge is pretty much this: the Tuttarumbish have a settlement called Utlu Saboshbish; you can get there by traveling up along the eastern coast. At least one person has had interactions with them before, but the jester can't remember the name right now. "So what do you call it when you're at a fancy party, and lots of people are in a queue to get fruity drinks from a table, and you want to get a drink too, from that table, but not until all of those people are gone first, so you don't go over there yet? That's right... waiting for the punch line! Hey, I already did a punch line joke, didn't I? Oh. Still funny though, right?" <>> ask jester about detnezerk His answer was: "Right, *him*. I don't know how many years ago it's been, but one day a long time ago (way before my time) he just showed up here. He had a lot of money from somewhere, could have been a pirate himself for all I know. At any rate he had enough money to build himself a small castle and buy a small army, and's been calling himself King of Uzumbung ever since. He's always making grand promises of city improvements to the citizens of Inyelgon Prang, and never following through; on this account the rabble, when they acknowledge him at all, typically refer to him as the Lyin' King. And then of course I was his jester... until now... " The large fruit trees blow with the sea breeze. <>> ask jester about himself "If you must know," says the jester, "I come from Dwindeldorn, and I haven't been here that long. I, uhh, got dismissed back there too. Bouldershot Castle. But, I was there for years before Lord B. finally gave me the boot... I must have been good once! I lost my game somewhere, and it's gotten to my head. You know why I wish I was a brick? Because if I was, then I would be glad to get fired! Because bricks need to be fired, you know, before they're of much use. So getting fired is a good thing, for a brick. Ha! I bet old 'Zerk wouldn't have been so quick to get rid of me if he'd heard that one!" Iryondelf looks over at you, and you manage a weak chuckle. "So, hey, is this funny?" (The jester speaking.) "Be honest. There's this ghost who gets home late from playing with his friends, and his mother scolds him and wants to know where he's been. And he says, 'Well obviously Ma, we've just been hanging out at our favorite haunt!' Kind of funny, right? Or no? It's really bad, isn't it?" The large fruit trees blow with the sea breeze. <>> tell joke to jester "Joke" could either be something as yet unknown to you or else a phrasing unknown to us. <>> ask jester about bean "Magic beans? I don't know anything about them, sorry..." <>> ask jester about monks "I don't think I've got anything to say on that score that's going to help you, gossip." The large fruit trees blow with the sea breeze. <>> ask jester about dwindeldorn "Sorry, gossip. I can't help you there." <>> ask jester about harbor The jester just shakes his head and continues to mope. The town crier tramps into this part of town from the southeast. "Why did the men who were stealing things out of the tomb have very somber looks on their faces? Because they were *grave* robbers. Isn't that a riot?" Iryondelf doesn't see you laughing. "I've got better ones, I promise!" <>> ask jester about gates "You won't get in there, gossip," the jester says vacantly. "Old Detnezerk's security is top notch." The crier is notifying the hordes that Scamwell's Merchandise is having a sale. No details are disclosed. "Why did the sow reject her suitor? Because... he was a total BOAR!" <>> l <> Inyelgon Prang, Splinterbone Aisle <> The neighborhood around you makes up the northernmost limit of the renegade city of Inyelgon Prang. Shacks and bungalows sprawl about willy-nilly amongst the shade of many giant orange and mango trees. You're also at the highest point of the city, and between trees and rooflines you can see the rest of the city spread out down the foot of the mountain to the sea. The way north is closed off by a long stone wall, high enough to keep out anyone without a ladder, and set with solid arching gates. Over the wall you can see a few spires of a small palace, backdropped by the cone of the volcano. Splinterbone Aisle will take you southwest back to Witherwharf Street, while Swinemarsh Alley makes for the dump-off to the southeast. The town crier is tramping through this part of the town, bellowing mostly unimportant information. Iryondelf is talking with you. The young sprig of royalty is present and accounted for. The crier recounts to any who might have missed personally witnessing it the tale of the fraudulent doctor and his flight off the cliff. "Did you hear about the mime's marriage that didn't last?" (Iryondelf again.) "His wife said she felt like he was just going through the motions." <>> se You give the jester a brief farewell and head off. <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. The level ground around the end of the street drops cleanly and sharply, not straight down, but rather back at a slant under itself, some eighty to ninety feet to the sea below. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. In addition to the ubiquitous taverns and gambling-houses which run right up to the cliff's edge, the vicinity also features a fighting ring called The Brawl-Pen, lying south of the street. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. Your sidekick is here. The Dwindeldornian prince reads a passage from his book: "There may be those who have indeed thy safety and happiness at heart, but who consider not, that he who lives but to save his life, is already dead." <>> * && Follow the East Coast! Comment recorded. <>> ne You have come to the island of Uzumbung in quest of a magic bean which may reside with a wild folk who are reported to dwell here. It's time to go in search of them. You and Prince Quisborne strike out into the outback, departing northeast from the city. While there is no maintained trail, you seem to be following a way through the jungles that has had at least some use in the past. Your path keeps you quite near to the eastern coast of the island, sometimes skirting the very sea's edge, and never wending inland more than half a mile from it. The eastern coast of the island is gradually bending around to the northeast... As you continue to travel with your young companion, you make some observations about the island. Nowhere (with the exception of the harbor at Inyelgon Prang) does the sea meet the land at a level shore, but always at the foot of treacherous rock walls from sixty to one hundred feet in height. Another observation that you make is that there is a striking absence of inland water. You encounter no lakes or watercourses of any kind, but see many gullies and runoff beds with exceptionally porous bottoms. It appears that the rainfall (which you discover to be frequent, but not long-lasting) fully percolates into the ground within a short span of time after each shower. As for the wildlife, the island is rife with giant snails, and you see lizards of all shapes, colors, and sizes. Monkeys fret in the trees, and warthogs and wild boars have left traces behind, although you have not yet spotted any of them on the prowl. You lead the prince at a fast pace, and journey all of the day and into the night. A cave partly down the cliff face and overlooking the sea serves your small band for the night's lodgings, as you don't know what manner of beasts may prowl the island at night. At the faintest thinning of the black night, you push the prince on again, and cover much more ground. At a certain point, the seacoast bends eastward, while the "trail" maintains its northeastern course, and for the first time in your journey you are heading inland instead of following the sea... <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Where you presently stand is thus one of these spots, the edge of a hilltop which rolls off sharply into a narrow green gorge only a few yards off north and northeast. Precariously spanning this valley, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. The young sprig of royalty is hanging around, bearing the sack. "Well, would you just look at that!" the prince says. "Is that safe to walk on? What do you think sir... is this a Tumblebumbit bridge?" The lad is excited at the prospect of drawing nigh to the strange people spoken of by the monks, but doesn't seem overzealous to board such a precarious-looking structure. <>> * && Quite the Lara Croft Vibe going here! Comment recorded. <>> x gorge The gorge plunges downward a few paces beyond the anchoring point of the rope bridge. It is fully carpeted with greenery, but the sides are too steep for you to safely get down, much less get up the other side. The future ruler of the land keeps up his sprinting practice. <>> * && The jester said to look out for boobytraps... Comment recorded. <>> x anchor Thick posts of a native wood are buried upright in the ground, with diagonal braces attached to their tops and slanting back towards the bridge. These anchor the ropes of the bridge. Quiz continues to improve his pushup abilities. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. You don't find anything interesting, however. Afterward, you fill the hole back up and tamp it down. (Prince Quisborne:) "I feel something strange in my liver And my chin and my lips are a-quiver. It's the girl that's my lover... It's that I'm thinking of her And of the life that I want to give her." "I guess I'm using the term 'lover' pretty loosely there, as I'm sure you can tell. Because we don't really *get* to be lovers. But we love each other, in which case we are love-ers. Because we love. All that to say, I'm aware that my wording isn't *entirely* accurate." <>> x ropes The rope bridge is quite a marvel of primitive engineering. It looks like a whole village of natives might have been involved in twisting fibers together to make these ropes as thick as your fist. Two tall and heavy posts of some local tree's wood are sunk into the ground, making what almost feels like a doorway into the bridge: these are propped against the pull of the bridge with diagonal braces running to the ground, and to them the supporting ropes of the bridge are well wound and lashed. The bridge is about two feet wide and flat-bottomed, being floored with short staves of bamboo. The anchoring posts are set a few paces in from where the hilltop really drops off, so that for a short space the bridge is only a little elevated above the bushy ground, before quickly becoming suspended over nothing but huge quantities of open air and a distant carpet of treetops. Your young pal does a few pull-ups on a nearby tree. <>> cut ropes (with the axe) Plausible, but not wholly ethical. The Tuttarumbish have not been known to prove threatening to anyone outside of their domains, and simply don't deserve to have their labor destroyed and one of their primary means of transit taken away. <>> cut posts (with the axe) It's just weird that you would try to chop down the rope bridge. Just don't. Prince Quisborne is still taking in the novelty of traveling through an exotic jungle. <>> x bamboo This little object is meant to be a musical instrument, albeit a very rudimentary one. It's merely a short length of bamboo less than an inch thick, open on both ends, one end of which is meant to be blown into. There are only four holes down its length for changing the pitch of the note. <>> x staves The floor of the bridge is made of thousands of short lengths of bamboo, all lashed to the thick supporting ropes. <>> save Saved. <>> cross bridge Ouch! As you take your first step onto the rope bridge, you hear a twanging sound and suddenly discover multiple darts sticking out of your head. It would be nice to know where they came from, but they must have been laced with something disagreeable to your bloodstream, because... *** You're now too dead to notice *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “cross bridge”. <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. Near by your side sticks the royal youth. <>> shout You let out a lusty holler. A large lizard clambers up into a tree. <>> * && Wait! ... Comment recorded. <>> x staves The floor of the bridge is made of thousands of short lengths of bamboo, all lashed to the thick supporting ropes. The boy tries to hunt around for giant snails. <>> x bamboo This little object is meant to be a musical instrument, albeit a very rudimentary one. It's merely a short length of bamboo less than an inch thick, open on both ends, one end of which is meant to be blown into. There are only four holes down its length for changing the pitch of the note. <>> x whistle This little object is meant to be a musical instrument, albeit a very rudimentary one. It's merely a short length of bamboo less than an inch thick, open on both ends, one end of which is meant to be blown into. There are only four holes down its length for changing the pitch of the note. <>> * && It's a stretch, but ... bamboo bridge -> bamboo whistle... common origin? Comment recorded. <>> play whistle With the limited notes at your disposal, you do your best to toot a sweet tune on the bamboo whistle. <>> ne Ouch! As you take your first step onto the rope bridge, you hear a twanging sound and suddenly discover multiple darts sticking out of your head. It would be nice to know where they came from, but they must have been laced with something disagreeable to your bloodstream, because... *** You're now too dead to notice *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “ne”. <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. The future monarch of Dwindeldorn is sticking nearby. <>> sw Departing the rope bridge, you and Prince Q retrace all of the many many steps that brought you here from Inyelgon Prang. The journey goes off without incident, and you succeed in reaching the city... <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. Your companion is following you as always. Your ostensible squire does some squats, with the burlap sack for weight. <>> nw <> Inyelgon Prang, Splinterbone Aisle <> Shacks and bungalows sprawl about willy-nilly amongst the shade of giant orange trees at the north end of Inyelgon Prang. The way north is closed off by a long stone wall, set with solid arching gates. Over the wall you can see a few spires of a small palace, backdropped by the cone of the volcano. South, you can see city rooftops and the sea beyond. Splinterbone Aisle goes southwest, and Swinemarsh Alley runs southeast. Iryondelf is sitting against the wall, looking aimless and downcast. The royal youth is sticking nearby, with sack slung over his shoulder. The large fruit trees blow with the sea breeze. <>> ask iryondelf about bridge "Ah! Who cares, really?!" Iryondelf drinks some liquor and stifles a whimper. <>> ask iryondelf about tuttarumbish The sum of the jester's knowledge is pretty much this: the Tuttarumbish have a settlement called Utlu Saboshbish; you can get there by traveling up along the eastern coast. At least one person has had interactions with them before, but the jester can't remember the name right now. <>> * && Should I play a particular song? Should I find this person who has dealt with the tuttarumbish and ask for the password to the bridge? Is it the shopkeeper way in West Dwindeldorn? Comment recorded. <>> travel to sprokemabble You give the jester a brief farewell and head off. <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. Prince Quisborne is with you, trying to stay out of everyone's way. The windows of Scamwell's Merchandise say: "You can fynde better, but you can't paye more!" <>> ct <> Uzumbung harbor <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. Floating alongside a ramshackle wharf is your makeshift raft. The future ruler of the land is following you wherever you go. <>> g You get up onto the raft. Your young pal also gets on board. You and the prince set sail northwest out of harbor and out to sea... [If you like, in future you can return to the harbor of Uzumbung with the command 'sail to island', presuming that you are on or near your raft. ] <> At sea, aboard the raft <> Endless sea stretches on... nothing else is in sight, except for the raft under your feet. <>> g <> At sea, aboard the raft <> Endless sea stretches on... nothing else is in sight, except for the raft under your feet. Your companion is aboard the raft. The sea is ever in motion. <>> g <> At sea, aboard the raft <> Endless sea stretches on... nothing else is in sight, except for the raft under your feet. <>> g <> At sea, aboard the raft <> You are embarked with the prince upon the wide billows of the Sea of Sorrows, where sky and sea make up almost the whole of your view. On the western horizon you can see the clifftops which mark the cove where you built your raft. <>> g <> On the shore of the Sea of Sorrows, aboard the raft <> You are embarked on a raft in a cove of the Sea of Sorrows. The coastline of Dwindeldorn is a rugged one, an uplifted land mass which drops sharply to the sea. Where you are, the cliff's base is separated from the water's edge by a narrow crescent of flat ground, grown over by a tract of straight young trees. To the north and the south of this cove, the jagged cliffs meet directly with the waters, and any travel along the coast is rendered unfeasible. In fact, the steep trail northwest up the escarpment is the only way to go from here. The young figurehead is with you on the raft. <>> g You step back down onto solid ground. PQ disembarks likewise. <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is noted for its fine cheeses and other products of milkcraft. To the eye, the town is distinctive for its variously-shaped roofs of deep live sod, on which a goat might be seen. There's a mead-hall and an inn, and dirt streets can lead you out of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. Nearby, your protegé is ambling around. <>> g You travel quite a stretch westward from Chelkwibble. The town of Brittlebarrow, along with a few other hamlets and villages, lies along the way, and then you come into a region of fine farmland... <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. The heir to the throne of Dwindeldorn is lollygagging behind. <>> g You make a modest little journey through farms and settled lands, and come to Squarchminster town... <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Sapient Earwigs are playing the Retching Polliwogs. The grandstands quiver with the energy of the seated crowd. Quisborne tags along. The players rest momentarily as there are now just two quarters left in the first period. <>> g ( Another night passed...) <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. Your "squire" is in tow. <>> g From Blatterfarthing you travel southwest, until crossing the Gloskinfroke River by a small bridge and reaching the ferry landing near Wratchbunting village... <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Prince Q is present and accounted for. <>> g Once again you and the prince make a westward crossing over the river on the ferry, as he mans the crank. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Your companion is present as ever. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a modest-sized building project underway at Quaxeldorst Castle. Your companion, the prince, is here with you. <>> g <> Wrottingham town <> Wrottingham town is a drab, somber-looking place in the northwest of Dwindeldorn, lying on the outskirts of Spurnwharking Forest. Wrottingham Jail dominates the center of town. The town is notorious for being the center of a region in Dwindeldorn whose lords are predictably corrupt, and whose common people suffer regular exploitation. You are at the conjunction of four roads, which go south, southwest, west, and east. A fifth road takes you to the northwest edge of town, whence the Spurnwharking Forest commences. Your squire is here with you as always. <>> g <> Village of Sprokemabble <> This is Sprokemabble, a village of crooked, rambling streets roamed by goats, pigs and small children. The village is unique in the respect that the majority of its structures have each their own windmill built into the roof. The only proper road leading out of it goes east back to Wrottingham, but there is also a path leaving the village streets to the northwest towards Spurnwharking Forest. Other sections of the town can be reached by following the crooked streets to the north or northeast. To the west there is a bakery; southwest, a curiosity shop, and south of you stands The Inn of the Three Braying Asses. Dwindeldorn's future king is present as ever. <>> sw <> A curiosity shop <> Troppflart and Skeergwyer's Dry Goods and Curiosities is rather a dark, unwelcoming place. Aisles of shelves and tall wooden hutches laden with common supplies fill most of the shop, interspersed with bulging sacks and open-topped barrels. The beamed ceilings are fretted with numerous hanging things, and a few narrow windows look back out into the street. In the front west corner of the building is a counter, behind which the hutches are full of curios, antiques and knickknacks. A sign set on one of the hutches behind the counter says "Traydes accepted for Curiosityes". The only way out of the shop is the door in the northeast corner of the room. A glass-fronted display case sits on the counter. The proprietor is behind his counter, waiting to make his next profit. Near by your side sticks the royal youth. The young sprig of royalty occupies himself while he waits. <>> greet proprietor The shopkeeper gives you his attention. <>> ask shopkeeper about whistle The proprietor says a few more words about the bamboo whistle. Dwindeldorn's future king ambles about the store. <>> ask shopkeeper about tuttarumbish Asking that question of the proprietor isn't going to be very helpful. <>> ask shopkeeper about uzumbung Asking that question of the proprietor isn't going to be very helpful. <>> * && Hm. I guess not. travel to island Comment recorded. <>> travel to island (the workbenches and tables) You may try to travel to one of the following locations: -Forthlong Hall -Blatterfarthing (smithy) -Squarchminster (playing field) -the ferry -Kinterole (construction site) -the sawmill -Gramblefork -the North Road -the quarry -Cobblecork Farm -Brinekettle -Thymeleigh Manor -Chedderwicket -Sprokemabble -the seashore -the lonely tower -the Wizard's library -the Fastness -Azh Bansilkris -the monastery -Uzumbung harbor <>> travel to uzumbung <> Village of Sprokemabble <> This is Sprokemabble, a village of crooked, rambling streets roamed by goats, pigs and small children. The village is unique in the respect that the majority of its structures have each their own windmill built into the roof. The only proper road leading out of it goes east back to Wrottingham, but there is also a path leaving the village streets to the northwest towards Spurnwharking Forest. Other sections of the town can be reached by following the crooked streets to the north or northeast. To the west there is a bakery; southwest, a curiosity shop, and south of you stands The Inn of the Three Braying Asses. PQ is present as ever. A goat ambles down the street. <>> ct <> Wrottingham town <> Wrottingham town is a drab, somber-looking place in the northwest of Dwindeldorn, lying on the outskirts of Spurnwharking Forest. Wrottingham Jail dominates the center of town. The town is notorious for being the center of a region in Dwindeldorn whose lords are predictably corrupt, and whose common people suffer regular exploitation. You are at the conjunction of four roads, which go south, southwest, west, and east. A fifth road takes you to the northwest edge of town, whence the Spurnwharking Forest commences. Your companion, Prince Quisborne, is here with you. A young woman shuffles by, looking down at the ground. <>> g You depart from Wrottingham via the south road. This road follows near to the course of the Ribbleskinder River, traversing the northern shires and reentering central Dwindeldorn... Somewhere between leaving there and arriving here, you and the prince stopped for the night. <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a small building project underway at Quaxeldorst Castle. Dwindeldorn's future king is present and accounted for. <>> g <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The future monarch of Dwindeldorn is following you wherever you go. <>> g You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Nearby, your ostensible squire is ambling around. <>> g <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. The king's son is here with you as always. <>> g <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Griping Swine are playing the Mighty Udders. The grandstands groan with the liveliness of the spectators. Your "squire" is in tow. <>> g <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. The lad is following you as always. <>> g <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is noted for its fine cheeses and other products of milkcraft. To the eye, the town is distinctive for its variously-shaped roofs of deep live sod, on which a goat might be seen. There's a mead-hall and an inn, and dirt streets can lead you out of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. Nearby, your protegé is ambling around. <>> g <> On the shore of the Sea of Sorrows <> You are standing on the shore of a cove of the Sea of Sorrows. The coastline of Dwindeldorn is a rugged one, an uplifted land mass which drops sharply to the sea. Where you are, the cliff's base is separated from the water's edge by a narrow crescent of flat ground, grown over by a tract of straight young trees. To the north and the south of this cove, the jagged cliffs meet directly with the waters, and any travel along the coast is rendered unfeasible. In fact, the steep trail northwest up the escarpment is the only way to go from here. Floating right at the edge of the water is the makeshift raft that you cobbled out of some nearby trees. Near by your side sticks the prince. The waves gently lap the shore. <>> g You climb aboard the raft. Your companion gets on as well. <> At sea, aboard the raft <> You are embarked with the lad upon the wide billows of the Sea of Sorrows, where sky and sea make up almost the whole of your view. On the western horizon you can see the clifftops which mark the cove where you built your raft. <>> sail to island The form of Uzumbung Island gradually appears on the southeastern horizon, and in due course you navigate your raft into its sheltered harbor... <> Uzumbung harbor, aboard the raft <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. You are on your raft moored alongside a ramshackle, out-of-the-way wharf. <>> save Saved. <>> * && I want to make first contact with the Tuttarumbish to clarify that I'm not hostile, I only want to steal their holy bean. Comment recorded. <>> tie paper to javelin The roll of privy paper doesn't look as if it would tie to anything. <>> * && A makeshift white flag... Comment recorded. <>> e You step down from the raft onto the wharf, as does your companion. You follow a worn track up the sloping ground and enter the infamous settlement founded alongside the harbor... <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. Prince Quisborne is with you, trying to not attract notice. A crew of coast-raiders in horned helmets walk nonchalantly down the street, browsing the options for their next scene of indulgence. <>> ne <> Inyelgon Prang, Splinterbone Aisle <> Shacks and bungalows sprawl about willy-nilly amongst the shade of giant orange trees at the north end of Inyelgon Prang. The way north is closed off by a long stone wall, set with solid arching gates. Over the wall you can see a few spires of a small palace, backdropped by the cone of the volcano. South, you can see city rooftops and the sea beyond. Splinterbone Aisle goes southwest, and Swinemarsh Alley runs southeast. Iryondelf is sitting against the wall, looking aimless and downcast. The princeling is hanging around. <>> se <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. The town crier is tramping through this part of the town, bellowing mostly unimportant information. The princeling is here. The town crier lists the price of barreled salt pork as sold by the city's different vendors. The royal youth pipes a few merry notes on the bamboo whistle. <>> ne Leaving Inyelgon Prang behind in the southwest, you and Prince Quisborne begin the long journey towards the Tuttarumbish. The first leg skirts wide around the foot of the volcano, then comes the extensive trek following the eastern seacoast. It is necessary to overnight on the trail, and then you're off again, eventually veering inland away from the sea... <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. Your young pal is sticking nearby, bearing the sack. <>> sing Your singing voice really isn't anything to be ashamed of, and you give the prince a serenade of some of your favorite old tunes. <>> shout You let out a lusty holler. <>> play whistle You whip out the bamboo whistle and play some simple tunes. <>> greet tuttarumbish You don't see any tuttarumbish in view. <>> d There's quite a steep gorge lying there. The rope bridge crosses it going northeast. <>> wear bowl You're fine with sticking to wearing things that are generally accepted as clothing. "Boy!" blurts the prince. "I feel so foolish for hitting that gong, and bringing the whole monastery in on us! I don't know what I was thinking! But," he says, "sometimes I start to chuckle when I think of it." Whereupon he begins chuckling. <>> x ball The ball is rather small, about eight inches in diameter. It consists of a very thin, supple leather skin over a bladder made from the stretchy secretion of an unusual tree. The bladder was skillfully formed with a stem that seats inward into the ball, but can be pulled out to blow in more air, or perhaps let air out if the ball is too hard for kicking. The ball is full of air. <>> throw ball over gorge The green gorge is too far away for that. Tiny lizards scuttle by on the ground. <>> burn bridge When people speak of "burning your bridges" as a noble and courageous thing to do, this isn't what they're talking about. <>> offer honey to tuttarumbish "Tuttarumbish" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> * && Except as a topic of conversation, that is... Comment recorded. <>> l <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. Your sidekick is hanging around. <>> x hills This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. Your companion, the Dwindeldornian heir, is here with you. <>> x valley The gorge plunges downward a few paces beyond the anchoring point of the rope bridge. It is fully carpeted with greenery, but the sides are too steep for you to safely get down, much less get up the other side. The king-to-be is whittling a twig with the sharpened butter knife. <>> x greenery You don't see any greenery in view. <>> crawl over bridge This is one of those times where we may not have covered the verb you're trying to use... <>> hang under bridge "Under bridge" could either be something as yet unknown to you or else a phrasing unknown to us. <>> shake bridge Nervously, and without stepping on it, you give the bridge a shake. Nothing happens, but then, it would be a pretty ineffective booby trap that would get set off every time the wind sets the bridge moving. <>> * && Ah... This gives me important information. I wasn't sure if the Tuttarumbish warriors were lying in an ambush themselves, or if the darts were an automated boobytrap. Hence the whistle and the singing and shouting. Now I know it *is* a mindless trap. Comment recorded. <>> throw pumpkin on bridge Considering that throwing the pumpkin could spoil it, and that you can't throw the bulky pumpkin at anything you couldn't already reach, it's not worth the trouble. The boy tries to hunt around for giant snails. <>> push quisborne on bridge You can’t put anything in the rope bridge. <>> push quisborne You have plenty of ways to make the prince's life difficult without being a hooligan about it. The jungle is alive with the sounds of birds and other wildlife. <>> throw iron bar at bridge The iron bar lands on the bridge. No booby traps are activated, but then, if there were any there, you wouldn't know which spot would set them off. The future monarch of Dwindeldorn scrambles up a tree, and then comes back down. <>> get bar (first trying to get on the rope bridge) Prince Quisborne stops you with a word. "Sir, I shouldn't be one to speak... but I'm just nervous about you getting on that bridge. How do we know there're no booby traps?" <>> x staves The floor of the bridge is made of thousands of short lengths of bamboo, all lashed to the thick supporting ropes. Your sidekick is barking at a squirrel. <>> knock on staves Ouch! As you press down on the floor of the rope bridge, you hear a twanging sound and suddenly discover multiple darts sticking out of your head. It would be nice to know where they came from, but they must have been laced with something disagreeable to your bloodstream, because... *** You're now too dead to notice *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “knock on staves”. <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. On the rope bridge is an iron bar. Prince Q tags along. <>> throw hammer head on staves The sledgehammer head lands on the bridge. The sledgehammer head doesn't spring any traps, but it doesn't provide conclusive evidence that there aren't any. <>> push staves with javelin "Staves with javelin" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> touch staves with javelin What's your goal here? Very distantly, you see a monkey swinging from tree to tree. <>> * && Pressing the bamboo staves one by one as far as I can reach with the javelin. Comment recorded. <>> press staves Ouch! As you press down on the floor of the rope bridge, you hear a twanging sound and suddenly discover multiple darts sticking out of your head. It would be nice to know where they came from, but they must have been laced with something disagreeable to your bloodstream, because... *** You're now too dead to notice *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “press staves”. <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Where you presently stand is thus one of these spots, the edge of a hilltop which rolls off sharply into a narrow green gorge only a few yards off north and northeast. Precariously spanning this valley, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. On the rope bridge are an iron bar and the sledgehammer head. The ubiquitous prince is here. <>> press staves with javelin "Staves with javelin" could either be something as yet unknown to you or else a phrasing unknown to us. <>> use javelin on staves Perhaps try rewording that. The boy tries to hunt around for giant snails. <>> fish staves (with the fishing pole) On second thought, you decide there are better things to cast at with a fishing pole. <>> throw all on staves “All” cannot be used with that verb. <>> hit staves with axe You're not helping anything. The boy tries to hunt around for giant snails. <>> * && Stepping onto the bridge releases the darts. More specifically, pressing the floor staves releases the darts. So I should put pressure on the bamboo staves without putting my body in the way of the darts. Comment recorded. <>> x polesd "Polesd" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x poles You don't see any poles in view. <>> l <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. On the rope bridge are an iron bar and the sledgehammer head. The prince is with you like your shadow. <>> roll pumpkin over bridge "Pumpkin over bridge" could either be something as yet unknown to you or else a phrasing unknown to us. <>> roll pumpkin You give the pumpkin a tumble, for some reason. <>> roll pumpkin ne There's no need for that, since the pumpkin is something you can just take with you. <>> push javelin on staves You can’t put anything in the bamboo staves. <>> push javelin ne There's no need for that, since the brass javelin is something you can just take with you. <>> wear hany "Hany" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> wear hanky What do you want to wear it on? < object >> nose Wearing a handkerchief on that part of your body won't accomplish any good. Your companion is playing with more tree bark. <>> wear hanky What do you want to wear it on? < object >> head You wrap the handkerchief around your head and tie it off. Your voluminous hair is now better contained. <>> * && I might try examining the staves separately... Comment recorded. <>> x first stave "First stave" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x staves The floor of the bridge is made of thousands of short lengths of bamboo, all lashed to the thick supporting ropes. <>> x ropes The rope bridge is quite a marvel of primitive engineering. It looks like a whole village of natives might have been involved in twisting fibers together to make these ropes as thick as your fist. Two tall and heavy posts of some local tree's wood are sunk into the ground, making what almost feels like a doorway into the bridge: these are propped against the pull of the bridge with diagonal braces running to the ground, and to them the supporting ropes of the bridge are well wound and lashed. The bridge is about two feet wide and flat-bottomed, being floored with short staves of bamboo. The anchoring posts are set a few paces in from where the hilltop really drops off, so that for a short space the bridge is only a little elevated above the bushy ground, before quickly becoming suspended over nothing but huge quantities of open air and a distant carpet of treetops. On the rope bridge are an iron bar and the sledgehammer head. Prince Quisborne plays around on the low branches of a tree. <>> x posts Thick posts of a native wood are buried upright in the ground, with diagonal braces attached to their tops and slanting back towards the bridge. These anchor the ropes of the bridge. <>> look under bridge While low bushes flank the bridge before it thrusts out into the great blue, if you creep around them (edging right up to the steeps in so doing) you can see that there's something like a low crawl space under the bridge. Very distantly, you see a monkey swinging from tree to tree. <>> get under bridge You push through some bushes till you're right at the edge of the steeps, then crawl under the bridge... You leave the brass javelin outside. <> Under the rope bridge (lying on the dirt) <> You're on your belly in the dirt. The dirt is below you and the underside of the bridge is above you. To either side bushes grow right up to the bridge and thrust a few bothersome branches into this small space. Ahead the ground and the bridge floor draw too close together to crawl further. Behind, you can back up and get out. Your sidekick is on his belly with you under the bridge. <>> search dirt You see nothing on the dirt. <>> pull bridge You pull on the underside of the bridge. We congratulate you on this meaningful accomplishment. <>> push bridge Your action does not substantially alter anything concerning the future welfare of Prince Quisborne and his ignominious title. Your companion reads aloud from the book of utterances: "No man hath affliction enough that is not matured and ripened thereby, and made fit for the presence of the Maker by that affliction." <>> x branches The bushes aren't of any concern to you in this situation, other than the fact that they close in the underside of the bridge into a very tight and small crawl space. <>> x underside Aha! Prudence is rewarded... from here you can see that the bridge is indeed rigged to set off some kind of visitor deterrent. Exactly what kind of surprise awaits is not yet clear, but whatever it is, it's probably directed at someone walking onto the bridge. What you have found is something that you know by reputation to be "wire-weed": a type of vine native to climates like this one, with amazing tensile strength despite its tiny diameter. It is strung taut in such a way that the flex of a person's weight on certain of the bamboo staves near the bridge entrance would cause it to trip, yet its designers seem to have cleverly provided for enough spots to be exempt, so that their own traversal of the bridge can be performed without recurring tragedy. The main wire, which must run to whatever it is that's supposed to go off, runs forward into the constricted space you can't access and out of sight, so that you aren't able to trace where it goes to outside. Your ostensible squire squirms on his belly. <>> x wire You've seen wire-weed growing prolifically on your travels through the Uzumbung outback. It's an amazingly strong and thin type of vine, which could probably find many uses for itself back in the civilized realms. It seems to be rigged to trigger something at an unknown location when pressure is put on the bamboo staves above it. <>> cut wire with knife If you carefully cut the wireweed, any unwelcome suprises that would have been triggered by walking over the rope bridge should be disabled, right? Reasoning thus, you try to pinch the wire-weed in place and slice through it with the knife. You get it cut all right, but not without flexing the wire just enough to set the trap off... You hear a large volley of *twang*s all in unison, followed immediately by zipping, flying sounds. Numerous objects that you can't see skitter into the bushes and brush around the bridge, and you also hear a *pok* sound above you as of something hitting wood. Well, you're still alive; hopefully that was it. The prince looks wide-eyed. "Aiyee... we might've walked right into that! Thank goodness we got tipped off about there being booby traps out here!" <>> out <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. On the rope bridge are an iron bar and the sledgehammer head. Stuck in one of the anchoring posts of the bridge is a dart. The Dwindeldornian prince lollygags behind, and then catches up. A large lizard clambers up into a tree. <>> get all from bridge iron bar: (first getting on the rope bridge) You take the iron bar. sledgehammer head: You take the sledgehammer head. The Dwindeldornian prince throws the knife at a tree, trying to get it to stick. <>> get dart You pull the dart out of the bridge post. Having done so, you also take the precaution to thoroughly wipe its tip off in soil and vegetation, since it appeared to have been smeared with something that was probably detrimental to your bloodstream. <>> x it It's just your typical savage-made dart for booby-trapping unwary intruders. A thin, lightweight shaft that might be made out of bone, with some feathers stuck on the back end. <>> * && Bear with me for a minute! All will become clear. Comment recorded. <>> travel to library [and here I had to turn off QTads manually because it had become stuck calculating the route to Dys Butte] & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> * && I have to be more careful with TRAVEL. The last few times (from the monastery to the Dwindeldorn, and from the Inyelyon Harbor to the mainland) it already took a long time to calculate the route. This time QTads halted completely. Comment recorded. <>> sw Departing the rope bridge, you and Prince Q retrace all of the many many steps that brought you here from Inyelgon Prang. The journey goes off without incident, and you succeed in reaching the city... <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. Your squire comes along. Dwindeldorn's future king looks up Swinemarsh Alley. <>> w <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The town crier is tramping through this part of the town, bellowing mostly unimportant information. The princeling is with you, trying to keep a low profile. The town crier is broadcasting that Dimmsh the Detoother will be fighting Jamdis the Peacebreaker in The Brawl-Pen at such-and-such a time. A crew of coast-raiders in horned helmets walk nonchalantly down the street, browsing the options for their next scene of indulgence. <>> w <> Uzumbung harbor <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. Floating alongside a ramshackle wharf is your makeshift raft. The royal youth is following you wherever you go. <>> sail to shore (first getting on the raft) <> On the shore of the Sea of Sorrows, aboard the raft <> You are embarked on a raft in a cove of the Sea of Sorrows. The coastline of Dwindeldorn is a rugged one, an uplifted land mass which drops sharply to the sea. Where you are, the cliff's base is separated from the water's edge by a narrow crescent of flat ground, grown over by a tract of straight young trees. To the north and the south of this cove, the jagged cliffs meet directly with the waters, and any travel along the coast is rendered unfeasible. In fact, the steep trail northwest up the escarpment is the only way to go from here. The king-to-be is sailing along with you. The blue sky is whitened with large sheets of wispy cloud. <>> travel to library You disembark from the raft, as does your squire. <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is no overlarge one, yet it has garnered some fame abroad on account of its fine cheeses and other products of milkcraft. An old mead-hall sits in the middle of town, and an inn is to the east. To the eye, the town is distinctive for its roofs of various shapes, one and all of which are made from deep live sod. In fact, it is a commonplace sight here to see a sheep or goat contentedly munching grass on the top of a house, for many of the houses' roofs have at least one side which slopes all the way down and blends in to the ground. Quaint as it may be, under your present obligations Chelkwibble plays little more than the role of a crossroads. Dirt streets become roads which emanate from various points of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. The lad is sticking nearby. <>> * && A delay of about 5 seconds now. Comment recorded. <>> ct <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. Nearby, the incumbent to the throne is ambling around. <>> g ( Nighttime came and went.) <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Disreputable Seaweed are playing the Sweaty Mammoths. The grandstands shake with the energy of their human cargo. You see the brass javelin here. The future king of Dwindeldorn tags along. A Sweaty Mammoth collides with four Disreputable Seaweed at bone-shuddering speeds. <>> g <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. Your "squire" is in tow. <>> g <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Prince Quisborne is present and accounted for. <>> g Once again you and the prince make a westward crossing over the river on the ferry, he supplying the horsepower. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The king's son is hanging around. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open, and only a little lower than the tops of the bluffs themselves, which nevertheless hide the river and anything beyond it from view. The locality from here to a little ways south along these bluffs of the river is known as Castle Row; no subtlety was involved in the naming of the place, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road which lies a third of a mile to the west of the blufftop castles; this road winds away into the country in both of those directions. To the northeast, a smaller road descends into a cleft in the bluffs, which you know to lead to the ferry landing. You can also turn west a short way up the road, where another road intersects this one. A fair country rolls in every direction away from the river, studded with cottages, fences, and other signs of domesticity. You can see another building project underway at Griltindarl Castle. The royal youth is hanging around. A couple of horse riders clop on their way down the road. <>> g You make the substantial journey from Castle Row to Chedderwicket, following the river, bending southwest, and passing through the mining towns of Bromhoven and Kirtlesnock. (You passed the night en route...) <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is the junk drop-off, an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. The young figurehead is here with you as always. <>> g Southeast from Chedderwicket, you go through bottom lands, cane brakes, and cotton fields... <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. Near by your side is the Dwindeldornian prince. <>> g You and Prince Q take the path that circles around the butte, and arrive at the lake's edge... <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. The turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below, and on the horizon you can see the dim blue of the lands beyond the Water. The base of Dyss Butte is just north of the rim, with moss-covered protrusions and outcroppings that make a regular ascent upward. Traveling the trail northeast will lead back around the butte and to the road. Your young pal comes along. <>> g You are able to pick your way with comparative ease from ledge to ledge up the steep side of the butte... <> Halfway up Dyss Butte <> You're somewhat over halfway up the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. The natural mossy steps continue towards the top of the butte. Under the limbs of the trees, a moss-covered section of the side of the butte is actually a camouflaged door leading into the earth. Your companion, the prince, is here with you. <>> g You pull open the door in the side of the butte, and enter in. <> Library of the Wizard of Aahh!'s <> The Wizard's library might in fact be more expansive than those found in kings' castles. The walls of the hourglass-shaped room are solidly covered to surprising heights with shelves full of books, punctuated with an occasional draped alcove. A rolling ladder on a rail provides access to the many books which sit out of arm's reach. The great doors from the Wizard's domains are to the north; to the south, a small passage burrows through the butte wall to another door further back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The poetry section contains Grenchmola's poems, et cetera. The northwest section has a copy of a reptilian reference and a treatise on flowering plants, among other things. The southwest section has a copy of "A Condensd Historie of the House of Dubious Renowne." The young sprig of royalty is following you as ever. After you pass through, the camouflaged door shuts itself. <>> n <> The domains of the Wizard of Aahh!'s, level 3 <> Here in the third level below the top of the butte, the room is somewhat smaller than the others in floor space, but the ceiling is taller. The floor shape is roughly an oval, and the ceilings meet the walls at twelve feet high and dome up to twenty feet or more in the center. Here one sees the great wood-panel doors leading to the library that the Wizard is so proud of. The words 'THE TROVE OF KNOWLEYDGE' are carved into the woodwork arching over the doorway, which is centered on the south wall of the room. This lowest level features less in the way of projects and wall hangings, and more in the way of storage; nevertheless, it still has the appearance of one of the Wizard's workspaces. There is some wardrobe-like cabinetry, loose sacks of who-knows-what, and more specimens of half-built inventions. It looks like you are back near the northern face of the butte, as that is the side of this room which is lit by a few more circular windows. A staircase goes up from the southwest corner of the room, and the cable- slide tunnel opens into the room from the southeast. Flanking the library doors on their left is a relatively simple-looking bench-like contraption, involving some piping which runs up and around to the top of the door frame where it appears to play a part in the operation of the bolt mechanism. There's a wardrobe-shaped cabinet here marked 'GADGETS, GIZMOS, AND GUMBERSNUDGETS'. Along the western wall is another of the Wizard's peculiar tables. The compartment of the dial table contains the star-headed wrench. Seated between the sockets are five pieces of pipe of exactly the right lengths. In the open drawer you see five pieces of iron pipe (numbers 1, 3, 4, 5, and 8). The open cabinet is housing the wooden puzzle cube and the wad of ribbon in addition to a hoard of loose parts. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. PQ is present as ever. The prince slings the sack over his opposite shoulder. <>> x pipes They are short pieces of iron pipe, one and a half inches in diameter, each with a number engraved on it. The ends are flanged, and are designed to attach and seal by a twist-lock to other similar pieces of pipe. In length they range from about the width of your hand to the length of your foot. <>> get foot Most parts of your body will not be necessary to explicitly reference in order to pursue your quest. "Boy!" blurts the prince. "I feel so foolish for hitting that gong, and bringing the whole monastery in on us! I don't know what I was thinking! But," he says, "sometimes I start to chuckle when I think of it." Whereupon he begins chuckling. <>> get pipe Which pipe do you mean, pipe piece 1, pipe piece 2, pipe piece 3, pipe piece 4, pipe piece 5, pipe piece 6, pipe piece 7, pipe piece 8, pipe piece 9, or pipe piece 10? < distinguish >> 5 You pick up pipe piece 5. <>> x 5 (pipe piece 5) It is a short piece of iron pipe, one and a half inches in diameter, with the number 5 engraved on it. The ends are flanged, and are designed to attach and seal by a twist-lock to other similar pieces of pipe. It's somewhere around the length of your foot. <>> s Before leaving, you put pipe piece 5 back where it belongs. <> Library of the Wizard of Aahh!'s <> The Wizard's library might in fact be more expansive than those found in kings' castles. The ceiling is higher here than any chamber of the butte you've yet been in, with large and handsome wooden ribs all converging towards the center. Nowhere in the room is its underground location betrayed, save perhaps for the minimum of natural lighting, for all surfaces are covered in finished woodwork, flagging, or plaster. The room is shaped a little like a rounded-out hourglass, creating a sort of west wing and east wing, and the walls are solidly covered to surprising heights with shelves full of books, punctuated every now and then by tall draped alcoves in the wall. Light comes through angling skylights in the high ceiling, and there is a rail ringing the room near the height of the tallest shelves, which guides and supports a rolling ladder. The great doors through which you first entered the library are to the north; to the south, a small passage flanked and overarched by bookshelves burrows through to another door some ways back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The poetry section contains Grenchmola's poems, et cetera. The northwest section has a copy of a reptilian reference and a treatise on flowering plants, among other things. The southwest section has a copy of "A Condensd Historie of the House of Dubious Renowne." The future monarch of Dwindeldorn is here. <>> && Aww... I can't take it with me? This is one of those times where we may not have covered the verb you're trying to use... <>> n <> The domains of the Wizard of Aahh!'s, level 3 <> Here in the third level below the top of the butte, the room is somewhat smaller than the others in floor space, and one sees the great wood-panel doors leading to the Wizard's library. The words 'THE TROVE OF KNOWLEYDGE' are carved into the woodwork arching over the doorway, which is in the southern wall; a few windows are in the northern. There is some wardrobe-like cabinetry here, in addition to loose sacks of who-knows-what. A staircase goes up from the southwest corner of the room, and the cable-slide tunnel opens into the room from the southeast. Flanking the library doors on their left is a relatively simple-looking bench-like contraption, involving some piping which runs up and around to the top of the door frame where it appears to play a part in the operation of the bolt mechanism. There's a wardrobe-shaped cabinet here marked 'GADGETS, GIZMOS, AND GUMBERSNUDGETS'. Along the western wall is another of the Wizard's peculiar tables. The compartment of the dial table contains the star-headed wrench. Seated between the sockets are five pieces of pipe of exactly the right lengths. In the open drawer you see five pieces of iron pipe (numbers 1, 3, 4, 5, and 8). The open cabinet is housing the wooden puzzle cube and the wad of ribbon in addition to a hoard of loose parts. The Wizard of Aahh!'s is present, seemingly preoccupied by a multitude of things at once, and muttering to himself all the while. Prince Q tags along. <>> 5 You may be trying to use a verb that we weren't instructed how to handle... <>> get 5 You pick up pipe piece 5. <>> * && I'll show you my idea in here then. Comment recorded. <>> put dart in pipe 5 You don't need to complicate things... the pipes are for carrying water. The royal youth peeps in a sack of junk. <>> connect 4 to 5 (first taking pipe piece 4) The iron pipe sections lock together with a twist. <>> connect 3 to 4 (first taking pipe piece 3) The iron pipe sections lock together with a twist. The Wizard dashes with youthful energy into the library. <>> x pipe Which pipe do you mean, pipe piece 1, pipe piece 2, pipe piece 3, pipe piece 4, pipe piece 5, pipe piece 6, pipe piece 7, pipe piece 8, pipe piece 9, or pipe piece 10? < distinguish >> x 4 (pipe piece 4) It is a short piece of iron pipe, one and a half inches in diameter, with the number 4 engraved on it. The ends are flanged, and are designed to attach and seal by a twist-lock to other similar pieces of pipe. It's bigger than your outstretched hand by a finger-thickness or two. Pipe piece 4 is attached to two pieces of iron pipe (numbers 3 and 5). <>> measure 5 (pipe piece 5) (first taking the wad of ribbon) Using the ribbon, you find that the piece measures 68 ticks. The total length of all that is attached to this piece is 180 ticks. <>> * && See what a marvelous dartblowing pipe I made!? Comment recorded. <>> drop pipes You put the pipes you had back in the drawer. <>> s Before leaving, you put the wad of ribbon back where it belongs. <> Library of the Wizard of Aahh!'s <> The Wizard's library might in fact be more expansive than those found in kings' castles. The walls of the hourglass-shaped room are solidly covered to surprising heights with shelves full of books, punctuated with an occasional draped alcove. A rolling ladder on a rail provides access to the many books which sit out of arm's reach. The great doors from the Wizard's domains are to the north; to the south, a small passage burrows through the butte wall to another door further back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The poetry section contains Grenchmola's poems, et cetera. The northwest section has a copy of a reptilian reference and a treatise on flowering plants, among other things. The southwest section has a copy of "A Condensd Historie of the House of Dubious Renowne." The Wizard is lost in thought over something at his desk. The youth is hanging around. <>> s (first opening the exit door) After you pass through the library door, it swings shut. <> Halfway up Dyss Butte <> You're not quite halfway down the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. The natural mossy steps lead both upwards and downward. Under the limbs of the trees, a moss-covered section of the side of the butte is actually a camouflaged door leading into the earth, from which you have emerged. The king-to-be is here. <>> d <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. The turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below, and on the horizon you can see the dim blue of the lands beyond the Water. The base of Dyss Butte is just north of the rim, with moss-covered protrusions and outcroppings that make a regular ascent upward. Traveling the trail northeast will lead back around the butte and to the road. Your companion, the heir to the throne of Dwindeldorn, is here with you. The youth is whittling a twig with the sharpened butter knife. <>> nw Due to thick woods and absence of paths, directions other than northeast and up seem impractical for traveling in. <>> w Due to thick woods and absence of paths, directions other than northeast and up seem impractical for traveling in. The future king of Dwindeldorn reads something from the book of utterances: "Were this frail world our final rest, then living or dying – none were blest." <>> ne The trail takes you through woods around the butte to the road. <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. Prince Quisborne is here with you as always. <>> nw You return to Chedderwicket town, after a journey through the balmy lands and cotton fields of southern Dwindeldorn... <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is the junk drop-off, an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. The heir to the throne of Dwindeldorn is sticking nearby. <>> n For a few minutes, you take the Dwindeldornian prince inside The Plastered Pilgrim to rest your feet. A few ancient and retired knights are sitting around swapping stories from their glory days. One artifact avows he once got swallowed whole by a dragon with galloping diarrhea, which then excreted him before he got digested. Dragon stories, like fish stories, only get bigger with time. Soon enough, you tell Prince Quisborne it's time to be on your way... <>> ne You make the substantial journey from Chedderwicket to Castle Row, passing through the mining towns of Kirtlesnock and Bromhoven, bending to the north, and following the river... (You both camped for the night.) <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a modest-sized building project underway at Griltindarl Castle. The youth is present and accounted for. <>> e You have no audience with my lords Skrolpingale, Poldigroyne, Baultshiffle, Quaxeldorst, Griltindarl, or Oscalbroyne. Quisborne is making shrill sounds by blowing on a piece of grass clamped between his thumbs. <>> ne <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Your "squire" is in tow. <>> e You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. The ubiquitous prince is here. <>> e The roads will do fine for your purposes. <>> ne <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. Prince Q is present as ever. <>> ne <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Cheese Curds are playing the Fossilized Bagels. The grandstands quiver with the liveliness of the spectators. You see the brass javelin here. Nearby, your companion is ambling around, sack in hand. <>> e Squarchminster lies east, but the main roads meeting here run northeast or southeast. Prince Q is thoroughly confused by the last play of the game. <>> * && What's my javelin doing here? Comment recorded. <>> get javelin You take the brass javelin. The ref has just issued a Cheese Curd a blue card for knocking teeth out in an unsportsmanlike manner. <>> ne You make a modest little journey through farms and settled lands, and come to the junction near Gramblefork Place... Along the way, evening came and you both camped for the night. <> Country roads <> Through this country the little roads tuck themselves into out-of-the-way folds and furrows and follow every small in, out, up and down of the land. Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the obscured lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. Near by your side sticks Prince Quisborne. <>> e <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is noted for its fine cheeses and other products of milkcraft. To the eye, the town is distinctive for its variously-shaped roofs of deep live sod, on which a goat might be seen. There's a mead-hall and an inn, and dirt streets can lead you out of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. Your young pal is following you as ever. The young figurehead drops and knocks out some pushups. <>> se <> On the shore of the Sea of Sorrows <> You are standing on the shore of the Sea of Sorrows. The sea comes into a middle-sized cove here, so that you cannot see extremely far down the shore on either side, but to the east the open sea stretches to the distant horizon. The coastline of Dwindeldorn is a rugged one, an uplifted land mass which drops sharply to the sea. Where you are, a tract of vegetated land separates the cliff's base from the water's edge, but to the north and the south of this cove, the ground turns quickly into jagged cliffs which plunge into the waters, and any travel along the coast is rendered unfeasible. In fact, the steep trail northwest up the escarpment is the only way to go from here. The turf under your feet is lush, and the crescent of land which lies between the sea and the bottom of the cliff is thickly covered over with straight young trees, which grow right up to the pebbly rim of the water. Floating right at the edge of the water is the makeshift raft that you cobbled out of some nearby trees. The youth is following you wherever you go. The straight young trees near the shore bend with the sea breeze. <>> sail to island (first getting on the raft) The form of Uzumbung Island gradually appears on the southeastern horizon, and in due course you navigate your raft into its sheltered harbor... <> Uzumbung harbor, aboard the raft <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. You are on your raft moored alongside a ramshackle, out-of-the-way wharf. <>> e You step down from the raft onto the wharf, and the youth does too. You follow a worn track up the sloping ground and enter the infamous settlement founded alongside the harbor... <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The king's son is with you, trying to stay out of everyone's way. Cutlasses and scimitars are everywhere. <>> e <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. Your ostensible squire comes along. <>> ne Leaving Inyelgon Prang behind in the southwest, you and Prince Quisborne begin the long journey towards the Tuttarumbish. The first leg skirts wide around the foot of the volcano, then comes the extensive trek following the eastern seacoast. It is necessary to overnight on the trail, and then you're off again, eventually veering inland away from the sea... <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. Your protegé is hanging around. <>> ne It's a hair-raising but also exhilarating ordeal crossing the primitive rope bridge. It bounces and sways most alarmingly, but provides a glorious panorama of the vibrant island, and even of the sea some distance off to the east. You and Prince Quisborne make it across the long expanse, and into Tuttarumbish country... While not a road by a long shot, nor even quite a trail, the lie of the terrain and the disposition of the trees seem to particularly facilitate walking in an eastward direction, which direction you consequently follow. It is actually a very pleasant region, with just the right balance between open space and abundance of large, exotic plant life. In less than an hour's travel, you come upon your first sign of the wild people, that being a bare- chested boy of about eleven, who no sooner sees you than he lights off in the direction you are headed, shouting: "Phunj! Phunj mooga Phunj-wokkee!" Minutes later, the undergrowth thins even more, though a continuous canopy of dappled shade is cast by the limbs of trees which spread out horizontally high overhead. Here you see what you hope to be your final destination (on the island of Uzumbung, anyway): a village of the Tuttarumbish, the wild people who reportedly took one of the magic beans from the Monks of Mowm. The boy's heralding has preceded you, and a whole village of wild folk have gathered together to await your arrival... <> Utlu Saboshbish, settlement of the Tuttarumbish <> This place must surely be Utlu Saboshbish, the chief and perhaps single permanent settlement of the wild people who inhabit the island of Uzumbung. The village consists of a single, straight lane running east-west (in which you stand), with dwellings quite evenly spaced on either side, and which terminates at a larger and more decorated structure on its eastern end. Tended lots of banana trees and pineapple plants fill the grounds surrounding the village, and tall palms grow thick enough to leave the sky visible only in patches. You can leave the village to the west. Rather more of note than your surroundings is the small crowd of wild people who have gathered in the lane on account of your arrival. Many of them are clutching boomerangs that they probably know how to throw very successfully. The member of the crowd rendered conspicuous by a large, ungainly headdress steps forward and declares: "Phunj hummagungfoj Tuttarumbish. Pulapyuk zim chin fung!" Based on his mannerisms, you gather that the chief is referring to himself as Pulapyuk. Together with the herald-boy's exclamations you suppose yourself to be Phunj, and that must leave the prince as Phunj-wokkee. Your companion, the Dwindeldornian prince, is here with you. The Tuttarumbish pull out your fishing pole, and mutter amongst themselves about what it is. <>> bow You give a low bow to the chief, trying to pay your respects. Pulapyuk doesn't understand the gesture, but implicitly tries to mimic your action, with the result that his headdress topples forward off his head and crashes to the ground, much to the horror of the crowd. Flustered, he straightens out the crooked effigy on the headpiece, and replaces the whole on his head. <>> compliment chief Your compliments are wasted, as Pulapyuk has no idea what you're saying. One of the Tuttarumbish exclaims: "Teglablotnoo bozeech min higgadump, ij felfeljup mokweetotu?" <>> play whistle You begin to play some simple melodic notes on the bamboo whistle, and the Tuttarumbish crowd is enthralled. How is the Strange One making the piece of bamboo talk like that?? Truly a marvel!! You are forced to play encores for the next ten minutes. <>> * && Ah! The flute does have some use in this place. Comment recorded. <>> * && I'll sit down with the chief and haggle about the bean while he teaches us profound knowledge about the stars and earth. Next time. It's great to go even farther out on the ocean, to a whole new island. This world just keeps expanding! Comment recorded. <>> * && You should see the map I'm drawing. Two sheets of paper for the main map (Dwindeldorn, The North, and Spurwharking), and two more for the smaller maps of the cities and villages, the inside of the Wizard's tower, the Monastery,... Comment recorded. <>> * && I've filled 19 pages with densely packed scribbles to capture all locations and their interesting features, and numerous diagrams for puzzles. Comment recorded. <>> * && These do not even include the try-out drafts of the puzzle diagrams, only the final diagrams that are needed for the solutions. I'll have an entire booklet for *Prince Feckless*! Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Utlu Saboshbish, settlement of the Tuttarumbish <> This place must surely be Utlu Saboshbish, the chief and perhaps single permanent settlement of the wild people who inhabit the island of Uzumbung. The village consists of a single, straight lane running east-west, with dwellings on either side, and which terminates at a larger and more decorated structure on its eastern end. Tended lots of banana trees and pineapple plants fill the grounds, and palms are thick overhead. You can leave the village to the west. Pulapyuk, chief of the Tuttarumbish, is standing with a few dozen other wild men in the middle of the village. They seem to consider you a great diversion. The boy is with you like a second shadow. The Tuttarumbish paw through your sack, muttering over your items. <>> * && Now where did I put the shiny glass trinkets and the little toy mirrors? I've heard those are indispensable in establisjhing diplomatic relations with natives. Comment recorded. <>> greet pulyapuk "Pulyapuk" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> greet pulapyuk Pulapyuk has no idea what you're trying to communicate, and merely babbles: "Klogtog fizzibit mencheewibbin wog-wog!" <>> compliment pulapyuk Your compliments are wasted, as Pulapyuk has no idea what you're saying. (Pulapyuk:) "Wollegib: gug mugjilphunt beesh tusampunk wishee-war?" <>> bow You give a low bow to the chief, trying to pay your respects. Pulapyuk doesn't understand the gesture, but implicitly tries to mimic your action, with the result that his headdress topples forward off his head and crashes to the ground, much to the horror of the crowd. Flustered, he straightens out the crooked effigy on the headpiece, and replaces the whole on his head. <>> x headdress The headdress is a monstrosity of grass, mud and sticks that looks like a punishment to wear. A cumbersome and unshapely figure made of the same is perched atop the chief's head, but you can only guess whether it's a bird, a fish, or a lizard. <>> kiss chief You're not on quite so intimate of terms with the chief of the wild men as that. The Tuttarumbish chief says: "Tenpunk guttapig sokchoo sup, zugjuz ihet." <>> say Hepellopo chiepief! Ipi apam hoponoporeped topo meepeet youpou. Pulapyuk and his people laugh uproariously at your outlandish speech, having no idea what you're saying. The Tuttarumbish pull out your fishing pole, and mutter amongst themselves about what it is. This is one of those times where we may not have covered the verb you're trying to use... <>> say tenpunk guttapig sokchoo sup Pulapyuk looks at you blankly. Then, bursting into laughter, he says, "Tenpunk? Babglegzil zarhum goj jissid tenpunk!" All of the village joins him in laughter, as they apparently get a great kick out of your low intelligence and abysmal pronunciation. <>> x people The Tuttarumbish are a people of a medium skin tone, with hair of browns ranging from light to dark. They all wear lizard-skin garments, all find you to be newsworthy, and all seem to defer to their chief on important occasions such as this. Some carry wooden spears. <>> compliment people The people seem to expect you to interact with their chief. <>> give honey to chief You take the honeycomb and hold it out towards Pulapyuk. He looks at your hand for a second as if trying to interpret your intentions, then takes the honeycomb from you. He gives what you think is a nod, by tilting his head to the side and back again with a twitching motion. <>> take honey You could try asking instead of just taking. "Hee zij mimgish. Heppalunk zuggafub pig chip sin..." <>> ask chief for honey You do your best to signal that you would like the honeycomb back. To your great surprise and to Pulapyuk's credit, he looks at the honeycomb, looks at you, then smiles and hands the item back with no apparent hard feelings. The Tuttarumbish people offer Phunj-wokkee a piece of strange, gooey fruit. "Thanks, friends!" Phunj-wokkee beams. He plows right in, imagining the lusciousness of the other tropical fruits he's tried on the island. A moment later, he almost propels himself backwards from the sheer violence of his expectoration. "BLUUAACHHH!" he ejaculates, spitting over and over with a look of horror and trauma on his face. The Tuttarumbish people laugh themselves to tears, slapping their calves till they're almost raw. The natives then take the durian fruit offered to the prince, and contentedly munch it down themselves. <>> give mango to chief Pulapyuk accepts the mango with a grin and a sideways twitch of the head. He devours it right then and there. <>> ask chief about durian fruit You ask Pulapyuk a question about the durian, but he just stares at you as if you're a blathering idiot. "Domlikontip pozdendee: piskingid hoo chirniz!" <>> sign hello You may be trying to use a verb that we weren't instructed how to handle... <>> wave This is one of those times where we may not have covered the verb you're trying to use... <>> wave handkerchief You may be trying to use a verb that we weren't instructed how to handle... <>> tie handkerchief to chief You figure you'll hold off trying to tie the handkerchief to things unless you find a good reason for it. <>> give handkerchief to chief Pulapyuk accepts the handkerchief with a sideways twitch of his head. <>> ash chief for kerchief This is one of those times where we may not have covered the verb you're trying to use... <>> ask chief for kerchief You ask for the handkerchief back, and Pulapyuk complies. <>> l <> Utlu Saboshbish, settlement of the Tuttarumbish <> This place must surely be Utlu Saboshbish, the chief and perhaps single permanent settlement of the wild people who inhabit the island of Uzumbung. The village consists of a single, straight lane running east-west, with dwellings on either side, and which terminates at a larger and more decorated structure on its eastern end. Tended lots of banana trees and pineapple plants fill the grounds, and palms are thick overhead. You can leave the village to the west. Pulapyuk, chief of the Tuttarumbish, is standing with a few dozen other wild men in the middle of the village. They seem to consider you a great diversion. The ever-present prince is here. <>> show whistle to people The people seem to expect you to interact with their chief. <>> show whistle to pulapyuk Pulapyuk and a few other Tuttarumbish gather around and look at the bamboo whistle. Exclamations of unidentified signification are exchanged amongst them for a moment or two, but nothing comes of it. <>> play Patti Smith's Ghost Dance You begin to play some simple melodic notes on the bamboo whistle, and the Tuttarumbish crowd is enthralled. How is the Strange One making the piece of bamboo talk like that?? Truly a marvel!! You are forced to play encores for the next ten minutes. <>> play Grooverider's Rivers of Congo You seem to have the crowd wrapped around your finger whenever you play music on the little whistle. <>> give whistle to chief Pulapyuk accepts the bamboo whistle with a sideways twitch of his head. <>> ask chief for whistle You ask for the bamboo whistle back, and Pulapyuk complies. <>> l <> Utlu Saboshbish, settlement of the Tuttarumbish <> This place must surely be Utlu Saboshbish, the chief and perhaps single permanent settlement of the wild people who inhabit the island of Uzumbung. The village consists of a single, straight lane running east-west, with dwellings on either side, and which terminates at a larger and more decorated structure on its eastern end. Tended lots of banana trees and pineapple plants fill the grounds, and palms are thick overhead. You can leave the village to the west. Pulapyuk, chief of the Tuttarumbish, is standing with a few dozen other wild men in the middle of the village. They seem to consider you a great diversion. Your companion, the royal youth, is here with you. Whenever you try to speak, the Tuttarumbish mimic your speech and laugh uproariously at how barbaric you sound. <>> x chief Pulapyuk is a man of middle size, wearing, as are all the Tuttarumbish, a short sleeveless garment made of lizard skins. His head is an outrage of coiffure, with his straight, lengthy beard being parted down the middle, and each part being turned upward to be intricately braided into the also lengthy locks of his head. Furthermore he wears a cumbersome headdress, which may be crudely intended to model some kind of living creature, but whether it's a bird or a fish or a lizard you can't tell. <>> x people The Tuttarumbish are a people of a medium skin tone, with hair of browns ranging from light to dark. They all wear lizard-skin garments, all find you to be newsworthy, and all seem to defer to their chief on important occasions such as this. Some carry wooden spears. A Tuttarumbish steps up to you and fingers your curiously-colored hair. <>> jump You jump, and the Tuttarumbish start jabbering as if your every action is newsworthy. <>> sit (on the ground) Right then, you’re now sitting on the ground. One of the Tuttarumbish exclaims: "Mekteshwer zemziljunbut... sij molz mif egtenspeldish." <>> say mekteshwer zemziljunbut Trying to blindly repeat Tuttarumbish words is never going to get you anywhere. Probably, your only hope of communicating here is through someone who speaks both languages. Whenever you try to speak, the Tuttarumbish mimic your speech and laugh uproariously at how barbaric you sound. <>> * && A translator? The jester perhaps? Comment recorded. <>> w (first standing up) The two of you depart the village and make the pleasant, not-too-long and not-too-short trek back to the ravine with the rope bridge. There, you cross over it to the other side... <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. The youth is following you as always. <>> sw Departing the rope bridge, you and Prince Q retrace all of the many many steps that brought you here from Inyelgon Prang. The journey goes off without incident, and you succeed in reaching the city... <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. Nearby, Prince Quiz is ambling around. The boy falls, and gets up again. <>> nw <> Inyelgon Prang, Splinterbone Aisle <> Shacks and bungalows sprawl about willy-nilly amongst the shade of giant orange trees at the north end of Inyelgon Prang. The way north is closed off by a long stone wall, set with solid arching gates. Over the wall you can see a few spires of a small palace, backdropped by the cone of the volcano. South, you can see city rooftops and the sea beyond. Splinterbone Aisle goes southwest, and Swinemarsh Alley runs southeast. The town crier is tramping through this part of the town, bellowing mostly unimportant information. Iryondelf is sitting against the wall, looking aimless and downcast. Dwindeldorn's future king is present as ever. The town crier is broadcasting that the Wenchman will be fighting Jamdis the Peacebreaker in The Brawl-Pen at such-and-such a time. Iryondelf the jester catches sight of you. "Hi-yoh, good gossip. I remembered that fellow's name since last we talked... the fellow that used to do errands for Detnezerk to the Tuttarumbish. Develroy he was, if that's of any importance to you." <>> tell iryondelf about pulapyuk You're not even sure the jester can hear you, for how lost he is in his reveries. The town crier goes on his way to the southwest. "Two ladies were walking a country lane one day," says the jester, "when suddenly they found a giant cob of corn lying in the field. It still had the leafy husk things around it and whatnot, and they decided to go up to it and peel off the leafy things just to see what was inside. Well they did, and inside they found a dozen friars just sitting there on the corn! The first lady says, 'Oh my lands, there are a dozen friars in there!' And she is so surprised. But the other one says, 'It's really no surprise, considering there are twelve monks in a ear.'" Then, "But see, it's no good. Properly, you would say 'in a year' or 'in *an* ear', so saying 'in a ear' in order to achieve a joke is a complete faux pas." <>> tell iryondelf about tuttarumbish The jester is too busy moping to give you a reaction. <>> ask jester for translation "Develroy would be your man for that, gossip." The down-and-out jester speaks up. "How is a bad seamstress like a good farmer? They both rip what they sew." He sighs. "But really, they don't both 'rip', you see what I mean? The farmer reaps, not rips, so it just doesn't make any sense. Terrible, a terrible joke. Maybe I deserve to be fired!" The jester's flask takes another hit. <>> ask jester about develroy "Right enough, there was a fellow called Develroy of Squandermere. Detnezerk would send Develroy into Tuttarumbish country now and then for various purposes. Trading goods, scoping out territory, trying to secure peaceful relations, whatever. I do believe he managed in time to learn a little of their gibberish. I never saw the man, don't know what he looks like, but I come to remember now, Detnezerk once sent one of his lackeys to get info from him at The Warthog's Armpit. That might be the most likely place to inquire for him." <>> * && Ok. Develroy at Armpit. Comment recorded. <>> sw You give the jester a brief farewell and head off. <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The princeling is with you, trying to keep a low profile. A crew of coast-raiders in horned helmets walk nonchalantly down the street, browsing the options for their next scene of indulgence. <>> n <> The Warthog's Armpit <> The Warthog's Armpit is a scene of roistering and carousing, churning out a symphony of clamor at all hours of the day. The premise of the place is to serve grub and enlivening beverages to those who wish to play poker and otherwise raucously congregate together. There's a bar and serving counter along the west side; otherwise the room is quite filled with wooden tables. A few massive columns dot the open space, and a second-floor gallery runs around the perimeter, creating sheltered alcoves underneath. The exit is to the south. Poker games and general rowdiness are underway at nearly every table in the room. You notice that the liberated Skendregger has reintegrated into society, and is well on his way to winning a drinking contest. The tavern-master stays busy behind the bar, trying to appease an insulted customer. The prince sticks close by. The incumbent to the throne watches all the hubbub. <>> x bar (the serving counter) At the serving counter, beer and food are served. It runs along the back part of the west wall, and behind it the building opens up towards the kitchens and cask rooms. The menu specials are posted on the wall at the end of the bar. "Tens and jacks!" a player shouts victoriously, spreading out his cards. <>> ask barkeep about develroy "Barkeep" could either be something as yet unknown to you or else a phrasing unknown to us. <>> ask barkeeper about develroy "Barkeeper" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> ask bar keeper about develroy "Keeper" could either be something as yet unknown to you or else a phrasing unknown to us. <>> ask bartender about develroy "Develroy?" the man booms. "Yeah, he's a regular here. In fact 'e's here now. Yonder table with the shifty bloke." Odias points toward the center of the room and you see the man named Develroy playing poker with a solitary opponent. <>> x develroy Develroy is a gruff and snappish man of stocky build. His wide head features plenty of curly blackish hair and beard. He is very accomplished in the use of pejoratives, and looks at all times as pleasant and congenial as someone seated upon a rhinoceros' horn. He is stationed at a circular table in the middle of the room, playing poker with a single opponent. He is sweating, with the seriously flustered look of one who is losing so badly that he must keep playing in order to "win" it back. The Prince of Dwindeldorn is rather subdued in the raucous atmosphere. Develroy bellows: "What?! Ace of skulls?! Bloody bandages, Skemdinch, how d' ye hit the straight every time I land a pair of jacks or ladies?!" A turkey leg gets launched from one table to another. <>> * && I should prove that his opponent is cheating? Comment recorded. <>> x opponent Develroy's opponent at cards is apparently named Skemdinch. He's fairly tall, but gangly rather than large, with eyes so shifty it's almost comical. In addition to the dirty outfit of a common sailor, he's wearing a cloak that's too large, even for him. The voluminous cuffs are folded back, as if otherwise his hands wouldn't have emerged. He seems to be enjoying his strangely uncanny streak of luck over Develroy, and carries a purse, most of whose ample contents used to reside in Develroy's pockets. A new scuffle breaks out from one quarter of the room, creating a trail of overturned tables, chairs, and bystanders from its point of origin to the exit door. No sooner have the participants cleared the doorway than the table-boys and waiting-wenches have reset all of the furnishings in readiness for their next overturning. <>> x cloak The cloak, as mentioned, is dirty and overly large, with voluminous folded- back cuffs. The incumbent to the throne watches all the hubbub. Card games carry on all across the room, producing rage or merriment at random. <>> x cuffs The cuffs of Skemdinch's cloak are quite prominent. They droop about his wrists, and are doubled back about a handbreadth. A card player folds his hand in disgust. <>> search cuffs On a hunch, you try to inconspicuously position yourself at the best angle to observe Skemdinch's voluminous cuffs as he plays. Before you can justify your suspicions, the man notices you watching him and threatens to have the thugs throw you in the boar pits if you don't get lost. You are forced to retreat to avoid causing a scene; Quisborne, however, escapes detection, and succeeds in seeing what you had hoped to see. He returns and whispers to you, with excitement, that Skemdinch is quite literally holding an ace up his sleeve. Develroy's opponent throws down his hand and boasts, apparently to the room at large: "Ha! I'm flush in femurs, boys! Say goodbye t' yer paltry straights and pa'rs o' aces! Skemdinch o' Scumdingall be in the house! Har har!" You hear the sound of shattering glass. Guffaws ensue. <>> unfold cuffs That's not extremely applicable here. Your squire drops and knocks out some pushups. Develroy lets out a roar as Skemdinch complacently rakes another pot of coins over to his side. <>> get ace from cuffs Even though your party has seen Skemdinch stowing away an ace, manhandling his cuffs may not be the safest way of handling the situation... a whole horde of burlies might be hauling you out to the boar pits before you have a chance to denounce his treachery. <>> whisper to develroy You may be trying to use a verb that we weren't instructed how to handle... <>> tell develroy about ace Quisborne having spied Skemdinch hiding cards up his sleeve, you seek to ingratiate yourself with Develroy by telling him what the lad has seen, and that he has been losing his money all this time to a cheater. Develroy rises against Skemdinch in a glorious transfiguration of wrath. "Ye half-basted barnacle! Ye swine-begotten horseleech! Squid-sucking scalawag! Yeller-bellied frog-buttocks!" We must abridge and redact the greater part of Develroy's tirade of threats and imprecations upon Skemdinch, but ultimately, Develroy's verbal cannonade attracts attention even amidst the din going on in The Warthog's Armpit. Skemdinch's cuffs are forcibly folded forward in the presence of a crowd to reveal several key playing cards secreted there for nefarious usage. He pleads and blusters, but Develroy snatches his purse, and several burly lads, who seemed to be waiting around for just such an occasion as this, hoist him aloft and lose no time in bearing him across town to "play with the fishes." When the excitement has waned, and Develroy has finished embracing his prodigal gold, he realizes you're still there. It seems to require all of his resources to acknowledge his indebtedness to someone else. "Uh... well... ye done me a good turn, callin' out that obscene cockroach as ye did. I reckon if ye ask me fer a favor that I ain't indisposed to do, I'll see about doin' what I can." Develroy seems to have run out of polite words, and stalls for a minute. Then with a little cough, he turns and sits at a table nearby. The prince can't help himself. "Hey, Mister Develroy! How do you like this?" "In a parlor for poker and eating Develroy was taking a beating. But Skemdinch's luck Came from cards he would tuck Up his sleeves, until I saw him cheating." "By the crack of my old mammy's... teacup," finishes Develroy. "Whatever, kid. Yer weird." The more prominent sounds of the room are supported by a steady background of chompings, smackings, lickings, hackings, and slurpings. *** Your score has just gone up by three points *** <>> ask develroy about tuttarumbish Based on Develroy's intimation that he owes you a favor, you suggest that he come with you and Quisborne to the Tuttarumbish village to help communicate with them. "So, a trip t' see the Tuttarumbish is what ye want? Hum, that's all right. Yeah, I been there and I know some o' their speak. I haven't been in awhile, and it's not a journey I'm loath to be a-takin' now and then. Mebbe I larn a bit more 'bout them queer varmints whal wer at it. I tell 'ee what, I'll jes' meet ye there; I ain't keen on a-travelin' all chummy-like, and I like to keep my own pace. I'll go get meself outfittered and I'll be blowed if I ain't there well in advance of ye. So there it is... I'm a-headin' one way or t'other; if ye be wantin' some interpittin' ye better be bendin' yer steps thataway too." So saying, Develroy stalks out of The Warthog's Armpit. *** Your score has just gone up by four points *** <>> s <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. Quiz is with you, trying to stay out of everyone's way. An unending succession of tattoo designs, both ghastly and imaginative, is to be seen displayed on the various exposed bodily surfaces of the city populace. <>> e <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. Your "squire" is in tow. The town crier makes his rounds into this part of town from the southwest. "That Develroy," remarks the prince. "He's a prickly one, now, isn't he? Kind of acts like he's got a thorn bush growing out of his... personal chimney, you know?" <>> ne Leaving Inyelgon Prang behind in the southwest, you and Prince Quisborne begin the long journey towards the Tuttarumbish. The first leg skirts wide around the foot of the volcano, then comes the extensive trek following the eastern seacoast. It is necessary to overnight on the trail, and then you're off again, eventually veering inland away from the sea... <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Where you presently stand is thus one of these spots, the edge of a hilltop which rolls off sharply into a narrow green gorge only a few yards off north and northeast. Precariously spanning this valley, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. Quisborne comes along. <>> ne You make the trip across the rope bridge, and by and by draw near to the Tuttarumbish settlement. Your approach is observed, and by the time you arrive, most of the village has gathered together for the diversion that you and Prince Quisborne provide. <> Utlu Saboshbish, settlement of the Tuttarumbish <> This place is Utlu Saboshbish, the chief and perhaps single permanent settlement of the wild people who inhabit the island of Uzumbung. The village consists of a single, straight lane running east-west, with dwellings on either side, and which terminates at a larger and more decorated structure on its eastern end. Tended lots of banana trees and pineapple plants fill the grounds, and palms are thick overhead. You can leave the village to the west. Develroy of Squandermere is aleady here at the Tuttarumbish village. He is exuding all the graces of one seated upon a red-hot poker set upright, and is apparently ready to interpret for you by way of returning a favor. He actually seems at home out here, and you see him flirting with a couple of the Tuttarumbish girls. Pulapyuk, chief of the Tuttarumbish, is standing with a few dozen other wild men in the middle of the village. They seem to consider you a great diversion. Your squire is here with you as always. Develroy speaks. "Har, there 'ee are. Didn't I tell 'ee I'd beat ye here? Wal, yer here, I'm here, so do yer jabberin' and I'll try to let these varmints know what yer sayin'." <>> compliment chief You compliment Pulapyuk on his wonderful island, his people, and his headdress. Pulapyuk laughs jollily and says: "Puny Strange One make easy breakfast for Mokaji. Ha ha haaa!" All of his cronies laugh along. Apparently there is some kind of great lizard called Mokaji that lives in the center of the island, and Pulapyuk is tickled to think how easily it could subdue and consume the puny-looking prince. <>> tell chief about me Pulapyuk and his people seem excited that they now have a means to talk with the Strange One. Pulapyuk listens with rapt attention as you tell him, through Develroy, about life on your side of the sea. <>> tell chief about quisborne You try to tell Pulapyuk that Quisborne is the son of the big chief across the sea. "Ha!" he booms. "Strange One tell big joke! Puny Strange One not even can throw boomerang. Blow away in strong wind. Son of big chief?! Ha Ha!" Pulapyuk takes some pounded snail goo and anoints Phunj-wokkee's nose with it. "Now you eventually grow into man," the chief says. "Snail goo help get rid of puny." <>> thank chief This is one of those times where we may not have covered the verb you're trying to use... <>> ask chief about headdress Your inquiry through Develroy about the chief's headdress turns into a lengthy interchange between Develroy and the chief. After the gibberish has subsided, you get the report. Between what Pulapyuk related and what Develroy interjects from his own knowledge, this is what you learn: The chief's headdress is meant, in fact, to be an effigy of a fish. Due to a few factors which we shall enumerate, the fish has come to be highly venerated among the Tuttarumbish people. Many of those factors are the peculiar traits of Uzumbung Island: namely, its lack of inland water and the inaccessibility of the sea from its tabled landmass. These, together with the fact that the Tuttarumbish have no boats, nets, or hooks even were they to make the difficult and precarious climb down to the water, have given the fish quite an elusive and mystical quality to the isolated people. Indeed, the people regard the fishes as incarnated spirits of the sea. Then there is another more practical matter. As a people who subsist upon snails, lizards, and palm tree pulp, the Tuttarumbish positively dote upon eating a fish. This, however, only happens every once in a very great while, requiring the circumstances that a fisher bird happen to fly a fresh catch all the way up to the clifftop, rather than enjoy the fruits of its labor down on the lower rock outcroppings, and that a boomerang-wielding Tuttarumbish be present to witness this uncommon event, and also have perfect success with his boomerang throw in that fleeting and crucial moment. When it does happen, however, the Tuttarumbish make a great celebration and feast, portioning out the fish so that everyone gets at least a bite. Not only is this a rare delicacy for their palates, but they believe that by consuming the fish, it gives them a measure of its powers over the sea and may stave off any upcoming typhoons or tsunamis. And that's what you get for asking about the chief's headdress. A Tuttarumbish picks a louse out of another's hair, and bites it in half. <>> * && I should get these people sme sushi! Comment recorded. <>> ask pulapyuk about monks Between you and Develroy you decide that that's not worth asking the Tuttarumbish about. <>> ask pulapyuk about monk Between you and Develroy you decide that that's not worth asking the Tuttarumbish about. <>> ask pulapyuk about bean With Develroy's help, you ask Pulapyuk about the magic bean spoken of by Yimnaru. He lights up as though you've just brought up one of his favorite subjects. With a "Thikpu! Hee wot Girnirwishee Umsnellgur!", he seems to have given a fellow named Thikpu some kind of an order. In a moment he is in and back out of the most important-looking of the Tuttarumbish dwellings. He returns to Pulapyuk, and then... There it is!! Held up between the grubby fingers of a wild chieftain is that much-desired article of such astonishing power, the magic bean, undoubtedly one and the same that was taken from the journeying monks. Pulapyuk goes on for a minute about what is clearly one of his favorite collector's items. He tells how when he first had it, it used to glow with an inexplicable luminescence. But for many months since, the glowing has ceased. He is still especially fond of his wonder-bean, but maybe not quite to the extent of when the bean magically glowed. Phunj-wokkee whoops. "Frog ears and fish feathers, Valkyrian! They've still got the bean after all!" <>> trade bean for fish You may be trying to use a verb that we weren't instructed how to handle... <>> ask pulapyuk about develroy "Develroy learn some speech of The People! Smart man." <>> ask pulapyuk about the people Between you and Develroy you decide that that's not worth asking the Tuttarumbish about. <>> ask pulapyuk about tuttarumbish "Me big chief of The People! Puktoo my wife. Fizbish, Mumgag, Denjigza my sons. Dokledshee my daughter. Shizfig my monkey." <>> show fishing pole to chief If you're hoping to barter, maybe you should ask for something first. <>> ask chief for bean You tell Develroy that you would really like to acquire the bean possessed by the Tuttarumbish. He tells Pulapyuk, who says: "If Strange One want bean, first Strange One make plenty big gift." <>> * && Fish for bean, I assume. Comment recorded. <>> eat bean In a moment of weakness, or hunger, or both, you decide to eat the magical bean upon which the whole outcome of your adventure depends. It turns out to be not such a good idea. The magical bean sprouts in your stomach and starts to grow rapidly, climbing up your esophagus and out your mouth. It continues shooting upward from there, but within minutes its growth is arrested, and just as suddenly it falls to the ground limp and withered. Apparently you did not plant the bean in the right spot. Meantime, you have choked to death on the thick vine proceeding out of your throat. And Quisborne has lost all chance of winning over the father of his lady love. *** You're dead and Quisborne's dreams are shattered *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “eat bean”. <> Utlu Saboshbish, settlement of the Tuttarumbish <> This place is Utlu Saboshbish, the chief and perhaps single permanent settlement of the wild people who inhabit the island of Uzumbung. The village consists of a single, straight lane running east-west, with dwellings on either side, and which terminates at a larger and more decorated structure on its eastern end. Tended lots of banana trees and pineapple plants fill the grounds, and palms are thick overhead. You can leave the village to the west. Develroy is here, looking like he just ate a black hole. He's willing to play the role of interpreter whenever you try to talk to the Tuttarumbish. Pulapyuk, chief of the Tuttarumbish, is standing with a few dozen other wild men in the middle of the village. They seem to consider you a great diversion. The future king of Dwindeldorn tags along. <>> ask chief for banana Develroy intercepts the communication, saying that it won't be profitable to make that request. Some boys are practicing boomerang throws, when one of them is accidentally struck. The injured boy's mates immediately surround him and begin laughing. You think this cruel until you see the suffering boy laughing as well, and realize that this is the people's way of handling pain. <>> ask chief about boomerang Between you and Develroy you decide that that's not worth asking the Tuttarumbish about. The Tuttarumbish village does not cease to find your presence diverting. <>> get boomerang A voice within you prognosticates that you're not destined to get any Tuttarumbish boomerangs. <>> l <> Utlu Saboshbish, settlement of the Tuttarumbish <> This place is Utlu Saboshbish, the chief and perhaps single permanent settlement of the wild people who inhabit the island of Uzumbung. The village consists of a single, straight lane running east-west, with dwellings on either side, and which terminates at a larger and more decorated structure on its eastern end. Tended lots of banana trees and pineapple plants fill the grounds, and palms are thick overhead. You can leave the village to the west. Develroy is here, looking like he just ate a black hole. He's willing to play the role of interpreter whenever you try to talk to the Tuttarumbish. Pulapyuk, chief of the Tuttarumbish, is standing with a few dozen other wild men in the middle of the village. They seem to consider you a great diversion. The future monarch of Dwindeldorn is with you like a second shadow. <>> get pineapple The nearby fruit will naturally be regarded as the natives' property, and as such, you had better not give the onlooking natives any reason to suspect you are going to tamper with it. <>> x dwellings The huts of the village all look much the same, being constructed of various conglomerations of poles, stones, mud and fronds. <>> ask chief about village Pulapyuk speaks with great pride of his people and his island. <>> give whistle to chief Pulapyuk surveys the bamboo whistle that you offer. "Strange One make gift, but not plenty big. If Strange One want bean, must make plenty big gift." <>> give honeycomb to chief Pulapyuk indicates that your gift doesn't cut it in exchange for his prized bean. "Hey, Valkyrian, watch... I can speak Tuttarumbish!" The prince proceeds to spew mimicking gobbledy-gook in the form of a limerick. "Gezetku mimblofpo gig smeldish Hip vimfung bit zoljbu zerfeldish. Chee puktoo batung Zim chin-hee chin fung, Gekblotpid meskulgud hij heldish!" Suddenly, Quisborne is felled to the ground by a backhand from Pulapyuk. Develroy roars with laughter. "Rough luck, kid! Amongst a heap of blatherin' gibberish, ye managed to say somethin' disrespeckful 'bout the chief's wife. Ha har har!" Develroy starts jabbering to Pulapyuk, and in a few moments, Pulapyuk himself is roaring with laughter and offering his hand to pull the prince back to his feet. <>> l <> Utlu Saboshbish, settlement of the Tuttarumbish <> This place is Utlu Saboshbish, the chief and perhaps single permanent settlement of the wild people who inhabit the island of Uzumbung. The village consists of a single, straight lane running east-west (in which you stand), with dwellings quite evenly spaced on either side, and which terminates at a larger and more decorated structure on its eastern end. Tended lots of banana trees and pineapple plants fill the grounds surrounding the village, and tall palms grow thick enough to leave the sky visible only in patches. You can leave the village to the west. Develroy is here, looking like he just ate a black hole. He's willing to play the role of interpreter whenever you try to talk to the Tuttarumbish. Pulapyuk, chief of the Tuttarumbish, is standing with a few dozen other wild men in the middle of the village. They seem to consider you a great diversion. The ever-present prince is here. The wild people seem to be particularly fascinated by the concept of footwear. <>> e Let's have a show of hands on who thinks it's a good idea to walk uninvited into the house of a savage chieftain. <>> n Nearly the whole village is watching you. You're not going to just parade into their houses. <>> s Nearly the whole village is watching you. You're not going to just parade into their houses. The Tuttarumbish continue to make comments amongst themselves about your odd appearance. <>> nw Nearly the whole village is watching you. You're not going to just parade into their houses. <>> w Seeing you prepare to leave, Develroy speaks up. "Not that ye give a flyin' fart nor a cock-a-doodle-doo, but I think I'll be staying out here awhal. I like the outback life." You notice that the outback life isn't the only thing Develroy likes, as he seems to have found some attractions in one of the Tuttarumbish girls. The two of you depart the village and make the pleasant, not-too-long and not-too-short trek back to the ravine with the rope bridge. There, you cross over it to the other side... <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. Your young pal is hanging around. <>> * && Is it that time when I really *need* the worm? Comment recorded. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. You don't find anything interesting, however. Afterward, you fill the hole back up and tamp it down. The youth reads a random selection from the book of utterances: "'Tis better indeed to wear out, than to rust out." <>> sw Departing the rope bridge, you and Prince Q retrace all of the many many steps that brought you here from Inyelgon Prang. The journey goes off without incident, and you succeed in reaching the city... <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. Your companion, the royal youth, is here with you. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. You don't find anything interesting, however. Afterward, you fill the hole back up and tamp it down. <>> sw <> Inyelgon Prang, Bilgewater Lane <> Along Bilgewater Lane, a row of buildings jostle each other for space on the inland side, without so much as room to squeeze between them, and they back up to a natural terrace on which the rear sides of the buildings of Witherwharf Street are easily seen. The neighborhood is rife with fortune tellers and crystal gazers, and on the north side of the lane a large ship outfitting operation towers over Doctor Pilpheryi's gaudily-advertised medicine hut. The lane runs west to east, turning northwest at the one end, and northeast at the other, in both cases running uphill towards the main drag. PQ is here. The town crier tramps into this part of town from the northwest. Quisborne watches the people going to have their fortunes told. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. You don't find anything interesting, however. Afterward, you fill the hole back up and tamp it down. You hear the crier announce that King Detnezerk is planning a reef-breaking project for next spring, to lessen the danger of approaching Uzumbung harbor. <>> nw <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. Your young pal is with you, trying to keep a low profile. You get your share of heavily-painted women making eyes at you. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. You don't find anything interesting, however. Afterward, you fill the hole back up and tamp it down. Inyelgon Prang is alive with riffraff milling about. <>> w <> Uzumbung harbor <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. Floating alongside a ramshackle wharf is your makeshift raft. Your ostensible squire tags along. <>> sail to shore (first getting on the raft) <> On the shore of the Sea of Sorrows, aboard the raft <> You are embarked on a raft in a cove of the Sea of Sorrows. The coastline of Dwindeldorn is a rugged one, an uplifted land mass which drops sharply to the sea. Where you are, the cliff's base is separated from the water's edge by a narrow crescent of flat ground, grown over by a tract of straight young trees. To the north and the south of this cove, the jagged cliffs meet directly with the waters, and any travel along the coast is rendered unfeasible. In fact, the steep trail northwest up the escarpment is the only way to go from here. Your sidekick is sailing along with you. The blue sky is whitened with large sheets of wispy cloud. <>> save Saved. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> On the shore of the Sea of Sorrows, aboard the raft <> You are embarked on a raft in a cove of the Sea of Sorrows. The coastline of Dwindeldorn is a rugged one, an uplifted land mass which drops sharply to the sea. Where you are, the cliff's base is separated from the water's edge by a narrow crescent of flat ground, grown over by a tract of straight young trees. To the north and the south of this cove, the jagged cliffs meet directly with the waters, and any travel along the coast is rendered unfeasible. In fact, the steep trail northwest up the escarpment is the only way to go from here. Your protegé is with you on the raft. <>> * && The Quest for the Wormy Dungheap! Comment recorded. <>> travel to gramblefork You disembark from the raft, and Quisborne follows. <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is no overlarge one, yet it has garnered some fame abroad on account of its fine cheeses and other products of milkcraft. An old mead-hall sits in the middle of town, and an inn is to the east. To the eye, the town is distinctive for its roofs of various shapes, one and all of which are made from deep live sod. In fact, it is a commonplace sight here to see a sheep or goat contentedly munching grass on the top of a house, for many of the houses' roofs have at least one side which slopes all the way down and blends in to the ground. Quaint as it may be, under your present obligations Chelkwibble plays little more than the role of a crossroads. Dirt streets become roads which emanate from various points of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. The lad is present and accounted for. <>> ct <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. Near by your side sticks your protegé. Some men are at work mending fences. <>> g <> Gramblefork Place <> You're in the somewhat open space in front of a farmstead. A tall frame with a carven sign reads: "Gramblefork Place." Everything around you is overgrown and ramshackle... a collapsed pigshed there, and rotting rail fences everywhere. A rather lush-looking plot of knee-high weeds extends southward for awhile until thickets and trees enclose a small windy creek, and the main building of Gramblefork Place stands to the southwest. Some unkempt trees vaguely form a couple of rows along the north side of the clearing. The track you arrived from runs northwest. Lying towards the east in an overgrown pasture is the misshapen form of an old hayrick. The princeling is sticking nearby. <>> g You're at your intended destination. Your young pal marks time with a really hard run to a distant point and back. <>> x pigshed It was maybe presumptuous to confidently declare this heap of wreckage to be a pigshed; nonetheless, it's as good a guess as any, since it looks like the fallen wreckage of a long, low outbuilding. Your protegé is making shrill sounds by blowing on a piece of grass clamped between his thumbs. <>> search it A peek and a poke under the half-collapsed shed convinces you that you don't need to look any further. <>> dig pigshed You're satisfied to let the collapsed pigshed decay in peace. <>> x fences Ramshackle rail fences bespeak of olden corrals or pens or pastures. They're not dividing anything any more. <>> x plot Amongst the weeds south of the byre are many that are darker green and more feathery than most of the wild grass... carrots, as you've had occasion to discover. They're thick, spreading over several dozen square yards, averaging in height about up to your knees. "Boy!" blurts the prince. "I feel so foolish for hitting that gong, and bringing the whole monastery in on us! I don't know what I was thinking! But," he says, "sometimes I start to chuckle when I think of it." Whereupon he begins chuckling. <>> dig plot (with the broken mattock) You've already dug up some carrots, why don't you find some use for those? <>> look behind fence The fences are hardly worth investigation. <>> l <> Gramblefork Place <> You're in the somewhat open space in front of a farmstead. A tall frame with a carven sign reads: "Gramblefork Place." Everything around you is overgrown and ramshackle... a collapsed pigshed there, and rotting rail fences everywhere. A rather lush-looking plot of knee-high weeds extends southward for awhile until thickets and trees enclose a small windy creek, and the main building of Gramblefork Place stands to the southwest. Some unkempt trees vaguely form a couple of rows along the north side of the clearing. The track you arrived from runs northwest. Lying towards the east in an overgrown pasture is the misshapen form of an old hayrick. The future ruler of the land is sticking nearby. <>> x trees (the old orchard) This was undoubtedly an orchard: hence the vague semblance of rows among the trees. Most of the trees, whatever they were, from lack of pruning and from being crowded out by other trees and vines, either no longer bear fruit or have only small hard fruitlets on them. Your squire kicks some hay around. <>> search orchard Nothing out of place appears to be amongst the limbs and branches of the treetop. <>> x creek The creek winds lazily through the bottom land, lined with thickets on either side. The water is mostly still and shallow, and in some places large deposits of pebbles take up most of the width of the creek bed. Further down you can spy a little colony of bank hamsters dragging twigs into the water and building their dwellings. It looks like a hamster dam. <>> fill bowl What do you want to fill it with? < object >> water You fill the clay bowl with some water from the small creek. <>> drink bowl The clay bowl is not a beverage. <>> drink potable water from unbeveragaly clay bowl "Potable" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> drink water from bowl The creek water refreshes you as it slides down your gullet. The young sprig of royalty wanders to the creek and back. <>> x dam You're determined to leave the hamsters undisturbed. <>> dig creek This is a singular request you make... <>> l <> Gramblefork Place <> You're in the somewhat open space in front of a farmstead. A tall frame with a carven sign reads: "Gramblefork Place." Everything around you is overgrown and ramshackle... a collapsed pigshed there, and rotting rail fences everywhere. A rather lush-looking plot of knee-high weeds extends southward for awhile until thickets and trees enclose a small windy creek, and the main building of Gramblefork Place stands to the southwest. Some unkempt trees vaguely form a couple of rows along the north side of the clearing. The track you arrived from runs northwest. Lying towards the east in an overgrown pasture is the misshapen form of an old hayrick. The lad is sticking about in your general vicinity. The royal youth looks at the burned portion of the house. <>> dig haystack Your tenacity is commendable, but also futile. <>> search hay Your tenacity is commendable, but also futile. <>> look behind haystack The back of the haystack is just out in the open. <>> sw <> In the byre at Gramblefork <> The remaining portion of the building was clearly the byre half, where animals were kept. You're in a wide walkway with two stalls on either side: given that the walkway runs northeast-southwest, the stalls could be considered north, south, east, and west stalls. Planks overhead suggest that the upstairs was a hayloft. The double doors leading out are to the northeast. The musty horse blanket fragments are lying in the south stall. The Prince of Dwindeldorn accompanies you into the byre. <>> * && No one would keep a wormy manure pile up on the loft, would they? By the way, I still don't have a ladder. perhaps I could try standing on Lady. Or... Comment recorded. <>> * && Oi! My javelin! Comment recorded. <>> find javelin Which javelin do you mean, the brass javelin, or the brass javelin? < distinguish >> both You can’t use multiple objects there. <>> find the brass javelin Which brass javelin do you mean, the brass javelin, or the brass javelin? < distinguish >> brass javelin Which brass javelin do you mean, the brass javelin, or the brass javelin? < distinguish >> find spear Which spear do you mean, the brass javelin, or the brass javelin? < distinguish >> spear Which spear do you mean, the brass javelin, or the brass javelin? < distinguish >> first You think the brass javelin may have ended up at the grimmage field in Squarchminster. The Prince of Dwindeldorn twitches. <>> quisborne, fetch spear This is one of those times where we may not have covered the verb you're trying to use... <>> l <> In the byre at Gramblefork <> It isn't quite as bright in here as you'd have guessed, with one end of the building missing... but there are various partition walls between this room and the burned-down end. However, it's clear that this remaining portion of the building was the byre half, where animals were kept. You're in a wide walkway with two stalls on either side: given that the walkway runs northeast- southwest, the stalls could be considered north, south, east, and west stalls. Planks overhead suggest that the upstairs was a hayloft. The double doors leading out are to the northeast. The musty horse blanket fragments are lying in the south stall. Your sidekick is here with you as always. <>> x n stall You see a rude compartment of stained, dinged boards of about shoulder height, some remnants of straw on a dirt floor, and an empty manger. The north stall is standing open. <>> x s stall You see a rude compartment of stained, dinged boards of about shoulder height, some remnants of straw on a dirt floor, and an empty manger. As the stall is open, you can see the musty horse blanket fragments lying in it. <>> x w stall You see a rude compartment of stained, dinged boards of about shoulder height, some remnants of straw on a dirt floor, and an empty manger. The west stall is standing open. <>> x e stall You see a rough compartment of stained, dinged boards of about shoulder height, some remnants of straw on a dirt floor, and an empty manger. The east stall is standing open. <>> e You enter the east stall. Prince Quisborne comes in too. <>> w (first getting out of the east stall) You enter the west stall. PQ comes in too. <>> ne (first getting out of the west stall) <> Gramblefork Place <> You're in the somewhat open space in front of a farmstead. A tall frame with a carven sign reads: "Gramblefork Place." Everything around you is overgrown and ramshackle... a collapsed pigshed there, and rotting rail fences everywhere. A rather lush-looking plot of knee-high weeds extends southward for awhile until thickets and trees enclose a small windy creek, and the main building of Gramblefork Place stands to the southwest. Some unkempt trees vaguely form a couple of rows along the north side of the clearing. The track you arrived from runs northwest. Lying towards the east in an overgrown pasture is the misshapen form of an old hayrick. Your sidekick is following you wherever you go. The royal youth looks at the burned portion of the house. <>> travel to squarchminster The lane takes you back uphill and through some woods, till you regain the main road... <> Country roads <> Through this country the little roads tuck themselves into out-of-the-way folds and furrows and follow every small in, out, up and down of the land. Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the obscured lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. The Dwindeldornian heir is here with you as always. <>> ct ( Nighttime came and went.) <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Disreputable Seaweed are playing the Sweaty Mammoths. The grandstands shake with the energy of their human cargo. You see the brass javelin here. The Dwindeldornian heir comes along. The crowd is casting eggplants and beets onto the field, as another player has achieved what they call a "beet trick." <>> get javelin You take the brass javelin. Once again the ref and umpire have skirmished and ended up in the penalty box. <>> * && Next farm. Comment recorded. <>> travel to cobblecork <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. Quisborne is present as ever. <>> ct <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. The future king of Dwindeldorn tags along. <>> g Once again you and the prince make a westward crossing over the river on the ferry, he supplying the horsepower. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Quisborne is present as ever. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open, and only a little lower than the tops of the bluffs themselves, which nevertheless hide the river and anything beyond it from view. The locality from here to a little ways south along these bluffs of the river is known as Castle Row; no subtlety was involved in the naming of the place, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road which lies a third of a mile to the west of the blufftop castles; this road winds away into the country in both of those directions. To the northeast, a smaller road descends into a cleft in the bluffs, which you know to lead to the ferry landing. You can also turn west a short way up the road, where another road intersects this one. A fair country rolls in every direction away from the river, studded with cottages, fences, and other signs of domesticity. You can see another building project underway at Griltindarl Castle. Nearby, the king-to-be is ambling around. <>> g <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The Dwindeldornian heir is sticking nearby. <>> g You follow the narrow lane through the wood of syrup trees... <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Uarthain is going to and fro about the farmyard, generally keeping busy. Squitch is lurking around, prepared to find an adventure in just about anything around him. Flutchie is here, tagging along with Squitch. Your "squire" is in tow. Uarthain goes into the barn. Squitch goes inside the house with his brother. <>> x piles There is indeed a plethora of things to catch one's eye in the barnyard. However, aside from the times when you're actually doing work with or for Uarthain, this plethora does not bear upon the outcome of your adventure. PQ gets in some pull-ups. He's up to twenty-four now. <>> e <> Cabbage field <> Though Uarthain calls it a "patch", what you really have here is more like a field full of cabbages. There are other crops growing to the north, but cabbages are clearly the prize product of the farm. Gently swelling land, open except for the occasional hedgerow or copse, spreads to the east and north; west is the farm, and south is the same wood which follows the road. Your young pal is present and accounted for. <>> search cabbages The cabbage patch is devoid of secrets, but rife with healthy cabbages. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. You don't find anything interesting, however. Afterward, you fill the hole back up and tamp it down. <>> e It won't advance your adventure to roam every foot of Cobblecork Farm. The Prince of Dwindeldorn is whittling a twig with the sharpened butter knife. <>> n It won't advance your adventure to roam every foot of Cobblecork Farm. <>> s You wander through the wood to the south, and come out at the road... <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The king-to-be is hanging around. The youth scrambles up a tree, and then comes back down. <>> n You follow the narrow lane through the wood of syrup trees... <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Squitch is nearby, exuding the exuberance typical of his age. Flutchie is sticking close by his brother. Your companion, the king-to-be, is here with you, sack in hand. Flutchie is inquiring of no one in particular whether there are any trees on the moon. <>> ne <> The barn at Cobblecork Farm <> Cobblecork's barn is quite a grand old structure, with huge timbers everywhere to be seen. This spacious midsection of the barn seems to be a general purpose area, such as where threshing might take place, and it's also used for storage. A window in the east wall brings light into the cavernous interior, and looks out behind the barn. A ladder on one wall leads to the hay mows; the west wing houses Uarthain's carts and wagons, and the south wing is partitioned into several animal stalls. The door out is southwest. A large wooden box sits along the wall in the storage area. The milk cow stands placidly tied up in the open area. Uarthain is bustling about the barn, doing chores. The Dwindeldornian prince is in the barn with you. Uarthain goes out the barn door. The king-to-be is humming the melody to 'My Darlin' Despediza, Do You Dare to Dance the Dipsy-doodle (with Me)'. <>> x timbers You don't see any timbers in view. <>> x cow The ponderous animal appears to live a life of placid ease in exchange for daily yielding her milk to the denizens of Cobblecork Farm. Reportedly the boys have named her "Milkey." <>> look under cow That's not something you'll often find necessary to do in association with creatures. <>> shake udder You don't see any udder in view. <>> get ladder You decide to go and visit the barn cats for a few more minutes. <>> u You decide to go and visit the barn cats for a few more minutes. <>> l <> The barn at Cobblecork Farm <> Cobblecork's barn is quite a grand old structure, with huge timbers everywhere to be seen. This spacious midsection of the barn seems to be a general purpose area, such as where threshing might take place, and it's also used for storage. A window in the east wall brings light into the cavernous interior, and looks out behind the barn. A ladder on one wall leads to the hay mows; the west wing houses Uarthain's carts and wagons, and the south wing is partitioned into several animal stalls. The door out is southwest. A large wooden box sits along the wall in the storage area. The milk cow stands placidly tied up in the open area. Prince Quiz is in the barn with you. <>> x box It's a large, banged-up box that seems to serve as a catch-all for miscellaneous tools or supplies. In the box you see the wooden bucket. Drawn in chalk on the wooden box is a picture of the beet. <>> search box In the box you see the wooden bucket. The milk cow faithfully contributes her share of methane to the local atmosphere's composition. <>> get bucket You take the wooden bucket. Your squire yawns. <>> milk cow From now on you're content to not milk the cow unless it's at Uarthain's request. <>> put bucket in box You put the wooden bucket in the wooden box. The heir to the throne of Dwindeldorn waits for your lead. <>> l <> The barn at Cobblecork Farm <> Cobblecork's barn is quite a grand old structure, with huge timbers everywhere to be seen. This spacious midsection of the barn seems to be a general purpose area, such as where threshing might take place, and it's also used for storage. A window in the east wall brings light into the cavernous interior, and looks out behind the barn. A ladder on one wall leads to the hay mows; the west wing houses Uarthain's carts and wagons, and the south wing is partitioned into several animal stalls. The door out is southwest. A large wooden box sits along the wall in the storage area. The milk cow stands placidly tied up in the open area. The king's son is in the barn with you. The milk cow studies you with a penetrating gaze, whilst ruminating upon her cud. <>> x window A fairly small window in the east wall looks out to the back of the barn, and lets light into this section of it. The window boasts the luxury of glass panes, which isn't so common for a barn. <>> x panes A fairly small window in the east wall looks out to the back of the barn, and lets light into this section of it. The window boasts the luxury of glass panes, which isn't so common for a barn. Squitch comes in the barn with Flutchie. <>> look through window You look out the back barn window towards the trees and fields of Cobblecork Farm. There is a large mountain of dung piled up against the back wall of the barn. The cobblecork lads are devising their next means of making mischief. <>> * && Aha! Dung! Comment recorded. <>> open window The window in the barn wall is a fixed frame set with panes of glass. Flutchie declares himself to be "starving thirsty." <>> * && Now that I have discovered it, a path will open from the cabbage field to the back of the barn, yes? Comment recorded. <>> out <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. PQ is following you wherever you go. Your companion is barking at a squirrel. <>> e <> Cabbage field <> Though Uarthain calls it a "patch", what you really have here is more like a field full of cabbages. There are other crops growing to the north, but cabbages are clearly the prize product of the farm. Gently swelling land, open except for the occasional hedgerow or copse, spreads to the east and north; west is the farm, and south is the same wood which follows the road. Uarthain is in the fields, busy with his crops. The young figurehead is following you as ever. Uarthain is doing some hoeing. <>> ask uarthain about dung heap "Yes sir, good vetchtables are hungry for that stuff. You never ate a tasty pumpkin or a cabbage but it were grown upon slurpin' all that good manure out of the ground." <>> n It won't advance your adventure to roam every foot of Cobblecork Farm. <>> nw Tramping northwest brings you to the creek, which you follow for a bit; then you climb back up the hill... <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area of alternating grass or dirt, surrounded by buildings, fences, pens, piles, and other implements that pertain to a cotter's life. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. This declivity, with the creek at its foot, also falls away northward, and westward behind the house. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Squitch is around, looking for some new way to make mischief. Flutchie is here, because Squitch is. Quisborne is here. Talyarna comes out of the house, carrying the baby. The boys cause something to go *BUMP*. <>> ne <> The barn at Cobblecork Farm <> Cobblecork's barn is quite a grand old structure, with huge timbers everywhere to be seen. This spacious midsection of the barn seems to be a general purpose area, such as where threshing might take place, and it's also used for storage. A window in the east wall brings light into the cavernous interior, and looks out behind the barn. A ladder on one wall leads to the hay mows; the west wing houses Uarthain's carts and wagons, and the south wing is partitioned into several animal stalls. The door out is southwest. A large wooden box sits along the wall in the storage area. The milk cow stands placidly tied up in the open area. The king's son is in the barn with you. The milk cow disperses a cloud of flies with a swish of her tail. Quiz marks time with some pushups. <>> e It isn't necessary to travel directionally in the barn. The way out is southwest. <>> sw <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Near by your side sticks PQ, bearing the sack. <>> go around barn You walk around to the back side of the barn. <> Behind the barn at Cobblecork Farm <> Some short trees and tangly vegetation mostly shield the back of the barn from view elsewhere. You'd have to scramble through some brush to go any other way than back south. There is a large mountain of dung piled up against the back wall of the barn. The incumbent to the throne tags along. <>> smell dung Oh, the suspense! What are we about to experience as we smell this dungheap? Will it be good, or will it be bad?? Will we like it, or will we not?? What will the answer be?!?! Your squire sings a folk song. <>> * && Cow or horse manure actually smells quite pleasant to me. I grew up among farmers' fields. Wheat and maize, fodderbeets (intended to be mashed and dried as winterfeed for the cows), potatoes, cabbages, leeks,... The farmer on the opposite side of the Comment recorded. <>> * && road is a dairy farmer who also grows some additional vegetables. The manure from his cows goes on the fields. This is a two-part process: early spring, the seeds are planted and they receive "wet" manure. This is the foul-reeking liquid parts of the Comment recorded. <>> * && cows' faeces mixed with their urine. Horrible stench, but it makes the wheat grow like Jack's beanstalk! Much more pleasant is late fall (around two weeks ago, actually, end of November). The "dry" manure is the more-or-less solid cow shit mixed 1/1 Comment recorded. <>> * && with dry straw and spread like a blanket over the fields. The earth is then tilled (superficially plowed) so a thin layer of earth protects the manure from blowing or washing away by the weather. It's left like this during winter so the "dry" manure Comment recorded. <>> * && can seep into the soil over the cold months. This is the long-term soil-care, as opposed to the powerful short-term growth serum that is the "wet" manure. Comment recorded. <>> * && Dry manure actually smells good. Warm, grassy, cozy. Like a vegetable burp from someone you really like. I mean, it's still shit, but it's a homey kind of shit. In our vegetable garden, we spread and tilled the dry manure a week ago, digging trenches Comment recorded. <>> * && at regular intervals so the rain doesn't soak into the dung too much and acidifies the soil. Putting the ground into "winterbeds", as it is called. Comment recorded. <>> l <> Behind the barn at Cobblecork Farm <> Some short trees and tangly vegetation mostly shield the back of the barn from view elsewhere. You'd have to scramble through some brush to go any other way than back south. There is a large mountain of dung piled up against the back wall of the barn. Near by your side sticks the boy. <>> jump in pile Advisory: stay off the poop. Quiz reads a passage from "The Utterances of Ubzugajir the Unfoolish": "This be a sad reflection upon the hearts of most Men: that but one thought is in all, and that how to satisfy quickest Self and the need of the moment, regardless of what may come after." <>> climb poop Advisory: stay off the poop. <>> taste poop You didn't garner your acclaim by licking turds. <>> lick shit There's no need to be naughty... let's try again. <>> lick poop You didn't garner your acclaim by licking turds. The future ruler of the land does some squats with the sack on his shoulders. <>> * && Oh! The game picked up on "shit" and decided I was a pottymouth, even when it was completely justified. Comment recorded. <>> fuck There's no need to be naughty... let's try again. <>> piss You may be trying to use a verb that we weren't instructed how to handle... <>> arse This is one of those times where we may not have covered the verb you're trying to use... <>> ass You may be trying to use a verb that we weren't instructed how to handle... <>> dick This is one of those times where we may not have covered the verb you're trying to use... <>> l <> Behind the barn at Cobblecork Farm <> Some short trees and tangly vegetation mostly shield the back of the barn from view elsewhere. You'd have to scramble through some brush to go any other way than back south. There is a large mountain of dung piled up against the back wall of the barn. Your companion tags along. <>> search pile You're really not keen on probing the depths of the manure pile with your bare hands. <>> dig dung (with the broken mattock) Prince Quisborne is looking at the manure pile as if he would not touch it – we do not say "with a ten-foot pole", for that seems rather hyperbolic, and he probably *would* consent to touch it with a three- or a four-foot pole, even if with some mild protest – but at least not without some kind of overwhelming compulsion. You are that compulsion, though, as digging in manure is an ideal assignment for a prince who so recently had scarcely ever sullied his hands. At your decree the said prince takes the broken mattock and starts digging in the massive dungheap. A wave of ripe smell nearly bowls him over, but little digging is needed in order to uncover some fat grubs, living blissfully amidst the livestock dung. <>> eat grubs If you're desperate enough to eat grubs, you could at least eat grubs that aren't wallowing in poo. The boy fans himself. <>> get grubs You single out a few wiggling inhabitants of the dungpile, and carry them along. <>> stuff feckless headfirst in dung pile You may be trying to use a verb that we weren't instructed how to handle... <>> push prince You have plenty of ways to make the prince's life difficult without being a hooligan about it. <>> put grubs in pile You deposit the grubs on the dungheap. <>> get grubs You take the grubs. <>> put all on dung pile clay bowl: You deposit the clay bowl on the dungheap. slate: You deposit the slate on the dungheap. broken mattock: You deposit the broken mattock on the dungheap. basket: You deposit the basket on the dungheap. your ember box: You deposit your ember box on the dungheap. fishing pole: You deposit the fishing pole on the dungheap. axe: You deposit the axe on the dungheap. roll of privy paper: You deposit the roll of privy paper on the dungheap. ball: You deposit the ball on the dungheap. pumpkin: You'd actually rather keep the pumpkin out of contact with the unsanitary poo. iron bar: You deposit the iron bar on the dungheap. bunch of carrots: You'd actually rather keep the bunch of carrots out of contact with the unsanitary poo. glove: You deposit the glove on the dungheap. knife: You deposit the knife on the dungheap. book of utterances: You deposit the book of utterances on the dungheap. sledgehammer head: You deposit the sledgehammer head on the dungheap. burlap sack: Let's just keep it simple: you want the sack. You, or the prince, will set it down when and where you need to. And carrying things is really its one claim to fame. mango: You'd actually rather keep the mango out of contact with the unsanitary poo. sedative: You deposit the sedative on the dungheap. dart: You deposit the dart on the dungheap. honeycomb: You'd actually rather keep the honeycomb out of contact with the unsanitary poo. handkerchief: You deposit the handkerchief on the dungheap. bamboo whistle: You deposit the bamboo whistle on the dungheap. brass javelin: You deposit the brass javelin on the dungheap. grubs: You deposit the grubs on the dungheap. The Prince of Dwindeldorn plays around with his hair. <>> * && And now the Prince has to wash it all! Comment recorded. <>> get all You take the clay bowl, the slate, the broken mattock, the basket, your ember box, the fishing pole, the axe, the roll of privy paper, the ball, the iron bar, the glove, the knife, the book of utterances, the sledgehammer head, the sedative, the dart, the handkerchief, the bamboo whistle, the brass javelin, and the grubs. <>> w There's no barn entrance right here, and the window isn't traversable. <>> got to yard This is one of those times where we may not have covered the verb you're trying to use... <>> s <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Uarthain is going to and fro about the farmyard, generally keeping busy. Squitch is here, contributing significant levels of energy to the neighborhood. Flutchie is here, tagging along with Squitch. The heir to the throne of Dwindeldorn comes along. Squitch just verbally assaulted his younger sibling with the somewhat unlikely ammunition of "bagelbreath." <>> x pump Cobblecork's well, instead of having the standard crank and bucket, is covered over and fitted with a hand pump. It stands in the middle of the farmyard, about three feet tall, in a little island of grass. Squitch goes inside the house with Flutchie. <>> pump pump Clear fresh water gushes from the pump, and seeps down into the grassy ground. Talyarna comes out the house door, carrying the baby. <>> wash me You'll bathe when and where you need to. Uarthain bustles about the farmyard. <>> wash quisborne Quisborne doesn't need to bathe this very minute. Talyarna goes inside the house with the baby. <>> * && We've just been standing in faeces gas. Comment recorded. <>> wash grubs What do you want to clean them with? < object >> water First pumping some water, you give the grubs a little bit of a clean. Uarthain goes south down the lane. Your squire is playing with more tree bark. <>> eat grubs It's true that you and the prince are living off the scanty fare that you can either forage or work for, but... this smacks of desperation. You chomp up the cold slimy mass of grubs till they cease to wiggle in your mouth, and swallow them down. <>> go around barn You walk around to the back side of the barn. <> Behind the barn at Cobblecork Farm <> Some short trees and tangly vegetation mostly shield the back of the barn from view elsewhere. You'd have to scramble through some brush to go any other way than back south. There is a large mountain of dung piled up against the back wall of the barn. Squirming around in the dung are some grubs. The prince is here, sack in hand. <>> dig dung (with the broken mattock) There's nothing to be found in the dung pile but more grubs. <>> get grubs You replenish your supply of grubs from the dungheap. "Now that our grubs are gone," muses Quisborne, "I bet, if we wanted to find more, we could just dig wherever there's soft dirt. Right? It's not like poo piles are the only places those little guys live." <>> * && really? *now* he thinks of that? Comment recorded. <>> s <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Uarthain is going to and fro about the farmyard, generally keeping busy. Squitch is here, being a typical eight-year-old boy. Flutchie is sticking close by his brother. The princeling is sticking nearby. Uarthain sees Flutchie "watering" a tree in the yard. "The solution to pollution is dilution, son," he says. "Go do that in the crick." <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. You don't find anything interesting, however. Afterward, you fill the hole back up and tamp it down. Uarthain bustles about the farmyard. Squitch goes inside the house with his brother. <>> eat grubs It's true that you and the prince are living off the scanty fare that you can either forage or work for, but... this smacks of desperation. You chomp up the cold slimy mass of grubs till they cease to wiggle in your mouth, and swallow them down. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. Some grubs happen to be residing in this hole, so you take them along with you. Prince Quisborne looks gratified that his prediction was correct. Afterward, you fill the hole back up and tamp it down. <>> fill bowl What do you want to fill it with? < object >> water You fill the clay bowl with water from the pump. Uarthain goes about his chores and tasks. <>> fish in bowl You pull a large sturgeon out of the water. Then you put it back in. Then you awake from your strange vision. Squitch comes into the farmyard from the house, with Flutchie behind him. <>> put grub on hook You push the grubs onto the hook. "Squitch!" Uarthain calls. "Flutchie don't need that worm up his nose. Nor any of his face-holes, for that matter." <>> fish in bowl If you didn't put any fish in there, probably none have gotten in since. Uarthain goes down towards the cabbage fields. Squitch and Flutchie lurk around, looking for their next adventure. <>> fish in creek The creek isn't in the immediate vicinity. The lads of Cobblecork tear off towards the cabbage fields. <>> nw Your quest does not call you to Brostlecoyne Castle. Your protegé plays around on the low branches of a tree. <>> x creek It isn't visible from the middle of the farmyard, but to the north and around to the west, a small creek runs at the bottom of a tree-lined declivity. Talyarna comes out the house door, carrying the baby. Squitch comes up the lane from the south, with Flutchie behind him. <>> n You've had your fill of swimming for the time being. Uarthain comes back from the cabbage fields. The cobblecork lads are devising their next means of making mischief. <>> go to north road You don't see any north road in view. <>> travel to north road <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Your squire is here with you as always. <>> ct <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a modest-sized building project underway at Griltindarl Castle. Prince Q is present and accounted for. <>> g <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The princeling is present as ever. Geese fly in a "V" formation through the sky. <>> g You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Nearby, the Dwindeldornian heir is ambling around, sack in hand. <>> g <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. Nearby, your sidekick is ambling around. On the whole, Blatterfarthing is a little town... it's a quiet village. <>> g <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Pacifist Apes are playing the Phantom Weevils. The grandstands quiver with the liveliness of the seated crowd. The royal youth is hanging around. <>> g ( You passed the night en route...) <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. The heir to the throne of Dwindeldorn is following you wherever you go. <>> g You take the road to the northern limit of the knobs and knolls, and ascend the escarpment to the highland, following the North Road... <> The Northern Marches <> It is a chilly and sparsely-populated country here in the Northern Marches. You catch an occasional sighting of farmers with teams of woolly oxen, partly dug-in houses, or flocks of long-haired sheep with their shepherds. Many a small ribbon-like waterfall rushes down from the cliff edge of higher plateau, and most of the trees in sight grow in scattered clusters. The North Road leads northwest, and southwest towards the heart of Dwindeldorn. Lady Equanimity is here, eating grass. Your companion, the heir to the throne of Dwindeldorn, is here with you. <>> mount You climb up onto the horse. Prince Quisborne climbs up behind you. At least seven waterfalls are in view from this spot, and send small, continuous ribbons of water down to the earth below. <>> n You have gotten all the guidance that can be gained from the Fastness of the Dracken Fells... your quest no longer lies in these parts. Your protegé gives Lady Equanimity a scratch. <>> ne You have gotten all the guidance that can be gained from the Fastness of the Dracken Fells... your quest no longer lies in these parts. The waterfall nearest you careens over the cliff's edge, but turns to blowing mist before reaching the ground. <>> nw You take the North Road as far as it will carry you, and then continue on into the chilly northern wastes... (Nighttime came and went.) <> Frozen lake shore (riding on Lady Equanimity) <> A narrow frozen lake stretches away north into the hazy distance, majestic and mournful. Steep, dark-treed slopes carpeted with snow rise to considerable heights directly on either side of the lake. The lake runs upwards of two miles to the north, appearing there to make a bend to the northeast; where you are the southern end of the lake meets its shore. Southeastwards the ground rises much more gradually through a snowy evergreen wood. <>> n The horse carries you out onto the ice. <> On the ice of a frozen lake (riding on Lady Equanimity) <> You are traveling over the ice surface of the long, frozen lake in a deep valley, not far from the lake's southern end. Snowy evergreen slopes enclose the narrow breadth of the lake, and large drifted banks of snow line its eastern and western shores. The lake and its ice extend much farther to the north, and going south would bring you back to the snow-covered shore. <>> n You journey down the lake on horseback, eventually turning northeast, till the lake bends to the north again. <> Traveling on a long, frozen lake (riding on Lady Equanimity) <> You are traveling over the ice surface of the long, frozen lake in a deep valley, somewhere near the middle of the lake's length. Snowy evergreen slopes enclose the narrow breadth of the lake, and large drifted banks of snow line its eastern and western shores. Here the lake makes a half-bend, running away from you to the north and to the southwest. In either direction all you can see is the still, narrow roadway of ice for a long distance. A tiny ice-fishing hut, still half-buried in snow, stands on the ice at the edge of the western drifts. The Dwindeldornian heir rides behind you on Lady Equanimity. Little pikas play on the steep sides of the lake valley. <>> n <> Northern end of the long, frozen lake (riding on Lady Equanimity) <> The lake reaches its northernmost extent here, widening into a somewhat more bulbous shape from its otherwise snaky course. The steep walls of the valley bend from their general north-south course, tending to leave the northwest direction as the only one readily travelable away from the lake. In all directions a pine wood, aged but not overly thick, grows up to the lake's shore. Southwards, the icy valley stretches far away. Towards the eastern shore, a patch of ice is completely melted through, revealing a pool of dark water beneath. <>> fish in pool (first getting off of Lady Equanimity, then standing on the ice) To be honest, you don't want to sit still in this weather long enough to find out if the pool would yield any fish. There's plenty of fishable water in warmer climes. The future ruler of the land looks into the melted pool. <>> * && Oh come on! I've been wanting to fish in this ice hole since I first laid eyes on it! Comment recorded. <>> travel to wratchbunting (first getting off of the ice) You mount up onto Lady Equanimity. Prince Quisborne climbs up behind you. <> Traveling on a long, frozen lake (riding on Lady Equanimity) <> You are traveling over the ice surface of the long, frozen lake in a deep valley, somewhere near the middle of the lake's length. Snowy evergreen slopes enclose the narrow breadth of the lake, and large drifted banks of snow line its eastern and western shores. Here the lake makes a half-bend, running away from you to the north and to the southwest. In either direction all you can see is the still, narrow roadway of ice for a long distance. A tiny ice-fishing hut, still half-buried in snow, stands on the ice at the edge of the western drifts. <>> ct The lake runs mostly southwest for a solid stretch of travel, then rounds to the south, and you continue to ride... <> On the ice of a frozen lake (riding on Lady Equanimity) <> You are traveling over the ice surface of the long, frozen lake in a deep valley, not far from the lake's southern end. Snowy evergreen slopes enclose the narrow breadth of the lake, and large drifted banks of snow line its eastern and western shores. The lake and its ice extend much farther to the north, and going south would bring you back to the snow-covered shore. PQ is riding along with you. <>> g <> Frozen lake shore (riding on Lady Equanimity) <> A narrow frozen lake stretches away north into the hazy distance, majestic and mournful. Steep, dark-treed slopes carpeted with snow rise to considerable heights directly on either side of the lake. The lake runs upwards of two miles to the north, appearing there to make a bend to the northeast; where you are the southern end of the lake meets its shore. Southeastwards the ground rises much more gradually through a snowy evergreen wood. <>> g You find your way back through the wastes to the origin of the North Road, and head southeast... <> The Northern Marches (riding on Lady Equanimity) <> It is a chilly and sparsely-populated country here in the Northern Marches. You catch an occasional sighting of farmers with teams of woolly oxen, partly dug-in houses, or flocks of long-haired sheep with their shepherds. Many a small ribbon-like waterfall rushes down from the cliff edge of higher plateau, and most of the trees in sight grow in scattered clusters. The North Road leads northwest, and southwest towards the heart of Dwindeldorn. <>> g The southwest journey takes you across the gradually descending highland, where the North Road finally drops down a high escarpment and enters the Haystacks. You continue on past Wickerhorn and come to a knoll near Eathbrutham Castle... <> Knoll over the Ribbleskinder valley (riding on Lady Equanimity) <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. The prince is mounted behind you on the horse. <>> g <> Grimmage field, Squarchminster (riding on Lady Equanimity) <> You're present at a scene of lively activity. Northwards lies the expansive grimmage field of Squarchminster, with its curious sport going at full tilt. Along the eastern border of the field large permanent grandstands have been erected, and immediately north and west of the field boundaries the ground rises in short hillsides, making for other convenient means of spectating. All three of these sides are quite packed with enthusiastic locals, who are filling the air with intermingled boos and cheers. Squads of other-colored players stand in waiting by the south fence, as many games take place in the course of a day. The south fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is the west end of Squarchminster town, represented by a brickmaker's yard, and there is a convergence of roads happening here. One road comes in from the country to the southwest, bending around the back side of the grandstands, and leading off into the country north of here. Two more roads branch off of this, going into Squarchminster either southeast or northeast. Currently on the field, the Retching Polliwogs are playing the Illustrious Pustules. The grandstands groan with the energy of the spectators. An Illustrious Pustule collides with three Retching Polliwogs at bone- shuddering speeds. <>> g You traverse the pleasant countryside outside of Squarchminster, and come to Blatterfarthing village... <> Blatterfarthing village green (riding on Lady Equanimity) <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. <>> fish in brook (first getting off of Lady Equanimity) The brook is pretty, but it doesn't look like it could contain fish of any size in this spot. Your ostensible squire amuses himself by the brook. <>> ct <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. The boy is following you as ever. A large moth flutters around and then flits away. <>> fish You cast the hook into the water a few times. Your efforts are not rewarded. It could be a matter of patience, or it could be your bait just does not suit the fishes' palates. The heir to the throne of Dwindeldorn gets a practice sprint in. <>> g With fish as your objective, you make some more casts into the Ribbleskinder River. In due time you're rewarded with a bite, and after a process of setting and reeling, you land a good-sized trout, about twenty-four inches long. The royal youth makes squawking sounds with a grass blade. <>> g You're not likely to succeed without any bait on the hook. The movements of the trees create dapplings of light on the ground. <>> g You're not likely to succeed without any bait on the hook. Clouds of all shapes and sizes float across the sky. <>> put grub on hook You don't see any grub in view. <>> * && I've used all my grubs in one go? Comment recorded. <>> x fish What you have here is a big, plump trout, about twenty-four inches long. A great gamefish, and great eating. Varied shadows accent the landscape. <>> eat fish You decide to wait on eating the fish till you stop for the night. That way you can hopefully cook it first. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. Some grubs happen to be residing in this hole, so you take them along with you. Afterward, you fill the hole back up and tamp it down. The king's son peeks under the dock. <>> put grubs on hook You push the grubs onto the hook. <>> fish You try casting your hook out into the water for awhile. No success. Who knows, maybe next time you'll have more luck. <>> g You spend some time fishing. No luck. Angling has always been known as a pursuit that requires patience, and sometimes, acceptance of defeat. The young sprig of royalty watches as a huge striped slug oozes its way along the ground. <>> g You cast the hook into the water a few times. Nothing this time. It just doesn't always work out. <>> g You spend some time fishing. Not even a bite. You can't always be in the right place at the right time. The youth tries his luck at fishing. <>> g You cast the hook into the water a few times. No luck. It could be a matter of patience, or it could be your bait just does not suit the fishes' palates. The royal youth reads a random selection from his book: "'Tis better to tell the truth that hurts and then heals, than fair-sounding falsehoods that comfort and then kill." <>> travel to shore Passing over the Gloskinfroke on a small bridge, you make your way northeast until coming to Blatterfarthing... <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. Lady Equanimity is here, chomping away. Your "squire" is in tow. Some travelers pass through the village, heading from northeast to southwest. <>> ct ( You both camped for the night.) <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Fermented Squash Rinds are playing the Fossilized Bagels. The grandstands shake with the liveliness of the seated crowd. Near by your side is the future monarch of Dwindeldorn. The ref issues the Fermented Squash Rinds a blue card for body-slamming in an unsportsmanlike manner. <>> * && Quisborne cooked our fish! That was a present, young man. Comment recorded. <>> ct You make a modest little journey through farms and settled lands, and come to the junction near Gramblefork Place... <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. The Dwindeldornian heir is present and accounted for. <>> g <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is noted for its fine cheeses and other products of milkcraft. To the eye, the town is distinctive for its variously-shaped roofs of deep live sod, on which a goat might be seen. There's a mead-hall and an inn, and dirt streets can lead you out of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. The lad is following you wherever you go. Customers go in and out of The Oyster Cloister. <>> g <> On the shore of the Sea of Sorrows <> You are standing on the shore of a cove of the Sea of Sorrows. The coastline of Dwindeldorn is a rugged one, an uplifted land mass which drops sharply to the sea. Where you are, the cliff's base is separated from the water's edge by a narrow crescent of flat ground, grown over by a tract of straight young trees. To the north and the south of this cove, the jagged cliffs meet directly with the waters, and any travel along the coast is rendered unfeasible. In fact, the steep trail northwest up the escarpment is the only way to go from here. Floating right at the edge of the water is the makeshift raft that you cobbled out of some nearby trees. Your companion, the future king of Dwindeldorn, is here with you. <>> g You're at your intended destination. Prince Quiz sculpts some damp clay with his fingers. <>> get on raft You get on board the raft. The incumbent to the throne also gets on board. <>> e You set sail with the Prince of Dwindeldorn on your trusty raft out into the great blue. You and Quisborne sleep between sea and star-studded sky... <> At sea, aboard the raft <> You are embarked with the king-to-be upon the wide billows of the Sea of Sorrows, where sky and sea make up almost the whole of your view. On the western horizon you can see the clifftops which mark the cove where you built your raft. <>> fish Hoping to land a nice fish, you make some casts into the deeps of the sea. A hit! You lurch upward on the rod, and begin the struggle with the unseen quarry. In the end, you prevail and reel your line in to land a mackerel, about twenty-one inches long. <>> sail to island The form of Uzumbung Island gradually appears on the southeastern horizon, and in due course you navigate your raft into its sheltered harbor... <> Uzumbung harbor, aboard the raft <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. You are on your raft moored alongside a ramshackle, out-of-the-way wharf. <>> e You step down from the raft onto the wharf, and the king-to-be does too. You follow a worn track up the sloping ground and enter the infamous settlement founded alongside the harbor... <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. Your protegé is with you, trying to not attract notice. Just when you thought you had seen every possible form of haircut that could be worn, a figure on the streets of Inyelgon Prang proves you wrong. <>> e <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. Dwindeldorn's future king tags along. The town crier makes his rounds into this part of town from the southwest. The heir to the throne of Dwindeldorn pipes a few merry notes on the bamboo whistle. <>> ne <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. Nearby, the royal youth is ambling around. Unfortunately, the fish you caught has spoiled. "What a disaster, Valkyrian!" Prince Quisborne laments. "The Tuttarumbish love fish so much, we could've maybe tried to give them our fish for the bean... but they're definitely not going to appreciate it now that it's begun to smell and decay." Which is very true. You get rid of the bad fish. <>> sw <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. The level ground around the end of the street drops cleanly and sharply, not straight down, but rather back at a slant under itself, some eighty to ninety feet to the sea below. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. In addition to the ubiquitous taverns and gambling-houses which run right up to the cliff's edge, the vicinity also features a fighting ring called The Brawl-Pen, lying south of the street. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. The town crier is tramping through this part of the town, bellowing mostly unimportant information. Your protegé is hanging around. The town crier lists the price of barreled salt pork as sold by the city's different vendors. The youth looks up Swinemarsh Alley. <>> w <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: resort of the riffraff, lair of the lawless, and destination of the desperate. This besotted island metropolis is peopled by a colorful assortment of degenerates, brutes, and reprobates, amongst whom a smaller population of traitors, tax-evaders and exiles slink with trepidation. Fortunately for those who prefer their lives to undergo a continuation rather than a discontinuation, an ironic form of general armistice seems to hold here among the cutthroats and brigands, mostly limiting ambient violence to personal altercations rather than wholesale slaughter and rampage. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling-houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast. Splinterbone Aisle is a narrow thoroughfare that branches up northeast into a crowded and shady-looking district of houses and shacks. Otherwise, the built-up area ends a short way to the west, and goes down a slope back to the harbor. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The prince is with you, trying to keep a low profile. Cutlasses and scimitars are everywhere. <>> e <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. PQ is following you as always. <>> fish There isn't anywhere to go fishing where you presently are. Quiz makes an unsuccessful attempt at shadow animals. <>> * && Bit of a long way down, I guess... Comment recorded. <>> w <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. Your squire is with you, trying to stay out of everyone's way. The town crier tramps into this part of town from the northeast. There is a steady influx of customers at Rest for the Wicked. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. Some grubs happen to be residing in this hole, so you take them along with you. Afterward, you fill the hole back up and tamp it down. The town crier heralds the news that the seers are predicting the volcano will erupt before the month's end. The wide array of salty, spicy, and colorful language within earshot at any one time is truly impressive. <>> w <> Uzumbung harbor <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. Floating alongside a ramshackle wharf is your makeshift raft. Near by your side is the boy, sack in tow. <>> put grub on hook You push the grubs onto the hook. <>> fish In spite of all the boats present, you cast your line into the sea off the wharf. You fish for awhile, then get a hit. It's a big one... you set the hook and begin to fight. Sure and steady you reel the fish in until you can snag it out of the water. It's a good-sized mackerel, about twenty-three inches long... nice catch! <>> e You follow a worn track up the sloping ground and enter the infamous settlement founded alongside the harbor... <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The prince is with you, trying to not attract notice. Quisborne is cowed by the swarm of fierce and rough-looking humanity around him. <>> e <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. The youth is here with you as always, bearing the sack. The town crier makes his rounds into this part of town from the southwest. <>> ne Leaving Inyelgon Prang behind in the southwest, you and Prince Quisborne begin the long journey towards the Tuttarumbish. The first leg skirts wide around the foot of the volcano, then comes the extensive trek following the eastern seacoast. It is necessary to overnight on the trail, and then you're off again, eventually veering inland away from the sea... <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. Your "squire" is in tow. Unfortunately, the fish you caught has spoiled. "We've got to do something, Valkyrian!" exclaims the prince. "The fish just don't keep through the long jungle trek. Is there anything we *can* do about it, or do we have to think of a different gift?" Well, that's for you to show... but this fish is definitely out of the running. You get rid of the bad fish. <>> * && Salt? No! Oooh! A block of ice? Comment recorded. <>> sw Departing the rope bridge, you and Prince Q retrace all of the many many steps that brought you here from Inyelgon Prang. The journey goes off without incident, and you succeed in reaching the city... <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. The town crier is tramping through this part of the town, bellowing mostly unimportant information. Your protegé is sticking nearby. The town crier announces that Nemesis and the Knave will be duking it out in The Brawl-Pen in the upcoming matchups. Your companion drops and knocks out some pushups. <>> w <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. Your young pal is with you, trying to keep a low profile. Huge volumes of noise are emanating from The Evil Saint. <>> w <> Uzumbung harbor <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. Floating alongside a ramshackle wharf is your makeshift raft. Your young pal is here. <>> get on raft You climb aboard the raft. Prince Q gets on board with you. <>> sail to shore <> On the shore of the Sea of Sorrows, aboard the raft <> You are embarked on a raft in a cove of the Sea of Sorrows. The coastline of Dwindeldorn is a rugged one, an uplifted land mass which drops sharply to the sea. Where you are, the cliff's base is separated from the water's edge by a narrow crescent of flat ground, grown over by a tract of straight young trees. To the north and the south of this cove, the jagged cliffs meet directly with the waters, and any travel along the coast is rendered unfeasible. In fact, the steep trail northwest up the escarpment is the only way to go from here. The king-to-be is stationed on board the raft. <>> travel to north road You disembark from your craft, and your young pal does too. <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is noted for its fine cheeses and other products of milkcraft. To the eye, the town is distinctive for its variously-shaped roofs of deep live sod, on which a goat might be seen. There's a mead-hall and an inn, and dirt streets can lead you out of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. The king-to-be is present as ever. <>> ct <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. The young sprig of royalty lollygags behind, and then catches up. Two men on horses clop on their way down the road. <>> g You make the trip northwest, out of the rolling farmland and into the Haystacks region... (Another night passed...) <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. The king-to-be is hanging around. <>> g <> The Northern Marches <> It is a chilly and sparsely-populated country here in the Northern Marches. You catch an occasional sighting of farmers with teams of woolly oxen, partly dug-in houses, or flocks of long-haired sheep with their shepherds. Many a small ribbon-like waterfall rushes down from the cliff edge of higher plateau, and most of the trees in sight grow in scattered clusters. The North Road leads northwest, and southwest towards the heart of Dwindeldorn. Lady Equanimity is here, grazing. The king's son tags along. <>> g You're at your intended destination. Prince Q attempts to dance. <>> mount You climb up onto the horse. Prince Quisborne climbs up behind you. <>> n You have gotten all the guidance that can be gained from the Fastness of the Dracken Fells... your quest no longer lies in these parts. <>> ne You have gotten all the guidance that can be gained from the Fastness of the Dracken Fells... your quest no longer lies in these parts. At some distance a woolly ox plods along in a field. <>> nw <> Frozen lake shore (riding on Lady Equanimity) <> A narrow frozen lake stretches away north into the hazy distance, majestic and mournful. Steep, dark-treed slopes carpeted with snow rise to considerable heights directly on either side of the lake. The lake runs upwards of two miles to the north, appearing there to make a bend to the northeast; where you are the southern end of the lake meets its shore. Southeastwards the ground rises much more gradually through a snowy evergreen wood. Dwindeldorn's future king is sitting behind you on Lady Equanimity's back. The boy watches to see what you'll do next. <>> n The horse carries you out onto the ice. <> On the ice of a frozen lake (riding on Lady Equanimity) <> You are traveling over the ice surface of the long, frozen lake in a deep valley, not far from the lake's southern end. Snowy evergreen slopes enclose the narrow breadth of the lake, and large drifted banks of snow line its eastern and western shores. The lake and its ice extend much farther to the north, and going south would bring you back to the snow-covered shore. <>> n <> Traveling on a long, frozen lake (riding on Lady Equanimity) <> You are traveling over the ice surface of the long, frozen lake in a deep valley, somewhere near the middle of the lake's length. Snowy evergreen slopes enclose the narrow breadth of the lake, and large drifted banks of snow line its eastern and western shores. Here the lake makes a half-bend, running away from you to the north and to the southwest. In either direction all you can see is the still, narrow roadway of ice for a long distance. A tiny ice-fishing hut, still half-buried in snow, stands on the ice at the edge of the western drifts. <>> n <> Northern end of the long, frozen lake (riding on Lady Equanimity) <> The lake reaches its northernmost extent here, widening into a somewhat more bulbous shape from its otherwise snaky course. The steep walls of the valley bend from their general north-south course, tending to leave the northwest direction as the only one readily travelable away from the lake. In all directions a pine wood, aged but not overly thick, grows up to the lake's shore. Southwards, the icy valley stretches far away. Towards the eastern shore, a patch of ice is completely melted through, revealing a pool of dark water beneath. The heir to the throne of Dwindeldorn is riding along with you. Your breath makes little clouds in the atmosphere. <>> cut ice (the edge of the ice shelf) (with the axe) (first getting off of Lady Equanimity, then standing on the ice) You utilize the melted pool's edge as a source for procuring another block of ice. <>> mount (first getting off of the ice) You hop up on the horse's back. Prince Quisborne climbs up behind you. <>> s <> Traveling on a long, frozen lake (riding on Lady Equanimity) <> You are traveling over the ice surface of the long, frozen lake in a deep valley, somewhere near the middle of the lake's length. Snowy evergreen slopes enclose the narrow breadth of the lake, and large drifted banks of snow line its eastern and western shores. Here the lake makes a half-bend, running away from you to the north and to the southwest. In either direction all you can see is the still, narrow roadway of ice for a long distance. A tiny ice-fishing hut, still half-buried in snow, stands on the ice at the edge of the western drifts. The lad snugs his garments tighter around him. <>> s <> On the ice of a frozen lake (riding on Lady Equanimity) <> You are traveling over the ice surface of the long, frozen lake in a deep valley, not far from the lake's southern end. Snowy evergreen slopes enclose the narrow breadth of the lake, and large drifted banks of snow line its eastern and western shores. The lake and its ice extend much farther to the north, and going south would bring you back to the snow-covered shore. <>> s <> Frozen lake shore (riding on Lady Equanimity) <> A narrow frozen lake stretches away north into the hazy distance, majestic and mournful. Steep, dark-treed slopes carpeted with snow rise to considerable heights directly on either side of the lake. The lake runs upwards of two miles to the north, appearing there to make a bend to the northeast; where you are the southern end of the lake meets its shore. Southeastwards the ground rises much more gradually through a snowy evergreen wood. The Dwindeldornian heir is riding along with you. PQ tells you more of his memories about Persimmon from the Festival. <>> s Southeast is a better direction for getting back to settled lands and established travel routes. <>> se <> The Northern Marches (riding on Lady Equanimity) <> It is a chilly and sparsely-populated country here in the Northern Marches. You catch an occasional sighting of farmers with teams of woolly oxen, partly dug-in houses, or flocks of long-haired sheep with their shepherds. Many a small ribbon-like waterfall rushes down from the cliff edge of higher plateau, and most of the trees in sight grow in scattered clusters. The North Road leads northwest, and southwest towards the heart of Dwindeldorn. <>> travel to shore <> Knoll over the Ribbleskinder valley (riding on Lady Equanimity) <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. From the top of one of the more gently-sloping knolls where you are, the large Ribbleskinder River can be seen not far to the west, bending its course in a valley from southward to southwestward. Beyond it lies the great and ancient Spurnwharking Forest. On the far northern horizon there is a large escarpment and a highland beyond; east and south you can catch glimpses here and there of a castle, farm, or village in the folds between the knobby hills. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest, towards the river. <>> ct ( You passed the night en route...) <> Country roads (riding on Lady Equanimity) <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. The king-to-be rides behind you on the horse. The block of ice you had has melted to almost nothing... you toss the remaining scrap aside, where it soon disappears. <>> * && No ice. Comment recorded. <>> travel to cobblecork <> Grimmage field, Squarchminster (riding on Lady Equanimity) <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Surprising Heifers are playing the Polished Llama Teeth. The grandstands quiver with the energy of the spectators. <>> ct <> Blatterfarthing village green (riding on Lady Equanimity) <> The village of Blatterfarthing is described as a central communal green featuring a running brook and several large shade trees, encircled a few rings deep by the buildings which make up the community. The Snorting Sow harbors the village's wayfarers on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. <>> g <> Wratchbunting ferry landing, east side (riding on Lady Equanimity) <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. The young sprig of royalty is mounted behind you on Lady Equanimity. The fresh air feels good in your lungs. <>> g Your quirky four-footed friend seems to have a resolute aversion to approaching the edge of the river. PQ does some whittling. <>> dismount You dismount from Lady Equanimity. The future monarch of Dwindeldorn follows suit. <>> ct Once again you and the prince make a westward crossing over the river on the ferry, powered by the prince's cranking. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Lady Equanimity is standing at the ferry landing on the east bank. The king's son is hanging around, with sack slung over his shoulder. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see another building project underway at Baultshiffle Castle. Quiz is here with you as always. Birds fill the air with tweets and chirps. <>> g <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Your companion, Prince Q, is here with you. <>> g You follow the narrow lane through the wood of syrup trees... <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Uarthain is going to and fro about the farmyard, generally keeping busy. The future monarch of Dwindeldorn comes along. <>> ask uarthain for bucket We'll probably manage without asking Uarthain for that. The boys emerge from the direction of the cabbage fields. <>> e <> Cabbage field <> Though Uarthain calls it a "patch", what you really have here is more like a field full of cabbages. There are other crops growing to the north, but cabbages are clearly the prize product of the farm. Gently swelling land, open except for the occasional hedgerow or copse, spreads to the east and north; west is the farm, and south is the same wood which follows the road. Your companion is sticking nearby. The boy is "watering" a tree. <>> w <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Uarthain is going to and fro about the farmyard, generally keeping busy. Squitch is around, looking for some new way to make mischief. Flutchie is here, because Squitch is. The youth is present and accounted for. Squitch goes south down the lane, with his brother following. <>> ne <> The barn at Cobblecork Farm <> Cobblecork's barn is quite a grand old structure, with huge timbers everywhere to be seen. This spacious midsection of the barn seems to be a general purpose area, such as where threshing might take place, and it's also used for storage. A window in the east wall brings light into the cavernous interior, and looks out behind the barn. A ladder on one wall leads to the hay mows; the west wing houses Uarthain's carts and wagons, and the south wing is partitioned into several animal stalls. The door out is southwest. A large wooden box sits along the wall in the storage area. The milk cow stands placidly tied up in the open area. Prince Quisborne is in the barn with you. The milk cow stands there, lost in deep bovine thoughts. The prince gestures to the burlap sack. "I won't hide it, sir... carrying this thing around all the time is pretty harsh on my back. Not that I'm complaining! Just observing." <>> get bucket You take the wooden bucket. The milk cow disperses a cloud of flies with a swish of her tail. <>> sw <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Uarthain is going to and fro about the farmyard, generally keeping busy. Squitch is here, being a typical eight-year-old boy. Flutchie is here, tagging along with Squitch. Near by your side sticks the young sprig of royalty. Uarthain catches his elder son at some new mischief, and warns, "Look to your ways, boy, lest I assess I'm obligated to take more strident measures towards your soul's reclamation." <>> s Before leaving, you put the wooden bucket back where it belongs. <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Quisborne is following you as always. PQ has found another burrow to inspect. <>> n You follow the narrow lane through the wood of syrup trees... <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area of alternating grass or dirt, surrounded by buildings, fences, pens, piles, and other implements that pertain to a cotter's life. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. This declivity, with the creek at its foot, also falls away northward, and westward behind the house. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Uarthain is going to and fro about the farmyard, generally keeping busy. The princeling is following you wherever you go. Squitch comes out of the barn, with Flutchie behind him. <>> ask uarthain for bucket We'll probably manage without asking Uarthain for that. Talyarna comes out of the house, carrying the baby. Another fraternal feud gets underway, and then ends as abruptly as it started. <>> * && I wanted to put water in the bucket to keep the fish alive until we got to Utlu Saboshbish. Comment recorded. <>> * && I could cook or dry the fish above the cooking fire in Brinekettle... Comment recorded. <>> <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Talyarna is out in the farmyard with the baby. Uarthain is in conversation with you. Squitch is here, contributing significant levels of energy to the neighborhood. Flutchie is here, because Squitch is. Your companion, the princeling, is here with you, sack in hand. Uarthain goes into the barn. Flutchie and Squitch are contributing significant levels of energy to the neighborhood. <>> s <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. The scene is of grassy hills with splotches of woodland trickling down from their tops, like so much dark green syrup poured over mountains of light green mush. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The king's son is here. The young sprig of royalty does some sprinting. <>> e <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a small building project underway at Baultshiffle Castle. Quisborne is present as ever. <>> se You have no audience with my lords Skrolpingale, Poldigroyne, Baultshiffle, Quaxeldorst, Griltindarl, or Oscalbroyne. <>> sw You make the substantial journey from Castle Row to Chedderwicket, following the river, bending southwest, and passing through the mining towns of Bromhoven and Kirtlesnock. <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is the junk drop-off, an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. Your "squire" is in tow. <>> ne You make the substantial journey from Chedderwicket to Castle Row, passing through the mining towns of Kirtlesnock and Bromhoven, bending to the north, and following the river... (You both camped for the night.) <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a modest-sized building project underway at Baultshiffle Castle. Nearby, your young pal is ambling around. The young figurehead reads aloud from the book of utterances: "Creep not forever along the coast, but steer out in mid-sea, by guidance of the stars!" <>> e You have no audience with my lords Skrolpingale, Poldigroyne, Baultshiffle, Quaxeldorst, Griltindarl, or Oscalbroyne. <>> ne <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Lady Equanimity is standing at the ferry landing on the east bank. The heir to the throne of Dwindeldorn comes along. The boy admires the scenic river. <>> fish You're not likely to succeed without any bait on the hook. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. Some grubs happen to be residing in this hole, so you take them along with you. Afterward, you fill the hole back up and tamp it down. <>> fish You're not likely to succeed without any bait on the hook. Some waterborne debris floats down the river. <>> bait hook What do you want to bait it with? < object >> honey You might consider putting something on the hook that would actually lure a fish. A few ants go marching their way along the ground. <>> bait hook What do you want to bait it with? < object >> grubs You push the grubs onto the hook. <>> fish You try casting your hook out into the water for awhile. Nothing this time. Angling has always been known as a pursuit that requires patience, and sometimes, acceptance of defeat. The boy peeks under the dock. <>> g You try casting your hook out into the water for awhile. Your efforts are not rewarded. Who knows, maybe next time you'll have more luck. <>> g You spend some time fishing. No success. It just doesn't always work out. <>> g You cast the hook into the water a few times. Not even a bite. You can't always be in the right place at the right time. Your sidekick blows apart a tuft of dandelion seeds. <>> g You spend some time fishing. Your efforts are not rewarded. It just doesn't always work out. A grasshopper jumps, and then vanishes. <>> g With fish as your objective, you make some more casts into the Ribbleskinder River. In due time you're rewarded with a bite, and after a process of setting and reeling, you land a good-sized trout, about twenty-five inches long. <>> w The bluffs are pretty steep here, and the area appears to be all woods. <>> nw The bluffs are pretty steep here, and the area appears to be all woods. The trees rustle gently. <>> sw <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a small building project underway at Baultshiffle Castle. Your companion is sticking nearby. <>> w <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Your companion, Prince Quisborne, is here with you. Your young pal throws himself down on the ground for a minute, and then gets back up. <>> sw <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. Your companion is here with you as always, with sack slung over his shoulder. Currently the crowd is listening to 'I Fell in Love With My Snow Angel' by Croaking Zunk and the Hangnails. <>> put fish on fire You put the trout in the fire. <>> z Time passes... <>> get trout You take the trout. <>> x trout What you have here is a big, plump trout, about twenty-five inches long. A great gamefish, and great eating. <>> * && Fire-resistant trout. And hands, apparently. At least in this case. Comment recorded. <>> put fish in kettle You place the trout into the water. The heir to the throne of Dwindeldorn marks time. <>> slide kettle Prince Q slides the cauldron on its trolley till it is hanging over the fire ring. The crowd is listening to 'I Miss You, When I Throw My Axe From Too Far Away' performed by Fallen Snow Angels. <>> z Time passes... Brinekettle is a much quieter place after the Gala. <>> z Time passes... <>> z Time passes... The sheaf-sitters clap politely after a performance of 'You Are Who I Woo' by Songs By Dead People. <>> x fire There's some fuel in the fire ring for the general use of the cauldron. The fish isn't going to keep for much longer where it is. <>> light fire You rekindle the fire at the cauldron with your ember box. The heir to the throne of Dwindeldorn marks time. <>> z Time passes... <>> z Time passes... The townsfolk are listening to The Retired Outlaws as they perform 'I Wish I Had a Dragon That Loved Me'. The water in the cauldron has come to a full boil. <>> z Time passes... A few town residents go about their business in the green. <>> z Time passes... The heir to the throne of Dwindeldorn marks time. <>> z Time passes... Unfortunately, the fish you caught has spoiled. It's already begun to smell off, and wouldn't be fit for anyone to eat, unless that person's willing to flip a coin for his life. <>> get fish Taking the trout out of boiling water would be detrimental to your hand. <>> slide kettle Grabbing the chain, Prince Quisborne moves the heavy cauldron off of the fire. The water starts to cool down. There is a smattering of applause as Asinine Polyglots finishes playing 'I Never Would Have Left You if I Hadn't Seen Your Twin'. <>> z Time passes... Brinekettle is a much quieter place after the Gala. <>> z Time passes... <>> z Time passes... The heir to the throne of Dwindeldorn marks time. The crowd is listening to 'Momma Gonna Plant a Foot in My Flapjack' performed by Martyred by Mistake. The water in the cauldron is no longer boiling hot. <>> z Time passes... <>> get trout You fish the trout out of the water. <>> x it What you have here is a big, plump trout, about twenty-five inches long. A great gamefish, and great eating. The trout is still damp from the wetting it received. Currently the crowd is listening to 'I Don't Give a Fig for Your Wig' by Sheer Idiocy. <>> smell trout Something smells fishy about it. You weren't expecting that? The heir to the throne of Dwindeldorn marks time. A few town residents go about their business in the green. <>> eat it You cook the fish right up on the coals, and share it with Quisborne. A few town residents go about their business in the green. <>> * && A few turns ago I was alerted that is was spoilt. Comment recorded. <>> ne <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Near by your side sticks the prince. The youth knocks out some pull-ups hanging from a tree limb. <>> e You traverse the fruit-filled country, pass through Chiveldrelm, and come to Castle Row... <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see another building project underway at Baultshiffle Castle. Quisborne is following you as ever. <>> ne <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The young sprig of royalty is present as ever. A flock of honking fowl flies overhead. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. Some grubs happen to be residing in this hole, so you take them along with you. Afterward, you fill the hole back up and tamp it down. <>> put grubs on hook You push the grubs onto the hook. <>> fish With fish as your objective, you make some more casts into the Ribbleskinder River. In due time you're rewarded with a bite, and after a process of setting and reeling, you land a good-sized trout, about twenty inches long. <>> sw <> Castle Row <> Here just to the west of the river bluffs the land is quite open, and only a little lower than the tops of the bluffs themselves, which nevertheless hide the river and anything beyond it from view. The locality from here to a little ways south along these bluffs of the river is known as Castle Row; no subtlety was involved in the naming of the place, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road which lies a third of a mile to the west of the blufftop castles; this road winds away into the country in both of those directions. To the northeast, a smaller road descends into a cleft in the bluffs, which you know to lead to the ferry landing. You can also turn west a short way up the road, where another road intersects this one. A fair country rolls in every direction away from the river, studded with cottages, fences, and other signs of domesticity. You can see a modest-sized building project underway at Baultshiffle Castle. Nearby, the young figurehead is ambling around. The youth waits for your next move. <>> w You go west across the fruitful countryside, through Chiveldrelm town, and eventually reach the road's end at a junction... <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." PQ is present and accounted for. <>> s There is no direct approach to Yew Hall from here... but we can't think of a reason you'd need to go there. The heir to the throne of Dwindeldorn wanders a short way into the syrup trees. <>> sw ( Nighttime came and went.) <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. Prince Quiz is hanging around. Your companion does a set of squats with the gear sack on his shoulders. The sheaf-sitters clap enthusiastically after a performance of 'I Think Me Is What's Best For You' by Stages of Milk Decay. <>> slide kettle Quisborne slides the cauldron on its trolley till it is hanging over the fire ring. <>> z Time passes... There is a smattering of applause as The Lutes, Flutes, and Rooty-Toot-Toots finishes playing 'A Song of Lice and Squires'. <>> z Time passes... <>> z Time passes... <>> z Time passes... <>> z Time passes... The heir to the throne of Dwindeldorn marks time. The townsfolk are listening to Bad Hair Month as they play 'Can't Fly Away 'Cause I'm Just a Jailbird'. <>> undo Taking back one turn: “z”. <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. The future monarch of Dwindeldorn is present and accounted for. <>> undo Taking back one turn: “z”. <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. The king-to-be is present and accounted for. <>> undo Taking back one turn: “z”. <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. Your protegé is here. <>> undo Taking back one turn: “z”. <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. Quisborne is here. <>> undo Taking back one turn: “z”. <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. The Dwindeldornian heir is present and accounted for. <>> undo Taking back one turn: “slide kettle”. <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. Your sidekick is here. <>> light fire You rekindle the fire at the cauldron with your ember box. Brinekettle is a much quieter place after the Gala. <>> slide kettle The princeling slides the cauldron on its trolley till it is hanging over the fire. The crowd is listening to 'We Go Together Like Doughnuts and Vinegar' performed by Polyphonic Paroxysms. <>> z Time passes... <>> z Time passes... The heir to the throne of Dwindeldorn marks time. <>> z Time passes... The water in the cauldron has come to a full boil. <>> put fish in kettle You place the trout into the water. <>> z Time passes... <>> z Time passes... The boy continues to improve his pushup abilities. The townsfolk are listening to Total Chaos as they play 'You're My True Love and All That Romantic Bosh'. <>> z Time passes... <>> z Time passes... <>> z Time passes... The fish isn't going to keep for much longer where it is. <>> slide kettle Grabbing the chain, your protegé moves the heavy cauldron off of the fire. The water starts to cool down. <>> z Time passes... There is a smattering of applause as The Lutes, Flutes, and Rooty-Toot-Toots finishes playing 'Who Let the Roosters Out?'. <>> z Time passes... The heir to the throne of Dwindeldorn marks time. Brinekettle is a much quieter place after the Gala. <>> z Time passes... The water in the cauldron is no longer boiling hot. <>> get fish You fish the trout out of the water. The sheaf-sitters clap loyally after a performance of 'A Song of Lice and Squires' by Blabbering Bizb and the Mouth-Breathers. <>> x it What you have here is a big, plump trout, about twenty inches long. A great gamefish, and great eating. The trout is still damp from the wetting it received. Unfortunately, the fish you caught has spoiled. It's smelling foul, and no longer good for eating. <>> cook fish We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> fry fish You may be trying to use a verb that we weren't instructed how to handle... <>> extinguish fire You stamp out the fire in the fire ring. <>> put fish on coals There will be no occasion to refer directly to the pieces of charcoal in your ember box; provided they are lit, you can simply light things with your ember box. <>> put fish on hot coals "Hot coals" could either be something as yet unknown to you or else a phrasing unknown to us. <>> light fire You rekindle the fire at the cauldron with your ember box. The heir to the throne of Dwindeldorn marks time. <>> put fish on fire You give the trout just enough of the heat and flames to cook it thoroughly. Then you and Quisborne make a tasty meal of it. <>> * && No! I cooked it so it would hold longer. Comment recorded. <>> ne You go northeast through the Rumpled Napkin country, and after many ups and downs, arrive in the vicinity of Yew Hall and Cobblecork Farm... <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The Prince of Dwindeldorn is here, sack in hand. <>> e <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a small building project underway at Oscalbroyne Castle. The heir to the throne of Dwindeldorn tags along. A carriage rumbles by, disappearing down the road. <>> ne <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The heir to the throne of Dwindeldorn is following you wherever you go. Somewhere a bird is chirping. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. Some grubs happen to be residing in this hole, so you take them along with you. Afterward, you fill the hole back up and tamp it down. <>> put grubs on hook You push the grubs onto the hook. Dwindeldorn's future king is yipping at a horsefly bite. <>> fish You spend some time fishing. Not even a bite. You can't always be in the right place at the right time. <>> g You spend some time fishing. Nothing this time. It could be a matter of patience, or it could be your bait just does not suit the fishes' palates. The future king of Dwindeldorn carves Persimmon's name on a tree in tiny letters. <>> g You cast the hook into the water a few times. No success. Angling has always been known as a pursuit that requires patience, and sometimes, acceptance of defeat. <>> g You spend some time fishing. No luck. Who knows, maybe next time you'll have more luck. <>> g You spend some time fishing. Not even a bite. It just doesn't always work out. <>> <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The young sprig of royalty is present and accounted for. <>> g With fish as your objective, you make some more casts into the Ribbleskinder River. In due time you're rewarded with a bite, and after a process of setting and reeling, you land a good-sized trout, about twenty-six inches long. Gossamer clouds draw patterns on the blue easel of the sky. <>> save Saved. <>> travel to brinekettle <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see another building project underway at Oscalbroyne Castle. Your "squire" is in tow. <>> ct <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The youth is sticking nearby, with sack slung over his shoulder. An eagle soars above you. <>> g <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. Your companion, the incumbent to the throne, is here with you. Currently the crowd is listening to 'I'd Prefer You to a Biscuit off the Floor' by Symbolic Artichoke Ritual. <>> put fish in cauldron You place the trout into the water. The heir to the throne of Dwindeldorn marks time. A few town residents go about their business in the green. <>> get cauldron Where do you think you're going to take this massive cauldron off to? Prince Quisborne reads something from "The Utterances of Ubzugajir the Unfoolish": "As the twig is bent, so shall the tree grow." The sheaf-sitters clap with enthusiasm after a performance of 'Got Dibs on the Liver and Kidneys' by Fishing for Snags. <>> slide cauldron Your protegé slides the cauldron on its trolley till it is hanging over the fire ring. <>> light fire You rekindle the fire at the cauldron with your ember box. The crowd is listening to 'The Iron Maiden Is My Kind of Gal' performed by Harmonic Pandemonium. <>> x trout What you have there is a big, plump trout, about twenty-six inches long. A great gamefish, and great eating. The future king of Dwindeldorn makes a blade of grass screech between his thumbs. <>> look in kettle The cauldron is about three-quarters full of dyed water. Submerged in the water is a trout. Currently the crowd is listening to 'The Itsy-Bitsy Spider Got Drunk on Apple Cider' by The Barnyard Yodelers. The water in the cauldron has come to a full boil. <>> * && Purple trout! Comment recorded. <>> z Time passes... Brinekettle is a much quieter place after the Gala. <>> z Time passes... The heir to the throne of Dwindeldorn marks time. The townsfolk are listening to Rabid Rooster Rampage as they sing 'Sentimental Hogwash'. <>> z Time passes... <>> z Time passes... <>> x water (water in the cauldron) The water in the cauldron is at a robust boil. The water has been tinged with reddish-purple. Submerged in it is a trout. <>> smell water (water in the cauldron) It doesn't really smell like anything, which is typically good. The heir to the throne of Dwindeldorn marks time. There is a smattering of applause as Symphonic Desecration finishes playing 'How Can it Be Right When it Feels So Wrong'. The fish isn't going to keep for much longer where it is. <>> z Time passes... <>> z Time passes... The townsfolk are listening to Ghosts of Dead Poets as they perform 'I Promise To Love You For Awhile and After That We'll See'. <>> z Time passes... <>> z Time passes... <>> x fish What you have there is a big, plump trout, about twenty-six inches long. A great gamefish, and great eating. <>> z Time passes... The heir to the throne of Dwindeldorn marks time. The crowd is listening to 'Kiss My Liver' performed by The Twaddlers. Unfortunately, the fish you caught has spoiled. It's smelling foul, and no longer good for eating. <>> z Time passes... A few town residents go about their business in the green. <>> z Time passes... There is a smattering of applause as Reckless Wagon Driver finishes playing 'I Kissed My Baby's Lips Goodbye and Left Her Behind For You'. <>> x fish What you have there is a big, plump trout, about twenty-six inches long. A great gamefish, and great eating. A few town residents go about their business in the green. <>> slide cauldron Grabbing the chain, Prince Quiz moves the heavy cauldron off of the fire. The water starts to cool down. <>> z Time passes... The heir to the throne of Dwindeldorn marks time. <>> z Time passes... Currently the crowd is listening to 'Five-Eighths of My Heart Is My Best Offer: The Rest Belongs to Fishing' by Bad Hair Month. <>> z Time passes... The water in the cauldron is no longer boiling hot. <>> get fish You fish the trout out of the water. <>> smell it Something smells fishy about it. <>> travel to shore ( You both camped for the night.) <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The Dwindeldornian heir is following you as always. Outside, you take the opportunity to dispose of your spoiled fish, and hope that some wildlife can get some good out of it. <>> ct <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a modest-sized building project underway at Oscalbroyne Castle. The young sprig of royalty is following you wherever you go. <>> g <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Nearby, the young sprig of royalty is ambling around. The wind is refreshing. <>> g You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> The road arrives here from two different directions at the ferry landing: west of you, the lovely Ribbleskinder River flows roughly south-southwest. The western bank is a continuous line of bluffs covered with grass and trees, while the land on this side makes a more gradual descent to the water. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here, at the confluence of the Ribbleskinder and Gloskinfroke rivers. The road travels off to the southeast and to the northeast, in addition to a small lane that follows the riverbank north towards the town. A small, tree-flanked hut standing just up the bank from the ferry landing appears to be a shelter for waiting folk when the ferry crossing is extra busy, and on its side is painted in large decorative lettering: "WRATCHBUNTING FERRIE." The ferry dock extends a short way into the river's waters where the road comes down to it. The ferry floats alongside the dock near you. Nearby, your protegé is ambling around, carrying the sack. For a brief moment you spy a deer just fleeting out of view. This is the last place where you saw Lady Equanimity, but he's not here any more. Most likely, he wandered back to the open country along the North Road, where you found him last time. <>> g <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. Quisborne is here with you as always. <>> g Leaving Blatterfarthing to the northeast, you travel across the pleasant country. The next town along the road is Squarchminster... <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Bloodthirsty Vermin are playing the Sanctified Bagpipes. The grandstands groan with the liveliness of their human cargo. Your companion lollygags behind, and then catches up. The crowd boos as the famed Bragloy the Bludgeon is rudely cross-checked over the boundary fence. <>> g <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. The royal youth is present and accounted for. <>> g <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is noted for its fine cheeses and other products of milkcraft. To the eye, the town is distinctive for its variously-shaped roofs of deep live sod, on which a goat might be seen. There's a mead-hall and an inn, and dirt streets can lead you out of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. The young sprig of royalty tags along, carrying the sack. <>> ct The southeastward-leading trail brings you before long within view of the sea. The trail then continues down steep rocky slopes toward the sea's edge... <> On the shore of the Sea of Sorrows <> You are standing on the shore of a cove of the Sea of Sorrows. The coastline of Dwindeldorn is a rugged one, an uplifted land mass which drops sharply to the sea. Where you are, the cliff's base is separated from the water's edge by a narrow crescent of flat ground, grown over by a tract of straight young trees. To the north and the south of this cove, the jagged cliffs meet directly with the waters, and any travel along the coast is rendered unfeasible. In fact, the steep trail northwest up the escarpment is the only way to go from here. Floating right at the edge of the water is the makeshift raft that you cobbled out of some nearby trees. The prince is here. <>> save Saved. <>> * && Find a way to preserve the fish. Cooking it doesn't seem to work. Grilling it on the coals makes Quis and Valk eat it right away. I haven't seen any salt around, I think. I suppose I could try drying it. Comment recorded. <>> * && Next time. Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> * && I'm looking at the map to locate any places where I might get a large enough box or container to cool the fish. The box and the bucket in Cobblecork spring to mind, but the box is immovable and I'm not allowed to take the bucket off the farm. The Comment recorded. <>> * && cauldron in Brinekettle is too heavy. I'm thinking of the trash bin in the Kinterole construction site, otherwise I'll search the farms and houses I've seen so far. Perhaps there's something in AzhGaloth. Clay holds the cold very well, perhaps the Comment recorded. <>> * && potter is willing to make me a large pot? I also have this basket as a container I've been putting flowers and other stuff into since the very start of the game, but a basket sounds too light somehow to be a good cooler. On the other hand, perhaps Comment recorded. <>> * && the holes in the weave might allow the air to contribute to the cooling effect... For insulation I have a few ideas: sawdust, the crumbling horse blankets, or, my first thought: leaves. Dry ones from the Golden Wood to create a crispy voluminous Comment recorded. <>> * && layer of air around the fish, or, oppositely, damp leaves from the tannery pits to seal off the fish inside a cool and moist envelope. (I know I can just wet any leaves, but this sounds cooler, more quest-like.) Comment recorded. <>> * && Recap: container with ice and insulation --> frsh fish. I thought my idea of carrying the live fish in the bucket was good too... Comment recorded. <>> l <> On the shore of the Sea of Sorrows <> You are standing on the shore of a cove of the Sea of Sorrows. The coastline of Dwindeldorn is a rugged one, an uplifted land mass which drops sharply to the sea. Where you are, the cliff's base is separated from the water's edge by a narrow crescent of flat ground, grown over by a tract of straight young trees. To the north and the south of this cove, the jagged cliffs meet directly with the waters, and any travel along the coast is rendered unfeasible. In fact, the steep trail northwest up the escarpment is the only way to go from here. Floating right at the edge of the water is the makeshift raft that you cobbled out of some nearby trees. Quiz is present and accounted for. A tiny crab scuttles across the pebbly shore and ducks into a hole. <>> nw A steep trail up the cliffs leads you back to Chelkwibble, not many leagues from the sea... <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is noted for its fine cheeses and other products of milkcraft. To the eye, the town is distinctive for its variously-shaped roofs of deep live sod, on which a goat might be seen. There's a mead-hall and an inn, and dirt streets can lead you out of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. Near by your side is the Dwindeldornian heir. The heir to the throne of Dwindeldorn is randomly greeting and waving at people in the town. <>> sw ( There was another overnight camp...) <> The Golden Wood of Eshquoke <> This is a region of Dwindeldorn known as The Golden Wood of Eshquoke, where the natural colors of the trees' leaves are blazing yellowy-oranges and golds, occasionally verging into orangey-pink and orange-red. The forest is not so dense but that patches of grass and dandelions are able to grow on the forest floor. The most passable tracks seems to lead west, northeast, and southeast. Your "squire" is in tow. The Prince of Dwindeldorn keeps up his sprinting practice. <>> get leaves Suddenly you recall you were not commissioned to spend the rest of your life picking up piles of dead leaves. <>> * && No leaves? I think they would make good insulation. I'm fully committed to making a good "frigobox", as it's called in Flemish. Knokke, a posh and rich coastal city, has been trying to pass legislation to forbid frigoboxes on their beach. Gosh forbid Comment recorded. <>> * && the paupers will come eat their picnic in sight of us "betters". When laws were dismissed by the constitutional court, they moved on to bullying and irritating the plebs off their beaches. Overly strict surveillance on littering (don't let the candy Comment recorded. <>> * && wrapper blow away on the wind, or you'll be fined! If you're a frigoboxtourist, that is...) Comment recorded. <>> * && Anyway... A good frigobox will need a (dark) box, ice, and insulation. Comment recorded. <>> get leaves Suddenly you recall you were not commissioned to spend the rest of your life picking up piles of dead leaves. <>> shake tree We don't think you're on to anything there. Prince Quiz disburdens himself of the burlap sack for awhile. <>> w <> A large dead tree in a meadow <> You're in a rolling meadow, quite in the heart of the realm of Dwindeldorn. Patches of woods rise at varying distances from you in different directions, while the meadow basks under a deep blue sky. There aren't any proper roads here, but the area appears by no means to be unacquainted with the occasional traveler or shepherd. Natural byways lead to the south, the east, and the northwest. The tall dead tree trunk lies prostrate on the ground, with a stump marking the spot where it once stood. Quiz is present as ever. <>> s <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. Quisborne is hanging around. <>> ne <> In the construction site <> You're "inside" the house under construction, although in only a few sections is the word 'inside' actually accurate... a lot of the site is just a skeleton, without roof, windows, or walls. The room you're in looks like it will be a rather grand hall, and the northwestern half is one of the places where there's at least a rough roof built. A large scaffolding structure occupies most of that portion of the hall which lies under the roof: this provides access to the ceilings, which look like they are going to be of fan-vaulting done in wood. Otherwise, the building spreads farther to the northeast, and all around you are loose tools, sawdust, masonry fragments and the other usual trappings of a job site. You can go out to the southwest. The scaffolding is equipped with a windlass-operated crane. A treadle lathe is here on-site; some sawhorses are set up nearby, and a trash barrel sits over against a wall. Yondilroy and his apprentice bustle about the site. Quisborne is sticking nearby. <>> x bin You don't see any bin in view. <>> x trashcan "Trashcan" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x trash can "Trash can" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x barrel It's just a medium-sized barrel pushed up against a wall for collecting pieces of waste, which can so easily build up under foot and make life more complicated than it needs to be. It looks like discarded objects are regularly launched towards it from some distance without regard to whether they make it into the target or merely clatter somewhere around it, as evidenced by the debris lying at the foot of the barrel and along the wall by which it sits. In it are the scrap wood strips. <>> ask yondilroy for barrel Regardless of how much you think you'd like to have that, Yondilroy's going to need that for his job and you shouldn't bug him about it. <>> get barrel That is neither practical nor likely to be smiled upon by the old carpenter. The future king of Dwindeldorn builds a crude little structure from scrap strips. <>> * && Nope. Comment recorded. <>> nw It isn't very purposeful to be dodging about amongst all the supporting legs of the scaffolding. The apprentice finishes putting some split shingles on a small overhang, and proudly calls his master to inspect. Yondilroy steps over. "Of all the shin'ling I ever see, that's some of it." You think you see a little disappointment on the apprentice's face, as he maybe thought he was about to receive a compliment from the crusty old master. <>> w The wall has already been built there. The Prince of Dwindeldorn climbs around. <>> sw <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. The lad is present and accounted for. <>> nw <> Entrance to the grounds of Forthlong Hall <> The road northeast to Darchingcrast converges here with the road you're on, which runs northwest to southeast. The lane leading to Forthlong Hall branches off from this road to the south, crossing a stream by means of a small bridge. Near by your side is the princeling. The future monarch of Dwindeldorn wanders down the banks to the stream's edge, and then returns. <>> nw <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. The heir to the throne of Dwindeldorn is present as ever. The wind plays gentle noises in the trees. <>> w Once again you and the prince make a westward crossing over the river on the ferry, as he mans the crank. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Your companion, the youth, is here with you. <>> sw <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a small building project underway at Oscalbroyne Castle. The king-to-be is hanging around. Your companion tries to decide on his favorite castle. <>> sw ( Nighttime came and went.) <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is the junk drop-off, an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. Quiz is here. <>> e <> Dead-end court, Chedderwicket <> The relatively tall buildings are nearly grown together here in the old quarter of Chedderwicket, and form a small court which surrounds you. The buildings being crammed or melded as they are, obvious passage is shut off in any direction excepting the way from which you came. A washing machine stands at the foot of the north wall. Your companion comes along. <>> x machine Sitting here is an apparatus for doing laundry. It seems to be for communal use. It's essentially a large open tub with a set of wooden paddles mounted to a spindle inside. There is a seat and a set of foot pedals attached to the tub by a frame, and the pedals rotate the agitating paddles inside the tub. A pipe rises up the north wall to the roofline, presumably connected to a reservoir in the garret of the building. The bottom of the pipe ends a few feet off the ground in a spigot over the washing tub, with a handle that can be turned. <>> * && Nah. Too big and cumbersome. Comment recorded. <>> w <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is the junk drop-off, an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. The young sprig of royalty is following you wherever you go. You spend a few moments admiring the wide variety of forms, features and colors brought forth from the collective imagination of the town's residents. <>> w <> Junk drop-off and exchange <> You're in a large open yard in the middle of Chedderwicket, surrounded by a perimeter of mature trees and undergrowth. The ground is flat and mostly dirt, and there is a low, modest-sized pavilion in the back corner of the yard. According to a sign along the roof of the pavilion, this is the: "Chedderwicket Junke Drop-off and Exchaynge". The pavilion is for sheltering household articles like old or unwanted furniture, while the flat lot is laden with a number of miscellaneous piles, ranging from stones and brushwood to stripped off roof shingles. The yard's exit is east. Under the pavilion is a desk which has fallen out of service. Your "squire" is in tow. <>> get stone Those stones are too heavy to be lugging around anywhere. The prince's unlucky streak as a bird poop target continues. <>> x brushwood The pile looks like the result of someone clearing a small bit of land. There are many boughs, still leaf-laden, about as thick as your arm. With some chopping or sawing, there'd be a good bit of fuel there. <>> chop wood There won't be a need to talk about the specific parts of the mattock. You can use it as it is, for minor digging tasks. <>> * && Uhm... ? Comment recorded. <>> chop brushwood (with the axe) You think you'll do somebody a small favor, and you hack a few of the boughs into more manageable lengths. <>> x shingles Someone has redone their roof, evidently. It's a large pile of split wood shingles, clearly stripped off from a building. Many are splintered, and all contain nail holes; some may be good enough to reuse but the rest will probably become someone's firewood. <>> get shingles You swipe a shingle from off of the pile. <>> x desk The said desk is a rolltop, with both legs on the right side broken off several inches up from the bottom, causing it to sit at a very crooked angle. It's exactly the kind of thing that one person might not want to bother with, while someone else might consider well worthwhile to prop up on blocks, or even endeavor to carve new matching parts for. The top is rolled up, revealing an interior that is comprised of no more than a writing surface and one openable compartment at the center of the back. The Feckless pokes around the junk. <>> close it (first entering the pavilion) You close the old discarded desk. <>> open it There is nothing to be seen in the desk other than the compartment in the center. <>> put all on desk pumpkin: You put the pumpkin in the old discarded desk. bunch of carrots: You put the bunch of carrots in the old discarded desk. burlap sack: Let's just keep it simple: you want the sack. You, or the prince, will set it down when and where you need to. And carrying things is really its one claim to fame. mango: You put the mango in the old discarded desk. honeycomb: You put the honeycomb in the old discarded desk. clay bowl: You put the clay bowl in the old discarded desk. slate: You put the slate in the old discarded desk. broken mattock: You put the broken mattock in the old discarded desk. basket: You put the basket in the old discarded desk. your ember box: You put your ember box in the old discarded desk. fishing pole: You put the fishing pole in the old discarded desk. axe: You put the axe in the old discarded desk. roll of privy paper: You put the roll of privy paper in the old discarded desk. ball: You put the ball in the old discarded desk. iron bar: You put the iron bar in the old discarded desk. glove: You put the glove in the old discarded desk. knife: You put the knife in the old discarded desk. book of utterances: You put the book of utterances in the old discarded desk. sledgehammer head: You put the sledgehammer head in the old discarded desk. sedative: You put the sedative in the old discarded desk. dart: You put the dart in the old discarded desk. handkerchief: You put the handkerchief in the old discarded desk. bamboo whistle: You put the bamboo whistle in the old discarded desk. brass javelin: You put the brass javelin in the old discarded desk. wooden shingle: You put the wooden shingle in the old discarded desk. The Dwindeldornian heir yawns. <>> close desk You close the old discarded desk. <>> l <> Junk drop-off and exchange (standing under the pavilion) <> You're in a large open yard in the middle of Chedderwicket, surrounded by a perimeter of mature trees and undergrowth. The ground is flat and mostly dirt, and there is a low, modest-sized pavilion in the back corner of the yard. According to a sign along the roof of the pavilion, this is the: "Chedderwicket Junke Drop-off and Exchaynge". The pavilion is for sheltering household articles like old or unwanted furniture, while the flat lot is laden with a number of miscellaneous piles, ranging from stones and brushwood to stripped off roof shingles. The yard's exit is east. Under the pavilion is a desk which has fallen out of service. The heir to the throne of Dwindeldorn is hanging around, sack in tow. <>> * && Impressive. Lots of hammerspace in a desk like that. Must be whole parallel universe worth of room in that thing. open desk Comment recorded. <>> open desk Opening the old discarded desk reveals the pumpkin, a bunch of carrots, a mango, the honeycomb, the clay bowl, a slate, the broken mattock, the basket, your ember box, the fishing pole, the axe, a roll of privy paper, the ball, an iron bar, the glove, the knife, the book of utterances, the sledgehammer head, the sedative, the dart, the handkerchief, the bamboo whistle, the brass javelin, and the wooden shingle. The bowl is filled with a quantity of water. Prince Quisborne chases a fly. <>> get on desk No need for that. <>> stand on desk No need for that. <>> sit on desk No need for that. <>> put quisborne on desk Prince Quisborne probably wouldn’t like that. <>> get all from desk You take the pumpkin, the bunch of carrots, a mango, the honeycomb, the clay bowl, the slate, the broken mattock, the basket, your ember box, the fishing pole, the axe, the roll of privy paper, the ball, the iron bar, the glove, the knife, the book of utterances, the sledgehammer head, the sedative, the dart, the handkerchief, the bamboo whistle, the brass javelin, and the wooden shingle from the old discarded desk. Your squire reads a random selection from his book: "Were this frail world our final rest, then living or dying – none were blest." <>> put needle on cork (first taking the needle from the secret pocket) You put the needle on the cork. <>> put cork in clay bowl (first taking the cork from the secret pocket) You place the cork into the quantity of water. It floats on the surface. <>> x bowl The bowl is just a small one, made of fired clay of pleasing marbled colors. It's the work of our own Prince Quisborne, under the close guidance of Thelgrimane of Chedderwicket. It's filled with a quantity of water. Floating on the surface of the pump water is the cork. The needle is resting on the cork. <>> * && Now I just need to magnetise the needle et voila! Comment recorded. <>> put needle in pocket You slip the needle into your secret pocket. <>> l <> Junk drop-off and exchange (standing under the pavilion) <> You're in a large open yard in the middle of Chedderwicket, surrounded by a perimeter of mature trees and undergrowth. The ground is flat and mostly dirt, and there is a low, modest-sized pavilion in the back corner of the yard. According to a sign along the roof of the pavilion, this is the: "Chedderwicket Junke Drop-off and Exchaynge". The pavilion is for sheltering household articles like old or unwanted furniture, while the flat lot is laden with a number of miscellaneous piles, ranging from stones and brushwood to stripped off roof shingles. The yard's exit is east. Under the pavilion is a desk which has fallen out of service. The young sprig of royalty is with you like a second shadow. <>> e (first getting out of the pavilion) <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is the junk drop-off, an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. Quisborne is here with you as always. People hustle and bustle around you. <>> * && Just went over my notes. Nothing about a crate or box in the Wizard's dwelling. Comment recorded. <>> nw The road to Brinekettle winds through a good deal of very abundant land... <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. Prince Quiz is following you as always. PQ seems to have burned up the wooden shingle at the last campfire. The sheaf-sitters clap energetically after a performance of 'Guess You're not the Cad You Claimed to Be' by Tone Deaf. <>> x kettle The setup as a whole consists of two beefy tripods supporting a horizontal bar at a height a little above your head, which spans across a fire ring. The cauldron is hung by chains to a small trolley which runs on this bar, so that it can be taken off the fire, lowered onto a conveyance, and replaced with a fresh empty cauldron, all without having to douse the fire and then rebuild it. At present, the fire in the fire ring has been extinguished, and the cauldron is slid away from the fire ring. The cauldron is about three-quarters full of dyed water. <>> drink dyed water "Dyed water" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> drink water (water in the clay bowl) The water from the pump is very good. Currently the crowd is listening to 'Won't You Be My Sweet Potato' by Musical Holocaust. <>> drink water You take a draught from the water. <>> fill bowl with water You fill the clay bowl with some water from the cauldron. The crowd is listening to 'Too Many Chicks in My Life: A Farmer's Lament' performed by Staggering Figbert and the Whimpering Whale-Calves. <>> x bowl The bowl is just a small one, made of fired clay of pleasing marbled colors. It's the work of our own Prince Quisborne, under the close guidance of Thelgrimane of Chedderwicket. It's filled with a quantity of water. Floating on the surface of the water is the cork. <>> * && Purple water to lend the appropriate mystery to a magical thing such as a compass... Comment recorded. <>> push kettle The youth slides the cauldron on its trolley till it is hanging over the fire ring. <>> x trolley A simple wheeled mechanism runs along the horizontal bar, and a chain is attached to it from which the cauldron is suspended. The heir to the throne of Dwindeldorn marks time. <>> x chain A simple wheeled mechanism runs along the horizontal bar, and a chain is attached to it from which the cauldron is suspended. <>> pull chain Grabbing the chain, Prince Q moves the heavy cauldron away from the fire ring. <>> * && Deep. Comment recorded. <>> pull chain The princeling slides the cauldron on its trolley till it is hanging over the fire ring. <>> hang on chain The importance of the trolley and chain can be summed up in the fact that they allow the cauldron to be moved on or off of the fire. <>> x fire There's some fuel in the fire ring for the general use of the cauldron. <>> smell fuel It's what you'd expect. The heir to the throne of Dwindeldorn marks time. <>> take fuel Really, you don't need to take the fire with you... <>> light fire You rekindle the fire at the cauldron with your ember box. <>> put cork in fire You think that you might find better uses for the cork than committing it to the flames. The heir to the throne of Dwindeldorn marks time. <>> put book in fire Even if you were inclined to abuse the book that was given to Quisborne as a gift, the prince would no doubt put up stiff resistance. The water in the cauldron has come to a full boil. <>> put hanky in fire You think that you might find better uses for the handkerchief than committing it to the flames. The heir to the throne of Dwindeldorn marks time. The townsfolk are listening to Amoebic Dysentery as they play 'Chainmail Chafing Chaps My Cheer'. <>> poke fire with spear We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> slide kettle Grabbing the chain, your sidekick moves the heavy cauldron off of the fire. The water starts to cool down. <>> l <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. The young figurehead is sticking nearby. <>> sw <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. The young figurehead tags along. <>> sw Traveling southwest, you soon cross the river Rushindith, and leave the realm of Dwindeldorn behind. The high road leads you into the fantastical landscapes of Azhgaloth... Every journey down the Azhgaloth Road involves stopping for the night... <> The gates of Azh Bansilkris <> You have ventured from Dwindeldorn into Azhgaloth, land of of the llama- lords, and stand near the gates of Azh Bansilkris, the royal city. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step-shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Your ostensible squire is journeying with you through Azhgaloth. <>> sw The guards perform a routine check, and you pass through the gates. <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. Wood, in that that is what nearly every building is made of, in an aesthetic and peculiarly Azhgalothian style, and llamas, in that those animals are the backbone of typical Azhgalothian livelihood, being used for a wide variety of purposes including riding and drawing carriages. Besides running out the gate to the northeast, major thoroughfares run west, southwest and south (Aksh Ijavesht, Aksh Ramivar, and Aksh Agushtan), lined with a swordmaker's shop and other buildings of different shapes and heights. The gate is steadily manned by the guards that cleared you to enter the city. Quiz is near at hand. <>> s <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. The king's son moves through the city with you. <>> s <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. The Dwindeldornian heir doesn't stray too far in this foreign city. The Prince of Dwindeldorn drums on the pumpkin with his hands. <>> enter yard (first opening the iron gate) You grunt the hinge side of the gate off its pins and push it inward just enough to squeeze by. You make sure to close the gate after you. <> In an unused tanning yard <> A good deal of the yard behind the tannery is made up of many square pits, only about three or four feet deep, six to eight feet on a side. There is also a capstan in the yard, where llamas would have been hitched to turn the bark mill, and a great mound of unground bark near by it. Tall stone walls surround the yard except on the back side, where the narrow but deep Arduvlekh River flows through the city. More unkempt houses crowd the view on the other side of the river. The iron gate back to the street is northeast, around the building. The back side of the tannery, to the east, is rather nondescript. It consists of a large set of bifolding barn doors near the northern end, and a plain walk-door near the center, in addition to a large tableau of vertical plank siding. There is a knothole in the plank wall, off to the side of the walk-door. Prince Quiz moves through the city with you. <>> look through knothole Through the knothole you see the insurgents lounging around, talking about their dreams for Azhgaloth and their dreams of undoing Dwindeldorn. <>> x powder Black and grainy, the powder betrays no indication of its potential deadliness. Prince Quisborne climbs on the bark pile. <>> light powder We're not going to mess too much with the actual powder in the keg. <>> x keg There isn't a great deal to see through the knothole... it just looks like a medium-small keg. <>> put javelin through knothole You can’t put that in the knothole. <>> put needle in knothole (first taking the needle from the secret pocket) You can’t put that in the knothole. The prince looks down into the Arduvlekh River. <>> put mango in knothole You can’t put that in the knothole. <>> put needle in pocket You slip the needle into your secret pocket. The royal youth checks out one of the many tanning pits. <>> x pits These are the pits where animal hides were steeped for long periods of time in order to be turned into durable leather. You don't know a lot about the process, but you know that the hides are submerged in a solution mostly made with ground-up oak bark, which contains high amounts of tannic acid. Now the pits are just traps for deep, damp mats of dead leaves and other windblown litter. <>> get leaves Suddenly you recall you were not commissioned to spend the rest of your life picking up piles of dead leaves. <>> save Saved. <>> ask quisborne about gunpowder These aren't the best circumstances for chatter with the prince. <>> out (first opening the iron gate) You grunt the hinge side of the gate off its pins and pull it inward just enough to squeeze by. You make sure to close the gate after you. <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. Quisborne is near at hand. <>> in (first opening the iron gate) You grunt the hinge side of the gate off its pins and push it inward just enough to squeeze by. You make sure to close the gate after you. <> In an unused tanning yard <> A good deal of the yard behind the tannery is made up of many square pits, only about three or four feet deep, six to eight feet on a side. There is also a capstan in the yard, where llamas would have been hitched to turn the bark mill, and a great mound of unground bark near by it. Tall stone walls surround the yard except on the back side, where the narrow but deep Arduvlekh River flows through the city. More unkempt houses crowd the view on the other side of the river. The iron gate back to the street is northeast, around the building. The back side of the tannery, to the east, is rather nondescript. It consists of a large set of bifolding barn doors near the northern end, and a plain walk-door near the center, in addition to a large tableau of vertical plank siding. There is a knothole in the plank wall, off to the side of the walk-door. Your companion doesn't stray too far in this foreign city. <>> hide behind capstan "Behind capstan" could either be something as yet unknown to you or else a phrasing unknown to us. <>> climb walls Which walls do you mean, the yard walls, or the tannery? < distinguish >> yard walls The walls, though built more of flakes and slabs than blocks, are mortared close enough as to not be climbable. The prince looks down into the Arduvlekh River. <>> x arduvlekh You saw the Arduvlekh in the valley as you first approached the city of Azh Bansilkris. It is quite a gorgeous sight of blue-green water rushing and tumbling northwards several yards below you in a wide rocky crevice. There are no banks as such down at the water level: it's just a straight drop down to the foaming flood and its many jagged submerged rocks. <>> x barn doors These appear to be doors where wagons or carts would have come and gone. <>> * && I tried once to open these and gave them no notice after that. Comment recorded. <>> open barn doors The doors must be barred from inside. <>> * && Barred from inside... Comment recorded. <>> lift doors We don't quite understand your intent here. <>> put iron bar between doors There may only be one or two circumstances in your whole adventure where you might have to think about "putting" something "between" something else. <>> pry doors with iron bar "Doors with iron bar" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> pry doors The bifolding barn doors does not seem to be of a peelable nature. Prince Quisborne climbs on the bark pile. <>> lever doors with javelin This is one of those times where we may not have covered the verb you're trying to use... <>> unlock doors There's no lock to be seen: doors like this are usually barred from inside. <>> out (first opening the iron gate) You grunt the hinge side of the gate off its pins and pull it inward just enough to squeeze by. You make sure to close the gate after you. <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. The young sprig of royalty is near at hand. <>> enter storehouse Apparently you're not welcome around the storehouses. Your young pal keeps up his pushup regimen. <>> enter house Your quest probably won't involve barging into occupied houses uninvited. <>> s Your quest probably won't involve barging into occupied houses uninvited. <>> se Your quest probably won't involve barging into occupied houses uninvited. <>> sw Your quest probably won't involve barging into occupied houses uninvited. You hear Prince Quiz reviewing more geography facts. <>> n <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. The future king of Dwindeldorn moves through the city with you. <>> w The thoroughfare crosses a humped-up bridge over the Arduvlekh River, which slices through the middle of the city. You enter the southwest quarter of the city... <> In the city of Azh Bansilkris, southwest quarter <> Here the main streets make a bend from north to east and vice versa; ways going any further south or west are narrower lanes which seem to lead toward private homes of respectable folk. The Aksh Ramivar also ends (or starts) here, going away to the northeast. Sitting caddy-corner along the southwest corner of the bend is a one-story shop. On the wall beside the open door is a sign reading "Thelgrimane's Dwindeldornian Earthenwayre." Quiz doesn't stray too far in this foreign city. <>> enter pottery Which pottery do you mean, the potter's shop, or the pottery shop door? < distinguish >> shop <> Potter's shop <> In the potter's shop, a large work table is against the northwest wall, a kiln is built into the back wall, and the front wall is primarily taken up with window space and racks of finished wares displayed for sale. The southeast wall and any remaining wall space is mostly taken up with racks and shelves of various things for the potter's use: tools, large blocks of raw clay, formed vessels that are waiting for glazing, and the like. There is also a door in the back wall, and the entry door to the northeast. The potter is seated at his wheel in the center of the room. The future king of Dwindeldorn is to be found here in the potter's shop. "Welcome back, fellows!" booms Thelgrimane. <>> greet thelgrimane You usually take care of greetings as soon as you walk in the door. <>> ask thelgrimane about pot The potter has been more than generous to gift you and the prince with his time and his materials. You don't carry money on this quest and you're not willing to tax the potter's charitableness, so the rest of the potter's wares aren't really relevant at this point. <>> tell thelgrimane about fish After telling the potter about the trout, you get more or less the reaction you might have expected of him. <>> tell thelgrimane about ice After telling the potter about the block of ice, you get more or less the reaction you might have expected of him. <>> ask thelgrimane about fish It doesn't seem as though your adventure will be furthered by asking that question. <>> ask thelgrimane about ice It doesn't seem as though your adventure will be furthered by asking that question. <>> ask thelgrimane about insulation What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask thelgrimane about portable fridge box What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask thelgrimane about airconditioning What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask thelgrimane about wife It doesn't seem as though your adventure will be furthered by asking that question. <>> ask thelgrimane about family What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> tell potter about lady sylverleigh After telling the potter about that, you get more or less the reaction you might have expected of him. <>> out <> In the city of Azh Bansilkris, southwest quarter <> Here the main streets make a bend from north to east and vice versa; ways going any further south or west are narrower lanes which seem to lead toward private homes of respectable folk. The Aksh Ramivar also ends (or starts) here, going away to the northeast. Sitting caddy-corner along the southwest corner of the bend is a one-story shop. On the wall beside the open door is a sign reading "Thelgrimane's Dwindeldornian Earthenwayre." Your protegé is near at hand. The Prince of Dwindeldorn does some squats, with the burlap sack for weight. <>> n <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Risht-alura's appetite for public admiration appears insatiable, for she is drawing as large of a crowd as ever to watch her dance upon the green, or flirt with the latest troop of amorous nobles that have come in from distant corners of Azhgaloth. Prince Quiz moves through the city with you. <>> prick queen with needle There are lots of official and/or armed people between you and the queen. <>> flirt with queen We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> flirt with quisborne You may be trying to use a verb that we weren't instructed how to handle... <>> compliment queen The Queen isn't accessible to you. Queen Risht-alura dispenses some peevish words towards an unfavored bidder for her hand. <>> adore queen This is one of those times where we may not have covered the verb you're trying to use... <>> bow That's the kind of thing you know to do at appropriate times, and don't need to be specific about. <>> climb tree You climb up into a tree. <>> shout to queen You may be trying to use a verb that we weren't instructed how to handle... <>> play "The Lady in Red" You aren't that skilled, so you don't earn any compliments from the passersby. <>> play Maneater You aren't that skilled, so you don't earn any compliments from the passersby. <>> play Wrecking Ball You aren't that skilled, so you don't earn any compliments from the passersby. The young figurehead jockeys for elbow room amongst all the people. <>> play It's Raing Men You aren't that skilled, so you don't earn any compliments from the passersby. <>> d Very well, you’re no longer in the treetop. Risht-alura dances with abandon for her adoring people. <>> se <> In the city of Azh Bansilkris, central square <> This location is at the center of Azh Bansilkris, and features what you would be tempted to call a "square", only it's not square, or even rectangular. Nonetheless there is a large public open space shaped sort of like a jagged crescent, filled with small tents and kiosks, and surrounded by many prominent- looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. Prince Quisborne is near at hand. Your companion reads something from the book of utterances: "By desiring what is perfectly good, even when we don't quite know what it is and cannot do what we would, we are part of the divine power against evil." <>> mount llama They're not your llamas. You might be taken for a llama-thief, and that would be dire indeed. <>> * && Steadfastly averting the "spitting llama" stereotype, eh? Comment recorded. <>> kick llama First let the parked llamas take a slug at you, and evaluate how much you like it. <>> djukk noras This is one of those times where we may not have covered the verb you're trying to use... <>> x djukk noras "Noras" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x djukk-noras "Djukk-noras" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x statue The statue is an enormous granite sculpture of that famed warlord, hero, and dragonslayer of Azhgaloth, Djukk-doras, portrayed as wearing leathern Azhgalothian war gear, and riding on a battle-llama. The statue is a full thirty feet tall, standing on a large, solid, oval- shaped base that adds to it another eight feet of height. A large-lettered inscription is blazoned around the base, stating: Great Warriores and Defendres has faire Azhgaloth known, Menn of myght and renowne. Fewe are those who staund above all others, Highlie are they honourd. Long-spoken will be the Names of Vomta-shvest brave, Djikk-indas bolde, Ahusht-ahar who prevaild. Great were these, and ever to be rememberd: But surpassynge all, by his Deedes and his Exployts, His skille and his cunnynge, his Feates and his darynge, By a hundredd inimmitable Qualityes And a Spirit never to be equald, The greatest of these was the matchlesse and incomparable Djukk-doras The central plaza of Azh Bansilkris doesn't lack for commotion. <>> tickle statue with spear You may be trying to use a verb that we weren't instructed how to handle... <>> l <> In the city of Azh Bansilkris, central square <> There is a large public open space at the center of the city, filled with small tents and kiosks, and surrounded by many prominent-looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. Prince Q sojourns with you in the city of Azh Bansilkris. <>> w The firefighting station seems to be a dead end as far as exploration, discovery and adventure are concerned. <>> * && I thought I could borrow a bucket from the firefighters... Comment recorded. <>> ne <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Prince Quiz doesn't stray too far in this foreign city. Dwindeldorn's future king tries to strike up conversation with a stranger. <>> ne The guards perform a routine check, and you pass through the gates. <> The gates of Azh Bansilkris <> You have exited the gates of Azh Bansilkris. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step- shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Quiz has passed through the gates with you. <>> * && I'm at a loss. Comment recorded. <>> x basket The basket is a finely made affair of wooden splint, about two feet long and a foot wide. Its handle is a braided leather cord. The young figurehead makes a dash for some landmark a ways off, reaches it, and dashes back. <>> * && A finely woven wooden basket? Better than nothing I guess. Or I missed something in the sawmill building. I'm going there anyway because if leaves don't work, it's going to be sawdust for insulation. Comment recorded. <>> travel to north road You make the long return journey to Dwindeldorn, eventually crossing the river Rushindith... Along the way, evening came and you both camped for the night. <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. Your companion, the king's son, is here with you. <>> ct <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. Nearby, your young pal is ambling around. The sheaf-sitters clap politely after a performance of 'If I Didn't Like You I Would Have Said So' by Stunned by Sound. <>> g <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. The scene is of grassy hills with splotches of woodland trickling down from their tops, like so much dark green syrup poured over mountains of light green mush. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The future king of Dwindeldorn is following you wherever you go. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a modest-sized building project underway at Skrolpingale Castle. Your young pal is hanging around, carrying the sack. <>> g <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Prince Quisborne tags along. <>> g You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. The young sprig of royalty tags along. Sounds of town life drift down from Wratchbunting. <>> g <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. Prince Q is here. <>> g <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Disreputable Seaweed are playing the Soggy Haybales. The grandstands shake with the energy of the seated crowd. Your sidekick is sticking nearby. Someone on the Disreputable Seaweed just scored a 3-point goal off a curveball from halffield. <>> g The road north from Squarchminster travels through a well-peopled area, coming by and by into the region of the Haystacks... (You both camped for the night.) <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. The royal youth is here with you as always, carrying the sack. The ground is dappled with light and shade. <>> nw You descend into the woods towards the river bottom... <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The building stands among tall trees and thick thorn thickets to the north. The side of the building facing you is dominated by a wide rolling door, which is slid wide open. You can hear the river to the west, and a track leads upwards southeast. Prince Q is following you as always. The youth is doing some pull-ups. <>> * && Wait. Might as well try the blankets first... Comment recorded. <>> se The track takes you up out of the woods back to the top of a knoll... <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. Near by your side is the incumbent to the throne. <>> se <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. Your "squire" is in tow. <>> se <> Gramblefork Place <> You're in the somewhat open space in front of a farmstead. A tall frame with a carven sign suspended from it is nearly swallowed up by some bushes that were planted at its base. Though there is no paint left, you can still read "Gramblefork Place" in the carving. Everything around you is overgrown and ramshackle... a collapsed pigshed there, and rotting rail fences everywhere. A rather lush-looking plot of knee- high weeds extends southward for awhile until thickets and trees enclose a small windy creek, and the main building of Gramblefork Place stands to the southwest. Some unkempt trees vaguely form a couple of rows along the north side of the clearing. The track you arrived from runs through the rows of trees northwest away from the farm. Lying towards the east in an overgrown pasture is the misshapen form of an old hayrick. The youth is present and accounted for. <>> sw <> In the byre at Gramblefork <> The remaining portion of the building was clearly the byre half, where animals were kept. You're in a wide walkway with two stalls on either side: given that the walkway runs northeast-southwest, the stalls could be considered north, south, east, and west stalls. Planks overhead suggest that the upstairs was a hayloft. The double doors leading out are to the northeast. The musty horse blanket fragments are lying in the south stall. PQ accompanies you into the byre. <>> s You enter the south stall. PQ comes in too. <>> x blankets Heaped up on the floor of this stall are some musty old horse blankets. They look like they'd fall apart if you tried to pick them up. The youth twitches. <>> put blankets in basket (first taking the musty horse blanket fragments) <>> g (first taking the musty horse blanket fragments) <>> g (first taking the musty horse blanket fragments) <>> * && The implicit TAKE fails here, but there is no follow-up response. Comment recorded. <>> scoop blankets into basket This is one of those times where we may not have covered the verb you're trying to use... <>> wear glove Okay, you’re now wearing the glove. <>> get blankets You move the blankets some more, and they continue to disintegrate. <>> * && Nope. It was a long shot. If they would have worked for this, then all the previous messages would have been *very* misleading. Comment recorded. <>> ne (first getting out of the south stall) <> Gramblefork Place <> You're in the somewhat open space in front of a farmstead. A tall frame with a carven sign reads: "Gramblefork Place." Everything around you is overgrown and ramshackle... a collapsed pigshed there, and rotting rail fences everywhere. A rather lush-looking plot of knee-high weeds extends southward for awhile until thickets and trees enclose a small windy creek, and the main building of Gramblefork Place stands to the southwest. Some unkempt trees vaguely form a couple of rows along the north side of the clearing. The track you arrived from runs northwest. Lying towards the east in an overgrown pasture is the misshapen form of an old hayrick. Your ostensible squire is present as ever, with sack slung over his shoulder. The youth throws some hay around. <>> nw The lane takes you back uphill and through some woods, till you regain the main road... <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. Your companion, the young sprig of royalty, is here with you. <>> w You really don't have a good reason to be traipsing across other people's lands here. <>> nw <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. The Dwindeldornian prince comes along. <>> nw You descend into the woods towards the river bottom... <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The building stands among tall trees and thick thorn thickets to the north. The side of the building facing you is dominated by a wide rolling door, which is slid wide open. You can hear the river to the west, and a track leads upwards southeast. Nearby, the boy is ambling around, with sack slung over his shoulder. Your ostensible squire makes squawking sounds with a grass blade. <>> enter You stroll on into the mill... <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. The boy is present as ever. Not wanting to wear an unmatched glove for the rest of your life, you take it off until you should find you want it. <>> * && Long time since I was here... Comment recorded. <>> x apparatus The rustic saw apparatus consists of a long, toothed blade fixed in a frame, which moves in an up-and-down reciprocating motion imparted by a crankshaft attached to the drive train of the waterwheel. Inked on the frame are the words "PROPERTIE OF CRELKINGSTRASH MILL". The future king of Dwindeldorn slings the sack over his opposite shoulder. <>> code ...dp(dayCt) dayCt = 198 <>> touch blade The teeth are still sharp. <>> x log It's a hefty log of some sturdy local hardwood tree, clean-sawed off on both ends to about eight feet long. One side has been squared off, but otherwise it looks like this log was still waiting its turn to become something useful when the mill operation shut down. <>> lift log Even lifting one end of the log at a time is too much for you. PQ touches the saw blade, then jerks his hand away, shaking it. <>> l <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. The ever-present prince is here. The old timbers of the building shift noisily with a gust of wind. <>> * && x sawdust Comment recorded. <>> * && oops Comment recorded. <>> x sawdust A sawdust heap of this proportion is a ubiquitous feature of any sawmill. The pile covers quite a lot of floor area near the back wall, and is mounded about six feet high. The mill owners could sell cartloads of it as insulation for icehouses or as absorptive litter for livestock stalls, so it didn't go to waste. <>> * && !!! *slaps forehead* It's right there in the description of the sawdust! Comment recorded. <>> get sawdust You have the lad grab another armload of sawdust from the heap. The old mill groans slightly. <>> put sawdust in basket (taken sawdust) You put the sawdust in the basket. <>> * && I have a good feeling about this. If the sawdust is *sold* as insulation, it's probably really good at it. Comment recorded. <>> x basket The basket is a finely made affair of wooden splint, about two feet long and a foot wide. Its handle is a braided leather cord. The basket is full of sawdust. <>> close basket The basket is open-topped. The king-to-be wanders around from this to that. <>> * && This is what worries me. Open to the sun and warm winds. Comment recorded. <>> se That's not a direction that leads to somewhere else. <>> s <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The building stands among tall trees and thick thorn thickets to the north. The side of the building facing you is dominated by a wide rolling door, which is slid wide open. You can hear the river to the west, and a track leads upwards southeast. Quisborne is following you as ever. <>> se The track takes you up out of the woods back to the top of a knoll... <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. Nearby, the youth is ambling around. <>> n Prince Quisborne suggests that one of the other directions may be a better travel option, and you concur with the lad's judgment. Better options are southeast, northwest, northeast, or south towards Squarchminster. <>> ne <> The Northern Marches <> It is a chilly and sparsely-populated country here in the Northern Marches. You catch an occasional sighting of farmers with teams of woolly oxen, partly dug-in houses, or flocks of long-haired sheep with their shepherds. Many a small ribbon-like waterfall rushes down from the cliff edge of higher plateau, and most of the trees in sight grow in scattered clusters. The North Road leads northwest, and southwest towards the heart of Dwindeldorn. Lady Equanimity is here, chomping away. The prince is hanging around, sack in tow. The young sprig of royalty lets out a sneeze. At least seven waterfalls are in view from this spot, and send small, continuous ribbons of water down to the earth below. <>> mount You mount up onto Lady Equanimity. Prince Quisborne climbs up behind you. <>> kiss Whom do you want to kiss? < object >> lady equanimity Getting a bit sentimental, you give Lady Equanimity a kiss on the neck. The Prince of Dwindeldorn watches an inchworm crawling down his sleeve. <>> give mango to lady equanimity You gift Lady Equanimity with a mango, and he accepts it. However, he chews it up with a very nonplussed look, as if to say "I'd rather be eating grass or carrots." <>> * && Exotic cuisine, my deary queery horsecompanion! Learn to love it. It's really good in a chutney with hot spicy chicken, dried and ovenbaked coconut flakes, and rice or flatbread. Bit of thickened yoghurt as a side dish... Yum! Comment recorded. <>> give sawdust to lady As you contemplate the idea of giving the sawdust to Lady Equanimity, you decide it's not worth the trouble. The princeling brings up the subject of Sylverleigh. <>> give carrots to lady With strong suspicions that Lady Equanimity will not be interested in your offering, you desist from giving him the bunch of carrots. A shepherd guides his sheep from one place to another. <>> * && Carrots? She declines carrots? Or rather, Valkyrian decides for her that she doesn't get carrots? No way. I was trying to make up for the weird mango. Comment recorded. <>> dig (first getting off of Lady Equanimity) (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. Some grubs happen to be residing in this hole, so you take them along with you. Afterward, you fill the hole back up and tamp it down. Your young pal recollects hitting the gong and bringing the whole monastery in to see what was the matter. <>> give grubs to lady As you contemplate the idea of giving the grubs to Lady Equanimity, you decide it's not worth the trouble. <>> mount You hop up on the horse's back. Prince Quisborne climbs up behind you. <>> n You have gotten all the guidance that can be gained from the Fastness of the Dracken Fells... your quest no longer lies in these parts. You hear the king-to-be muttering rhymes. <>> nw <> Frozen lake shore (riding on Lady Equanimity) <> You are out in the northern wilds of Dwindeldorn, where the wastes spread far away to the unpeopled lands beyond. From where you sit on your horse, a frozen lake stretches away north into the hazy distance, majestic and mournful. The lake is very narrow in proportion to its length, and steep, dark-treed slopes carpeted with snow rise to considerable heights directly from the water's edge, making the lake into a deep and snaking valley. The lake runs upwards of two miles to the north, appearing there to make a bend to the northeast and disappear behind the rising slopes of the valley. All together, the scene is one of a haunting and lonely beauty. Southeastwards the ground rises much more gradually through a snowy evergreen wood. <>> n The horse carries you out onto the ice. <> On the ice of a frozen lake (riding on Lady Equanimity) <> You are traveling over the ice surface of the long, frozen lake in a deep valley, not far from the lake's southern end. Snowy evergreen slopes enclose the narrow breadth of the lake, and large drifted banks of snow line its eastern and western shores. The lake and its ice extend much farther to the north, and going south would bring you back to the snow-covered shore. The boy rubs his fingers to keep them warm. <>> n You journey down the lake on horseback, eventually turning northeast, till the lake bends to the north again. <> Traveling on a long, frozen lake (riding on Lady Equanimity) <> You are traveling over the ice surface of the long, frozen lake in a deep valley, somewhere near the middle of the lake's length. Snowy evergreen slopes enclose the narrow breadth of the lake, and large drifted banks of snow line its eastern and western shores. Here the lake makes a half-bend, running away from you to the north and to the southwest. In either direction all you can see is the still, narrow roadway of ice for a long distance. A tiny ice-fishing hut, still half-buried in snow, stands on the ice at the edge of the western drifts. The Prince of Dwindeldorn is riding along with you. <>> n <> Northern end of the long, frozen lake (riding on Lady Equanimity) <> The lake reaches its northernmost extent here, widening into a somewhat more bulbous shape from its otherwise snaky course. The steep walls of the valley bend from their general north-south course, tending to leave the northwest direction as the only one readily travelable away from the lake. In all directions a pine wood, aged but not overly thick, grows up to the lake's shore. Southwards, the icy valley stretches far away. Towards the eastern shore, a patch of ice is completely melted through, revealing a pool of dark water beneath. <>> chop ice (with the axe) (first getting off of Lady Equanimity, then standing on the ice) You utilize the melted pool's edge as a source for procuring another block of ice. <>> put ice in sawdust (putting the block of ice in the basket) You put the block of ice in the basket. Nestling the ice amongst the sawdust arrests the melting process. <>> * && I did it! I made a "frigobox"! Knokke, here I come. Comment recorded. <>> bait hook with grubs You push the grubs onto the hook. <>> fish in pool To be honest, you don't want to sit still in this weather long enough to find out if the pool would yield any fish. There's plenty of fishable water in warmer climes. The royal youth sends himself belly-sliding on the ice. <>> mount (first getting off of the ice) You climb up onto the horse. Prince Quisborne climbs up behind you. <>> put carrots in basket You put the bunch of carrots in the basket. The royal youth pulls apart a pine cone. <>> put grubs in basket (first taking the grubs from the fishhook) You put the grubs in the basket. <>> * && Not much use carrying around a frigobox if you're not using it to keep your grubs'n'carrots cool, eh? Comment recorded. <>> travel to shore You make it through another night in the wintry wasteland... <> Traveling on a long, frozen lake (riding on Lady Equanimity) <> You are traveling over the ice surface of the long, frozen lake in a deep valley, somewhere near the middle of the lake's length. Snowy evergreen slopes enclose the narrow breadth of the lake, and large drifted banks of snow line its eastern and western shores. Here the lake makes a half-bend, running away from you to the north and to the southwest. In either direction all you can see is the still, narrow roadway of ice for a long distance. A tiny ice-fishing hut, still half-buried in snow, stands on the ice at the edge of the western drifts. <>> ct The lake runs mostly southwest for a solid stretch of travel, then rounds to the south, and you continue to ride... <> On the ice of a frozen lake (riding on Lady Equanimity) <> You are traveling over the ice surface of the long, frozen lake in a deep valley, not far from the lake's southern end. Snowy evergreen slopes enclose the narrow breadth of the lake, and large drifted banks of snow line its eastern and western shores. The lake and its ice extend much farther to the north, and going south would bring you back to the snow-covered shore. Your protegé is riding along with you. <>> g <> Frozen lake shore (riding on Lady Equanimity) <> A narrow frozen lake stretches away north into the hazy distance, majestic and mournful. Steep, dark-treed slopes carpeted with snow rise to considerable heights directly on either side of the lake. The lake runs upwards of two miles to the north, appearing there to make a bend to the northeast; where you are the southern end of the lake meets its shore. Southeastwards the ground rises much more gradually through a snowy evergreen wood. <>> g <> The Northern Marches (riding on Lady Equanimity) <> It is a chilly and sparsely-populated country here in the Northern Marches. You catch an occasional sighting of farmers with teams of woolly oxen, partly dug-in houses, or flocks of long-haired sheep with their shepherds. Many a small ribbon-like waterfall rushes down from the cliff edge of higher plateau, and most of the trees in sight grow in scattered clusters. The North Road leads northwest, and southwest towards the heart of Dwindeldorn. <>> g <> Knoll over the Ribbleskinder valley (riding on Lady Equanimity) <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. The young sprig of royalty is sitting behind you on Lady Equanimity's back. <>> g The southeast road makes a very scenic course through the knobby hills and a few small villages, coming after some distance to a region of fine farmland... <> Country roads (riding on Lady Equanimity) <> Through this country the little roads tuck themselves into out-of-the-way folds and furrows and follow every small in, out, up and down of the land. Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the obscured lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. <>> g The road takes you quite a distance through north-central Dwindeldorn. You continue on through the town of Brittlebarrow, as well as a few other hamlets and villages, and come eventually to a town not far from the eastern coast... (There was another overnight camp...) <> Chelkwibble town (riding on Lady Equanimity) <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is noted for its fine cheeses and other products of milkcraft. To the eye, the town is distinctive for its variously-shaped roofs of deep live sod, on which a goat might be seen. There's a mead-hall and an inn, and dirt streets can lead you out of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. <>> dismount You swing down from the horse, and your protegé does too. Prince Quisborne says something a little unexpected. "I haven't been keeping the best track of time, but... I think it might be my birthday today." He says it quite nonchalantly, as if expecting no pat on the back for having been born. <>> * && Did the Tuttarumbish express a preference for sea- or freshwater fish? I can't remember. Comment recorded. <>> se <> On the shore of the Sea of Sorrows <> You are standing on the shore of the Sea of Sorrows. The sea comes into a middle-sized cove here, so that you cannot see extremely far down the shore on either side, but to the east the open sea stretches to the distant horizon. The coastline of Dwindeldorn is a rugged one, an uplifted land mass which drops sharply to the sea. Where you are, a tract of vegetated land separates the cliff's base from the water's edge, but to the north and the south of this cove, the ground turns quickly into jagged cliffs which plunge into the waters, and any travel along the coast is rendered unfeasible. In fact, the steep trail northwest up the escarpment is the only way to go from here. The turf under your feet is lush, and the crescent of land which lies between the sea and the bottom of the cliff is thickly covered over with straight young trees, which grow right up to the pebbly rim of the water. Floating right at the edge of the water is the makeshift raft that you cobbled out of some nearby trees. Quiz is here. <>> put grubs on hook You push the grubs onto the hook. <>> fish You try your luck fishing from the shore. No luck. There may be a lot of fish in the sea, but there's also a lot more water. <>> fish You do some fishing from the shore. Your efforts are not rewarded. Angling has always been known as a pursuit that requires patience, and sometimes, acceptance of defeat. <>> fish You do some fishing from the shore. Nothing this time. You can't always be in the right place at the right time. <>> Silence can also be a virtue. <> On the shore of the Sea of Sorrows <> You are standing on the shore of a cove of the Sea of Sorrows. The coastline of Dwindeldorn is a rugged one, an uplifted land mass which drops sharply to the sea. Where you are, the cliff's base is separated from the water's edge by a narrow crescent of flat ground, grown over by a tract of straight young trees. To the north and the south of this cove, the jagged cliffs meet directly with the waters, and any travel along the coast is rendered unfeasible. In fact, the steep trail northwest up the escarpment is the only way to go from here. Floating right at the edge of the water is the makeshift raft that you cobbled out of some nearby trees. Your young pal is here. PQ looks for crabs. <>> fish You do some fishing from the shore. Not even a bite. It just doesn't always work out. <>> fish You do some fishing from the shore. Nothing this time. Who knows, maybe next time you'll have more luck. <>> fish Hoping to land a nice fish, you make some more casts into the waters off the shore. A hit! You lurch upward on the rod, and begin the struggle with the unseen quarry. In the end, you prevail and reel your line in to land a bass, about twenty-two inches long. <>> kill bass It sounds like you're looking for something animate, if you want to talk about attacking and killing. The straight young trees near the shore bend with the sea breeze. <>> gut bass We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> clean fish If you're going to eat it, you'll clean it as needed. Otherwise don't bother. The waves gently lap the shore. <>> x bass What you have here is a big, plump bass, about twenty-two inches long. A great gamefish, and great eating. Your ostensible squire gazes out over the wide ocean. <>> * && No zoom-in detailed granularity in the acts of knocking the bass' skull in with the back of the knife, slicing open the fish's belly, removing the guts with a sliding-circling motion of the thumbs, poking fingernails at the backbone to remove Comment recorded. <>> * && bits of vein, nerve, and gut tissue, and washing it inside and out in the salty crashing surf of the ocean waves? I understand. Comment recorded. <>> put fish in basket You put the bass in the basket. The bass should stay fresh for a long time kept in a basket with ice. <>> sail to island (first getting on the raft) The form of Uzumbung Island gradually appears on the southeastern horizon, and in due course you navigate your raft into its sheltered harbor... <> Uzumbung harbor, aboard the raft <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. You are on your raft moored alongside a ramshackle, out-of-the-way wharf. <>> e You step down from the raft onto the wharf, and the king's son follows. You follow a worn track up the sloping ground and enter the infamous settlement founded alongside the harbor... <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The boy is with you, trying to not attract notice. Huge volumes of noise are emanating from Pirate Parboyle's Palace of Profligacy. <>> e <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. The king's son is present and accounted for. <>> ne <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. Quisborne is sticking nearby. <>> * && Almost there... Comment recorded. <>> ne You make the trip across the rope bridge, and by and by draw near to the Tuttarumbish settlement. Your approach is observed, and by the time you arrive, most of the village has gathered together for the diversion that you and Prince Quisborne provide. <> Utlu Saboshbish, settlement of the Tuttarumbish <> This place is Utlu Saboshbish, the chief and perhaps single permanent settlement of the wild people who inhabit the island of Uzumbung. The village consists of a single, straight lane running east-west, with dwellings on either side, and which terminates at a larger and more decorated structure on its eastern end. Tended lots of banana trees and pineapple plants fill the grounds, and palms are thick overhead. You can leave the village to the west. Develroy has acted upon his words, and is still present at this village of the Tuttarumbish. He is now wearing the lizard-skin garment of the native people. Pulapyuk, chief of the Tuttarumbish, is standing with a few dozen other wild men in the middle of the village. They seem to consider you a great diversion. The young figurehead is here with you as always. <>> give carrots to pulapyuk Pulapyuk looks at your latest offering, but still pronounces it to be "not plenty big gift." <>> * && Kidding, big Chief Man, kidding... Here: Comment recorded. <>> present bass to chief You may be trying to use a verb that we weren't instructed how to handle... <>> give bass to chief Having learned of the Tuttarumbish's adoration of all things fish, you and Prince Q present your fish to them in hopes that it will suffice as a gift worthy of the bean. With more gusto than you could have imagined, they start rejoicing, dancing, and slapping their calves, trying to express their gratitude. Pulapyuk accepts the fish, and says: "You gave fish: mighty good gift." Pulapyuk sends Thikpu into his hut to retrieve the bean, and upon receiving it, declares: "We give bean to Strange One and Puny Strange One." Then, all in a moment, he hands it over, and the wondrous and all-important bean is sitting there in your hand! One more goal accomplished! You give the bean to Quisborne, whose destiny by this little bean is waiting to be formed. Ahead: the Regions of Eternal Night... *** Your score has just gone up by ten points *** <>> e Let's have a show of hands on who thinks it's a good idea to walk uninvited into the house of a savage chieftain. <>> w As you and Quisborne leave the Tuttarumbish village, the wild people scramble about to initiate their celebratory fish feast. You and Prince Q leave the Tuttarumbish village, and journey till you have crossed over the rope bridge... <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. Your companion, Prince Quiz, is here with you. <>> sw <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. PQ is following you wherever you go. The town crier tramps into this part of town from the southwest. Prince Quisborne reads a random selection from "The Utterances of Ubzugajir the Unfoolish": "How good is life, when one does something good and just!" <>> w <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. Prince Quiz is with you, trying to stay out of everyone's way. As honorary sack-bearer of your small company, Quisborne is frequently dropping the sack and twiddling around with its contents. He has just completed the task of untangling the fishing line, which had gotten into an unruly state upon its last being disassembled and stowed away. Now it makes sense to him to assemble it again and test it for efficacy: this he does forthwith. But Prince Quisborne has not mastered the skill of casting, at least not with this particular kind of rod and reel. Intending to cast the hook down into an empty alley between two buildings to ensure proper operation of the fishing pole, he inadvertently lets the hook feed out and fly backwards as he winds up for the cast. Mixing up his actions completely, he then whips the tip of the rod forward, but with the line locked and unable to feed out any further. It scarcely needs saying at this point that the hook, after being cast backward, and before being jerked forward, had lodged securely in the long and plaited beard of a sailor passing by. The jerk not only gives the sailor's big head a jarring whiplash, but knocks the whole big man off his balance, who then careers into another man leading two fat pigs by a rope. The pig-leading man is bowled over by the other's force, dropping the ropes and crashing down upon his two pigs, sending both of them loose on a mad rampage. One dame is rudely sundered from the embrace of her paramour by the first of the mischievous swine, being borne up off her feet, and toppled over backward into a gutter. Two fruit vendors find all of their wares distributed, by the second swine, helter-skelter across the dirty streets; and then together the porcine spree enters the open door of the nearest tavern, where unimaginable havoc is wreaked within. The pigs eventually make their exit, with the entire incensed and slop-covered patronage at their heels. Prince Quisborne might have tried to lie low, might have tried to play dumb, might have tried to make his escape before the collective pandemonium tried to discern the pandemonium's cause. But instead he says: "Wow, Master Braidbeard, I'm awfully sorry about that! Fuzzcrackers! And all the rest of you, too... you'd think by now I'd at least know how to—" That is as much as he manages to say before Master Braidbeard, the pig man, the paramour, the fruit vendors, and every tavern patron aggrieved by the swine invasion band together to fall upon the lad and subdue him, in spite of your efforts to intervene. There are too many arms trying to reach for him all at once for him to be methodically pulled apart right away, but happily, before the arms and their attached owners can organize themselves to pursue a collaborative disassembly of the prince, somebody hollers: "To th' boar pits with 'im!!" This exclamation is met with a chorus of cheers and cries of glee, and thereupon the prince is borne aloft upon the belligerent throng, which starts off towards the east in the direction of the boar pits. Quisborne, scarcely yet sensible of all that is suddenly taking place, waxes poetic under the inspiration born of desperation, and promptly bleats: "Gentlefolk of Inyelgon Prang, I beg you hear out my harangue, Before pieces of me By your fatal decree From the teeth of a mad boar do hang." "My cast was a terrible choke, And the beard was bad luck, not a joke. For I never intended Goodwill to have ended Between me and all you good folk." "I know that I've made a mistake And the beard-man sure caught a bad break But how could I know The two fat pigs would go And ransack the whole town, give or take?" By this time the prince's human vehicle has reached the eastern end of the street, and is drawing near to the boar pits. Just then, that landmark of a personage, Iarrorn the Man-breaker, steps in front of the moving crowd. "HALT," he thunders. The crowd obeys the fearsome specimen instantly. Then the specimen goes on speaking. "Did 'ee hear that? Them words... They was all endin' with the same sounds. Like they was a-matchin' up together. All rhythmic-like." Then he speaks to the elevated Quisborne. "That's purty talkin' thar. I like it. Go on, boy: finish yer verse." Hoarsely, the prince whispers, "I... I only.. Yes, Your Lordship of the Sea..." and continues: "M-my sympathies I'd like to utter. It's no fun to get dumped in a gutter. Or to have your wares scattered Where horse turds have splattered. So well might you grumble and mutter!" "But again I would like to say 'sorry': Your beard braid was never my quarry. And as for the rest My thoughts can't be expressed To the full till the sky has grown starry." "I ask you, although I have failed, Is it just that I should be impaled By tusks of a boar All besmirched with my gore Just because my hook errantly sailed?" "I don't wish to die in this way Nor elsewise, I might also say. So please answer me: Could we go and see The boar pits on some other day?" Iarrorn stands listening, staring hard at Quisborne. Then something happens: we can't say for certain, but it may be the first time that Iarrorn's crewmen have ever seen a smile spread over their captain's face. "Ha! Well, I'll be blowed. Wouldye just listen to them words, all a- matchin'? I like it, I tell 'ee! What d'ye say, boy? You could come aship with us. Make new songs for my men to sing. Thur fool songs don't match sounds like yourn does. Be our ship's en'rtainment." "F-fizznuggets, Mister Man-breaker," the prince stammers from his bed of hands. "It s-sounds delightful. Most wondrously jolly. Blissful, I'm sure. Charming. But I have an adventure of my own that I really, really need to complete... and then get back home from at some point, hopefully alive. Truly, O Breaker of People and probably of other things, I must decline." Gasps emanate from various points in the crowd, as Iarrorn's wishes have just been controverted. But the man himself only continues his steely gaze at the prince. Finally he nods once. "A boy's got to find 'is own path." Then addressing the mob, he orders, "Put 'im down. Nobody touches 'im. Or I'll see to it." By way of demonstration, he seizes a ruffian at random from the throng, and handling him like no more than a rag doll, snaps him in three or four places. Just as quickly, and with surprising skill, he sets all of the bones straight again, and tosses the example aside. Iarrorn makes a salute to the gawking prince, and he and his men disappear, leaving the streets of Inyelgon Prang preternaturally hushed. Prince Quisborne, having by this time regained his feet, first breaks the silence. "Um, Master Pig Man? I'd like to help you catch your pigs, if I may. And Mistresses Fruit Vendors, I'd like to clean all of the ick off of your fruit, and put it back where it belongs, presuming you permit. My dear Dame- in-the-Gutter, I'd offer to wash your clothes for you, but, um... I guess you'd need to get a change of clothes first? And Master Braidbeard, I don't know how to make reparation for such a jarring assault to your facial coiffure, but if I could at least do some task or errand for you by way of apology, that would sure make me glad." The affected parties in the recent mêlée are thoroughly taken off their guard, being wholly unaccustomed to and unprepared for kindness or decency of any sort. Confused and befuddled, the pig man first vouchsafes an answer. "Uh? I... well, sure. Yeah, I'm goin' to need some help." The other parties soon follow in betraying their respective willingness to accept the offered restitution, and Quisborne makes good on his word. The vagrant pigs are apprehended, the fruit is restored to a merchantable state, and Quisborne labors long to put the interior of The Saintly Villain back to rights from the effects of the ruinous swine incursion. In the end, the aggrieved inidividuals' opinions of the boy are altered completely. The whole incident turns into a raucously triumphant comedy; the beard-man takes pride in the fact that his beard started it all, and even the gutter lady and her paramour are quite mollified. Prince Q, with his laughable foibles, his volatile versemaking, his favor with Iarrorn, and his solicitous helpfulness in trying to make things right, becomes the toast of the town. Eventually, however, the players in the drama have either ships to sail, or liquor to drink, or other places to disappear to. Once again, you and the prince find yourselves on the streets in the middle of town, left to your own devices – but not without Quisborne having left his mark upon the city of Inyelgon Prang. <>> * && Was that a pick-up line by Quis? That what he said to the fruit-selling girls? Comment recorded. <>> l <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The prince is with you, trying to not attract notice. The king's son makes commentary on the strange sights and sounds. <>> * && Our favourite tv-quiz is on. Til later! Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. PQ is with you, trying to stay out of everyone's way. <>> * && The West calls to me, but I have unfinished business in the Monastery and in Azh Basilkris. Comment recorded. <>> w <> Uzumbung harbor <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. Floating alongside a ramshackle wharf is your makeshift raft. Near by your side sticks the boy. Pleasantries recommence as you and Quisborne happen to come across the jester here at the harbor. The fool is more despondent than ever, and can't even muster the feeblest attempt at a joke. The prince jumps in, all beams of sunshine. "Cheer up, Iryondelf! I think you're a great jester! You told that great joke about the hoarse mule and everything. And the pane in the ash! Transcendent! There's something so comical about broken glass falling into a cinder heap. You just need to get your confidence back. I'll tell you what... why don't you go back to Dwindeldorn, and brush up on your jestering skills? Practice on smaller crowds and in small towns, and when I get to the throne I'll hire you to be my jester! Better still, when I get home I'll try to convince Pop to give you the job right away. Personally, I don't think Bollychocks is all that funny." The ragged jesting man looks up, tatters of hope in his eyes. "Do you really mean it? I mean, some of my jokes have potential, right? And I can do better! I will! Thanks, Prince Quisborne!" After a few "So long!"s, the jester hastens off, meaning to catch a ship for Dwindeldorn to better himself and look to the future. <>> * && Ah. I thought we were going to give him a lift. Comment recorded. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. Some grubs happen to be residing in this hole, so you take them along with you. Afterward, you fill the hole back up and tamp it down. <>> bait hook with axe You might find the fish scorning your choice of bait. A new set of sails appears in the narrow opening to the northwest, and casts anchor in the harbor. <>> bait hook with carrots You might consider putting something on the hook that would actually lure a fish. Sailors traipse up and down the wharves to and from their ships. <>> bait hook with ice You might find the fish scorning your choice of bait. <>> bait hook with grubs You push the grubs onto the hook. With pride, you watch as your understudy screams and fights his way to one hundred pushups in a go. The boy then collapses to the ground, whimpering and incapacitated. Rigorous training has paid off... he's not the same lad that sallied forth out of Darchingcrast Castle seven months ago! You let him have a well-deserved rest, and by and by you both pick up where you had left off. <>> compliment quisborne You won't withhold due words of encouragement when the boy merits them. <>> fish You spend some time fishing off of the wharf. Not even a bite. Who knows, maybe next time you'll have more luck. <>> fish You spend some time fishing off of the wharf. No luck. There may be a lot of fish in the sea, but there's also a lot more water. <>> fish In spite of all the boats present, you cast your line into the sea off the wharf. You fish for awhile, then get a hit. It's a big one... you set the hook and begin to fight. Sure and steady you reel the fish in until you can snag it out of the water. It's a good-sized bass, about twenty-three inches long. <>> <> Uzumbung harbor <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. Floating alongside a ramshackle wharf is your makeshift raft. Your squire is present as ever. <>> put bass on ice We don't think that that will turn out to be useful. Prince Quisborne plays around with some damp clay. <>> * && Pretty intuitive way of phrasing it, no? If one wants something cold, one "puts it on ice". Comment recorded. <>> put bass in basket You put the bass in the basket. The fish will not spoil any time soon being placed in with the ice. <>> e You follow a worn track up the sloping ground and enter the infamous settlement founded alongside the harbor... <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. Quiz is with you, trying to keep a low profile. The town crier makes his rounds into this part of town from the northeast. <>> e <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. Dwindeldorn's future king tags along. <>> ne <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. The future king of Dwindeldorn comes along. <>> ne You make the trip across the rope bridge, and by and by draw near to the Tuttarumbish settlement. Your approach is observed, and by the time you arrive, most of the village has gathered together for the diversion that you and Prince Quisborne provide. <> Utlu Saboshbish, settlement of the Tuttarumbish <> This place is Utlu Saboshbish, the chief and perhaps single permanent settlement of the wild people who inhabit the island of Uzumbung. The village consists of a single, straight lane running east-west, with dwellings on either side, and which terminates at a larger and more decorated structure on its eastern end. Tended lots of banana trees and pineapple plants fill the grounds, and palms are thick overhead. You can leave the village to the west. You see that Develroy is still biding out here with the Tuttarumbish, in his lizard-skin garments. Pulapyuk, chief of the Tuttarumbish, is standing with a few dozen other wild men in the middle of the village. They seem to consider you a great diversion. Your "squire" is in tow. <>> give bass to pulapyuk With some understanding of how much the Tuttarumbish treasure fish, you decide to give yours to them with hopes of getting into their good graces. With more gusto than you could have imagined, they start rejoicing, dancing, and slapping their calves, trying to express their gratitude. Pulapyuk accepts the fish, and says: "Strange One make mighty big gift. Pulapyuk owe Strange One big plenty." You've basically become the hero of the Tuttarumbish. <>> * && Will this come in handy later? When I need help? Comment recorded. <>> w The Tuttarumbish are gearing up for another fish feast as you leave. You and Prince Q leave the Tuttarumbish village, and journey till you have crossed over the rope bridge... <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Where you presently stand is thus one of these spots, the edge of a hilltop which rolls off sharply into a narrow green gorge only a few yards off north and northeast. Precariously spanning this valley, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. Nearby, Dwindeldorn's future king is ambling around. <>> sw <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. The level ground around the end of the street drops cleanly and sharply, not straight down, but rather back at a slant under itself, some eighty to ninety feet to the sea below. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. In addition to the ubiquitous taverns and gambling-houses which run right up to the cliff's edge, the vicinity also features a fighting ring called The Brawl-Pen, lying south of the street. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. Your "squire" is in tow. The town crier tramps into this part of town from the southwest. Prince Quisborne the Feckless chucks a rock off the Dump-Off. <>> w <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. Prince Quisborne is with you, trying to stay out of everyone's way. <>> w <> Uzumbung harbor <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. Floating alongside a ramshackle wharf is your makeshift raft. The incumbent to the throne is present as ever. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. Some grubs happen to be residing in this hole, so you take them along with you. Afterward, you fill the hole back up and tamp it down. <>> put grubs on hook You push the grubs onto the hook. <>> fish In spite of all the boats present, you cast your line into the sea off the wharf. You fish for awhile, then get a hit. It's a big one... you set the hook and begin to fight. Sure and steady you reel the fish in until you can snag it out of the water. It's a good-sized salmon, about twenty-six inches long. Prince Q is idly stacking your inventory. <>> * && Salmon! Wow, the Tuttarumbish are in for a treat. Comment recorded. <>> * && I learned a recipe for salmon from my mother. They made it in college when they wanted to eat somethin fancy but simple. Cut salmon tail or filet into ± 8x5 rectangles. Place them close together in an oven tray. Insert half-slices of lemon or lime Comment recorded. <>> * && between the salmon pieces. Sprinkle generously with coarsely ground black pepper. Cover (and I mean *cover*, no sprinkling here) with chopped parsley. Pour whole-fat cream over the dish, taking care to soak the layer of parsley, until the cream rises Comment recorded. <>> * && to about half the height of the fish chunks. Don't cover the tray with a lid. Put the dish in the oven at 180° for 20-30 minutes (depending on how you like the salmon cooked, I like it glassy in the middle so I heat it for 20m tops.) Comment recorded. <>> * && Eat with good bread or mashed potatoes. Comment recorded. <>> * && YUM! Comment recorded. <>> l <> Uzumbung harbor <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. Floating alongside a ramshackle wharf is your makeshift raft. Near by your side sticks PQ, carrying the sack. <>> put salmon in basket You put the salmon in the basket. The salmon should stay fresh for a long time kept in a basket with ice. <>> e You follow a worn track up the sloping ground and enter the infamous settlement founded alongside the harbor... <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The town crier is tramping through this part of the town, bellowing mostly unimportant information. Your protegé is with you, trying to not attract notice. You hear the crier announce that King Detnezerk is planning a reef-breaking project for next spring, to lessen the danger of approaching Uzumbung harbor. The wide array of salty, spicy, and colorful language within earshot at any one time is truly impressive. <>> e <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. PQ is sticking nearby. The Dump-Off is once again utilized to discharge a transgressor of the code of conduct. <>> ne <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. Prince Quisborne is following you as always. <>> ne You make the trip across the rope bridge, and by and by draw near to the Tuttarumbish settlement. Your approach is observed, and by the time you arrive, most of the village has gathered together for the diversion that you and Prince Quisborne provide. <> Utlu Saboshbish, settlement of the Tuttarumbish <> This place is Utlu Saboshbish, the chief and perhaps single permanent settlement of the wild people who inhabit the island of Uzumbung. The village consists of a single, straight lane running east-west, with dwellings on either side, and which terminates at a larger and more decorated structure on its eastern end. Tended lots of banana trees and pineapple plants fill the grounds, and palms are thick overhead. You can leave the village to the west. You see that Develroy is still biding out here with the Tuttarumbish, in his lizard-skin garments. Pulapyuk, chief of the Tuttarumbish, is standing with a few dozen other wild men in the middle of the village. They seem to consider you a great diversion. Your protegé is hanging around. Some younger native fellows are pulling on Quisborne's ears. He laughs. "The Tuttarumbish are just delightful, aren't they, Valkyrian? NGOOOOOOPHHH..." The change in tone there was due to an elbow delivered into Prince Quisborne's gut, doubling him over and knocking the wind out of him. He apparently wasn't prepared for this indigenous form of greeting. "VAHHHH...GHYYY...RANNNN! GANNND...BREEEEAV!" The spectacle of the gasping, crawling prince occasions nothing but mirth from the onlooking village. Eventually, the prince shakes it off, and the people grow tired of laughing. <>> show salmon to tuttarumbish The people seem to expect you to interact with their chief. <>> ask chief about fish This is what you learned from previously inquiring: The chief's headdress is meant, in fact, to be an effigy of a fish. Due to a few factors, the fish has come to be highly venerated among the Tuttarumbish people. Many of those factors are the peculiar traits of Uzumbung Island: namely, its lack of inland water and the inaccessibility of the sea from its tabled landmass. These, together with the fact that the Tuttarumbish have no boats, nets, or hooks even were they to make the difficult and precarious climb down to the water, have given the fish quite an elusive and mystical quality to the isolated people. Indeed, the people regard the fishes as incarnated spirits of the sea. Then there is another more practical matter. As a people who subsist upon snails, lizards, and palm tree pulp, the Tuttarumbish positively dote upon eating a fish. This, however, only happens every once in a very great while, requiring the circumstances that a fisher bird happen to fly a fresh catch all the way up to the clifftop, rather than enjoy the fruits of its labor down on the lower rock outcroppings, and that a boomerang-wielding Tuttarumbish be present to witness this uncommon event, and also have perfect success with his boomerang throw in that fleeting and crucial moment. When it does happen, however, the Tuttarumbish make a great celebration and feast, portioning out the fish so that everyone gets at least a bite. Not only is this a rare delicacy for their palates, but they believe that by consuming the fish, it gives them a measure of its powers over the sea and may stave off any upcoming typhoons or tsunamis. <>> ask chief about volcano Between you and Develroy you decide that that's not worth asking the Tuttarumbish about. <>> * && It must define a big part of their lives, living on the side of an active volcano. It probably features in their myths and legends. Maybe they sacrifice mangos to the Lava God? Comment recorded. <>> give salmon to chief The Tuttarumbish accept the additional fish with great rejoicing. Your esteem amongst them only rises higher. They give you their largest ripe pineapple and insist you and the prince eat it while they watch. They seem to be willing to reward you more richly than that, but don't know how. <>> * && Ok. This definitely hints that they're willing to help me should need arise. Comment recorded. <>> sw Nearly the whole village is watching you. You're not going to just parade into their houses. <>> w The Tuttarumbish are gearing up for another fish feast as you leave. You and Prince Q leave the Tuttarumbish village, and journey till you have crossed over the rope bridge... <> At a rope bridge <> This region of Uzumbung is characterized by many high, jungle-covered hills with very broad tops, and steep, narrow valleys between, such that most of the land area is of some elevation. Precariously spanning a valley to the northeast, from one hilltop to another, is an indigenous-looking rope bridge. The bridge runs northeast from here, and you estimate it to be almost a hundred yards of length. The way that you know returns towards Inyelgon Prang is southwest. The future king of Dwindeldorn is following you wherever you go. <>> sw <> The Dump-Off <> You are on the eastern edge of town, where Witherwharf street reaches its highest point and ends abruptly by running right off the edge of a cliff. This is a location fondly called The Dump-Off, where rubbish, fish entrails, and persons of ignominy are routinely discharged from the city limits. South of the street is a fighting ring called The Brawl-Pen. Bilgewater Lane goes downhill southwest, Witherwharf Street runs west, and Swinemarsh Alley climbs to the northwest. There is also here a track leading northeast out of the city and into the outback, skirting the volcano and following the coast. Near by your side is the boy. The boy shifts the sack around. <>> w <> Inyelgon Prang, Witherwharf Street <> Inyelgon Prang: besotted island metropolis peopled by a colorful assortment of degenerates, brutes, and exiles. You're standing at the western end of Witherwharf Street, which is one long, curving strip of taverns, gambling- houses, and other establishments not quite so reputable, running uphill eastward. The "city" is built on the terraced slopes of a volcano's foot: Bilgewater Lane breaks off here downhill to the southeast, and Splinterbone Aisle upward and northeast. The harbor is west of here. The tamest-looking institution in sight is The Warthog's Armpit, standing on the north side of the street. A short jaunt further east, The Mad Sea Cow attracts attention by being, in fact, a whole pirate ship dragged aground and turned into a saloon and dance hall. The town crier is tramping through this part of the town, bellowing mostly unimportant information. Your young pal is with you, trying to keep a low profile. The crier alerts the populace that there will be a knife-throwing contest held this evening at Pirate Parboyle's Palace of Profligacy. <>> w <> Uzumbung harbor <> The fabled island of Uzumbung provides a splendid natural harbor here near its southern extremity. Green mountainous country rises to the north and northeast, and lower land surrounds the other sides of this still, compact bay in all directions except where a break to the northwest leads to open ocean. The eastern rim of the bay is fraught with wharves of all shapes and sizes; a few grog-houses sit near the water, but the main settlement lies a short way east up a slope. The bay itself is bristling with sails and masts, of large ships and smaller craft alike at anchor. Floating alongside a ramshackle wharf is your makeshift raft. Your sidekick is here. <>> fish You're not likely to succeed without any bait on the hook. The future king of Dwindeldorn does some sprinting. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. Some grubs happen to be residing in this hole, so you take them along with you. Afterward, you fill the hole back up and tamp it down. <>> bait hook with quisborne Prince Quisborne probably wouldn’t like that. <>> * && I imagine he wouldn't, no. The sea-dragon I want to catch would like him as bait though... Comment recorded. <>> bait hook with grubs You push the grubs onto the hook. <>> fish You spend some time fishing off of the wharf. Your efforts are not rewarded. You can't always be in the right place at the right time. <>> fish In spite of all the boats present, you cast your line into the sea off the wharf. You fish for awhile, then get a hit. It's a big one... you set the hook and begin to fight. Sure and steady you reel the fish in until you can snag it out of the water. It's a good-sized bass, about twenty-two inches long. <>> put bass in basket You put the bass in the basket. The incumbent to the throne clambers about on the wharf where you're moored. The fish will not spoil any time soon being placed in with the ice. <>> sail to monastery (first getting on the raft) You make the voyage into the breathtaking fjord, traveling westward, then finally curving to the south and southeast... <> At the foot of the monastery steps, aboard the raft <> You are on your raft, pulled up against a patch of thin soil which has collected on a small shelf in the steep side of the mountain, right at the edge of the fjord. Upwards before you, to the north, innumerable crude steps carven from the rock rise to a dizzying height, the height of each step being twice, if not three times its depth. They lead to the monastery of Mowm Cnizhbeledh, although you cannot see it from here. Two miles to the east, the fjord tapers to an end; northwest it bends around the mountain and out of sight. On all sides of the fjord, the same jagged and impassable mountains rise to the sky. <>> u You clamber from the raft onto the shelf of level ground, and your young pal does too. The two of you make the long climb up the steps to the monastery. <> In front of a monastery <> You are just south of the gates of a monastery which looks much as if it grew out of the side of the mountain. The fjord is far below, and all around you peaks push on higher towards the clouds. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Carved steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. Your sidekick is here with you as always, carrying the sack. <>> wear hanky on head You wrap the handkerchief around your head and tie it off. Your voluminous hair is now better contained. <>> put all in shed You stow your stuff in the lean-to beside the gate, excepting what's in your secret pocket. <>> knock Knocking on the gates, you are met by the same door-monk as before, standing by and smiling as much as ever. <>> enter monastery This does not appear to be very applicable. Your sidekick beams at the smiling door-monk. <>> n The door-monk sees that all requirements for entry are met and lets you pass into the monastery, closing the doors behind you. The needle in your secret pocket goes undetected. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. At any given time there might be a dozen or more monks in view, going here and there or keeping occupied with various tasks. The court is perhaps sixty yards wide, twenty deep. A striking building of blue stone, directly facing the gates and backing up to the wall of the mountain, seems to be the focal point of the place. An open doorway leads north into it. A wall from the right-hand corner of this building runs southeast to a smaller door opening (which is thus northeast of you) before turning back east and meeting the far end wall of the court. Many sections of the courtyard walls are lined with storage sheds or awnings, under which tables and work areas might be seen set up. A good deal of the open space has been built into raised beds, filled with good soil and in which a variety of plants are healthily growing. There is also a narrow opening to the west, near the southern wall. The gates by which you entered the monastery are to the south, closed. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. Your companion, the prince, is here with you. <>> n <> Main hall of the monastery <> You are in the monastery's sanctuary, a high-ceilinged room with virtually no architectural adornment. Unglazed windows run high up along the south and east walls, and the room features no chairs or other seats. Many scrolls are stored along the west wall in a large piece of furniture. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. Quiz tags along. The old monk benefits your spirits with another moral aphorism. Quisborne the Feckless looks curiously at the meditating monks. <>> greet monk "Peace be to you, wayfarer. And to your ancestors. And to your descendants." <>> tell abbot about fish "Abbot" could either be something as yet unknown to you or else a phrasing unknown to us. <>> tell abbot "Abbot" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> tell monk about bean "Did you indeed find the bean taken from our sailing monks by the wild people of Uzumbung? My blessings upon you as the new bearer of that bean. May you use it wisely and may it elevate your souls to new heights." <>> s The father monk enlarges your souls with another bit of practical wisdom. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The monks chant while they work. Prince Quiz comes along. Monks are chiseling vessels from stone. <>> s (first opening the entry gates) You exit the monastery through the large entry gates, and one of the monks shuts the gates after you've gone through. <> In front of a monastery <> You are just south of the gates of a monastery which looks much as if it grew out of the side of the mountain. The fjord is far below, and all around you peaks push on higher towards the clouds. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Carved steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. On a shelf of the lean-to is stashed the burlap sack. The javelin stands inside the lean-to. The youth is present and accounted for. <>> get bean You take the magic bean. <>> put bean in pocket You stealthily slip the magic bean into your secret pocket. <>> n (first trying to open the portal) You push on the portal doors, but, unsurprisingly, they are barred from the inside. <>> knock Knocking on the gates, you are met by the same door-monk as before, standing by and smiling as much as ever. <>> n The door-monk sees that all requirements for entry are met and lets you pass into the monastery, closing the doors behind you. The needle in your secret pocket goes undetected. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The lad is hanging around. <>> n <> Main hall of the monastery <> You are in the monastery's sanctuary, a high-ceilinged room with virtually no architectural adornment. Unglazed windows run high up along the south and east walls, and the room features no chairs or other seats. Many scrolls are stored along the west wall in a large piece of furniture. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. The prince is here. Yimnaru expands your minds with another illuminating apothegm. The feckless prince is admiring the large gong. <>> show bean to monk Yimnaru already knows you've retrieved his magic bean from the Tuttarumbish, and you have his blessing to keep it and use it as you see fit. <>> w The western door appears to lead to the monks' dining and domestic areas. Visitors probably aren't expected to be snooping around there. <>> s The father monk benefits your spirits with another moral aphorism. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. Near by your side sticks the young figurehead. <>> w <> A quiet yard in the monastery <> There is a quiet yard here at the western end of the monastery, walls or mountain rock on all sides. There is not a single tree or bush to be seen, but the entire yard is covered in soft, lush grass, and the open sky is overhead. The doorway east is the only way out. The lone feature of the area besides sky, grass and walls, is a canvas on an easel set up in the northeastern corner. It has writing on it. Quisborne tags along. <>> read canvas DO GOOD, EVEN IF YOUR DEEDS BE NEVER RECORDED IN THE ANALS OF HISTORY Prince Quisborne remarks that this scribe monk might need to be gently informed that his duties should lie in another quarter. The meek and silent monk scurries in, and updates the canvas with a new message for the day. He departs as unobtrusively as he entered. <>> w It's no easier trying to climb over the walls from the inside as it is from the outside. The lad gazes upward at the mountaintops. <>> read canvas THOUGH WE ARE BORN OF FLESH WE MAY YET STRIVE AFTER IMMORALITY Prince Quisborne furls his brow. "I think the scribe left out a 't' in this message," he says. "Because that message isn't good advice." <>> e <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The monks chant while they work. The heir to the throne of Dwindeldorn is present and accounted for. The monks' monotonous chant goes on and on. You wonder if the monotony is deliberate, or if the monks just aren't big on melodic creativity. <>> e You can travel north, west, south, or northeast from the courtyard. The Prince of Dwindeldorn watches the monks that are weaving. <>> sing You (and subsequently the prince) join right in with the monks in their singing. It's not too hard to follow along since the same note is commonly repeated six or eight times in a row. Some monks are weaving cloth. <>> ne You pass through the yard of the mine entrance, and head straight up the ramp... <> Ramp circling the monks' tower <> You're about halfway up the ramp which goes round and round the tower, on its south side. The ramp curves upward or downward from here, and is lined with a stone railing punctuated by large stone planters, in each of which grows an unusual-looking bush. There are cell doors on the tower wall side of the ramp, but you're only likely to be going up or down. Monks continually bustle up and down the ramp, painstakingly caring for the bushes in the planters, and sometimes just simply watching them. The young figurehead comes along. A monk pads down the ramp. <>> put bean in planter The bean bushes are the monks' most sacred cause, and as visitors you're not expected to be messing with them in any capacity. Prince Quisborne is petting a toad. <>> u <> At the top of the monks' tower <> This is the top of the monks' tower, affording a dizzying view of the small complex below and all the way on down to the fjord, whose waters appear quite still from this height. The circular tower-top room is roofed but open nearly all around to the air, saving for a waist-high half-wall and pillars spaced out to hold up the roof. The southwest "corner" opens into the ramp which leads clockwise back downward. No monks are up here, being apparently fully preoccupied with the bushes and other cares. Along the northern portion of the room's rim, the pillars are filled in solid with wall up to the roof. Resting on two corbels that jut from the wall is a long glass display case; above it, a slab of granite inlaid in the wall is inscribed with a legend. Through the thick glass of the case you can see the lodestone. Your companion, the future monarch of Dwindeldorn, is here with you. <>> * && Oh blasted! Of course. I left the iron bar at the entrance. I want to use it to pull the magnet to the hole. Comment recorded. <>> d <> Ramp circling the monks' tower <> You're about halfway down the ramp which goes round and round the tower, on its south side. The ramp curves upward or downward from here, and is lined with a stone railing punctuated by large stone planters, in each of which grows an unusual-looking bush. There are cell doors on the tower wall side of the ramp, but you're only likely to be going up or down. Monks continually bustle up and down the ramp, painstakingly caring for the bushes in the planters, and sometimes just simply watching them. The Dwindeldornian heir is following you as ever. <>> d <> Main hall of the monastery <> You are in the monastery's sanctuary, a high-ceilinged room with virtually no architectural adornment. Unglazed windows run high up along the south and east walls, and the room features no chairs or other seats. Many scrolls are stored along the west wall in a large piece of furniture. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. The boy is present as ever. The old monk enlarges your souls with another illuminating apothegm. <>> s The father monk expands your minds with another moral aphorism. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The royal youth is here with you as always. <>> s (first opening the entry gates) You exit the monastery through the large entry gates, and one of the monks shuts the gates after you've gone through. <> In front of a monastery <> You are just south of the gates of a monastery which looks much as if it grew out of the side of the mountain. The fjord is far below, and all around you peaks push on higher towards the clouds. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Carved steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. On a shelf of the lean-to is stored the burlap sack. The javelin stands inside the lean-to. The youth is following you wherever you go. The future ruler of the land twirls his hair. <>> get bar You take the iron bar. <>> put bar in pocket The secret pocket is only going to be able to hold some of your smallest items. <>> * && The question is how to get the bar into the monastery unnoticed. The little yard with the motivational quotes seems a very calm place. I'd like to throw the bar over the wall so I can pick it up there. Comment recorded. <>> * && But I'll probably need to use the wedge-shaped rowk as the base of a catapult or seesaw. If I lay the spear across the stone, balance the iron bar on one end, and then have Feckles jump on the other end, the bar would be launched high over the wall.. Comment recorded. <>> get javelin and bar You gather up your stuff. The young figurehead looks back down the myriad of steps that brought you here. <>> w <> Outside the western monastery wall <> Here too the wall of the monastery turns back north towards the mountain, butting into the solid stone which has been chiselled smooth where the wall and the strip of turf meet it. The turf extends somewhat farther from the base of the wall here on the west side than it does along the front. Traveling southeast will take you back around the corner to the front of the monastery. Some yards away from the wall a fair-sized rock protrudes from the surrounding turf. You see the piece of chalk here. Your young pal is sticking nearby. <>> get chalk You take the piece of chalk. The young figurehead draws a chalk picture of the handkerchief on the mountain. <>> write May your loins be ever fruitful on walls That wouldn't be a great surface for writing on with chalk. <>> write May your loins be ever fruitful on mountain In chalk you write "May your loins be ever fruitful" on the mountain. The future ruler of the land sticks the needle into his clothing, pretending to sew. <>> lay spear on rock This is one of those times where we may not have covered the verb you're trying to use... <>> balance spear on rock You may be trying to use a verb that we weren't instructed how to handle... <>> lean spear against wall You lean the javelin against the stone wall. <>> climb spear The problem is that there is no possible way that you can stand on the upright javelin, and even if you could, it doesn't look like enough to get you within reach of the wall's top. <>> throw iron bar over wall The wall is tall, and even though you are ordinarily a good thrower, you find that the altitude is playing havoc with your physical abilities. The iron bar hits the wall and falls back to the turf. <>> get bar You take the iron bar. The king-to-be slips and catches himself. <>> put bar on spear Chances are poor that that is going to prove helpful to your situation. <>> remove hanky Okay, you’re no longer wearing the handkerchief. <>> tie bar to spear with hanky "Bar to spear" could either be something as yet unknown to you or else a phrasing unknown to us. <>> tie bar to spear The iron bar cannot tie to things. Your sidekick seems very impressed at looking out over the mountain peaks. <>> tie hanky to spear You figure you'll hold off trying to tie the handkerchief to things unless you find a good reason for it. <>> se <> In front of a monastery <> You are just south of the gates of a monastery which looks much as if it grew out of the side of the mountain. The fjord is far below, and all around you peaks push on higher towards the clouds. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Carved steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. On a shelf of the lean-to is stowed the burlap sack. Your "squire" is in tow. <>> get all You gather up your stuff. Your companion reads something from his book: "Let it be said of me each day anew, 'He tried to grow better.'" <>> * && Why? Was he growing to the side? Comment recorded. <>> put dart in whistle First drawing down the feathers, you shove the dart down into the end hole of the bamboo. It plugs in quite snugly. <>> * && Ahaaa! That was just an impulse when I was reading my inventory. Wait, wait... Comment recorded. <>> get dart You take the dart. With the sack on his shoulders, your companion pumps out a few squats. <>> dip dart in sedative You dip the pointed end of the dart down into the bottle of sedative, and coat it thoroughly. <>> put dart in whistle You reload the bamboo with the dart. <>> blow dart at quisborne You have a thought that it could be really funny to pop the prince and put him to sleep, but it's just too mean. <>> * && Great! I now have a loaded blowpipe. Comment recorded. <>> put glove on spear You don't see any spear in view. <>> w <> Outside the western monastery wall <> Here too the wall of the monastery turns back north towards the mountain, butting into the solid stone which has been chiselled smooth where the wall and the strip of turf meet it. The turf extends somewhat farther from the base of the wall here on the west side than it does along the front. Traveling southeast will take you back around the corner to the front of the monastery. Some yards away from the wall a fair-sized rock protrudes from the surrounding turf. The javelin is leaning against the stone wall. Nearby, Prince Q is ambling around. The incumbent to the throne plays something like a tune on the whistle, removing the dart for the purpose. <>> get javelin You take the brass javelin. <>> put glove on spear Chances are poor that that is going to prove helpful to your situation. The young sprig of royalty takes a short break from carrying the sack. <>> * && A hand on a long stick. Who knows if it could be useful... Comment recorded. <>> * && I'll let the problem of the iron bar and the wall simmer a bit. Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> se <> In front of a monastery <> You are just south of the gates of a monastery which looks much as if it grew out of the side of the mountain. The fjord is far below, and all around you peaks push on higher towards the clouds. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Carved steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. The incumbent to the throne is here. <>> * && I'm going to check if there's any iron inside the walls, and if there are ways to use the potted lodestones. If not, I'm going to the Sawmill and/or to the West. Comment recorded. <>> wear hanky on head You wrap the handkerchief around your head and tie it off. Your voluminous hair is now better contained. <>> remove hanky Okay, you’re no longer wearing the handkerchief. <>> wrap hammer head in hanky Without a special reason, you don't need to wrap anything in the handkerchief. <>> tie iron bar to hanky The iron bar cannot tie to things. The royal youth is making shrill sounds by blowing on a piece of grass clamped between his thumbs. <>> wrap bar in hanky Without a special reason, you don't need to wrap anything in the handkerchief. <>> put hammer head in pocket The secret pocket is only going to be able to hold some of your smallest items. <>> knock Knocking on the gates, you are met by the same door-monk as before, standing by and smiling as much as ever. <>> blow dart at monk That person just doesn't deserve a dart sticking out of him right now. Quisborne tries to outsmile the door-monk. <>> put all except hammer head in shed You stow your stuff in the lean-to beside the gate, excepting what's in your secret pocket. <>> n The door monk takes a glance at the handkerchief you've got on. "Your attire still fails to meet the code of the sanctuary, brother," he says, smiling. <>> wear hanky around neck You tie the square of cloth around your neck like a neckerchief. <>> n The monk looks at the sledgehammer head in your possession, gives a tiny little cough and blinks. "There is room for your worldly tripe in the lean-to just beside the door." <>> conceal hammer head in pants This is one of those times where we may not have covered the verb you're trying to use... <>> put hammer head in boots Well... you've got a tunic, breeches and boots. But you won't really have to talk about your basic apparel, unless you're putting something in your secret pocket. <>> put hammer head in shed You put the sledgehammer head in the lean-to shed. <>> n The door-monk sees that all requirements for entry are met and lets you pass into the monastery, closing the doors behind you. The needle in your secret pocket goes undetected. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. Nearby, the royal youth is ambling around. Monks enter the courtyard with large jugs of fresh water. <>> * && The monks must have some metal tools for working the soil... Comment recorded. <>> x sheds The courtyard is filled with the kind of paraphernalia by which the monks make a living for themselves. They apparently make most of their own tools, vessels, and clothes, in addition to growing their own food. The future king of Dwindeldorn sings along with the chanting monks. <>> x tools The courtyard is filled with the kind of paraphernalia by which the monks make a living for themselves. They apparently make most of their own tools, vessels, and clothes, in addition to growing their own food. <>> enter shed There's a lot to see here in the courtyard, but it all pertains to the monks' personal business. The Prince of Dwindeldorn is fascinated by all of the handiwork going on around him. A monk entreats his brother V'hetk to give him a hand. <>> help monks In general, you will need to be more specific about an action that you are thinking of doing. <>> x vegetables A huge portion of the open space in the courtyard has been devoted to raised beds, in which many herbs and vegetables are flourishing. You imagine that the monks also get fish from the fjord, or maybe they keep mountain goats somewhere outside the walls. There are monks busy with hoeing in the many raised garden beds that fill the courtyard. <>> pull weeds You don't see any weeds in view. <>> hoe beds You may be trying to use a verb that we weren't instructed how to handle... <>> ask monk for hoe The monks might be generous with everything else, but they turn out to be downright misers with their words. The only answer you can elicit from them is: "The Father might be able to help you with any questions you have." <>> l <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. At any given time there might be a dozen or more monks in view, going here and there or keeping occupied with various tasks. The court is perhaps sixty yards wide, twenty deep. A striking building of blue stone, directly facing the gates and backing up to the wall of the mountain, seems to be the focal point of the place. An open doorway leads north into it. A wall from the right-hand corner of this building runs southeast to a smaller door opening (which is thus northeast of you) before turning back east and meeting the far end wall of the court. Many sections of the courtyard walls are lined with storage sheds or awnings, under which tables and work areas might be seen set up. A good deal of the open space has been built into raised beds, filled with good soil and in which a variety of plants are healthily growing. There is also a narrow opening to the west, near the southern wall. The gates by which you entered the monastery are to the south, closed. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The monks chant while they work. Your squire is hanging around. <>> chant This is one of those times where we may not have covered the verb you're trying to use... <>> w <> A quiet yard in the monastery <> There is a quiet yard here at the western end of the monastery, walls or mountain rock on all sides. There is not a single tree or bush to be seen, but the entire yard is covered in soft, lush grass, and the open sky is overhead. The doorway east is the only way out. The lone feature of the area besides sky, grass and walls, is a canvas on an easel set up in the northeastern corner. It has writing on it. Prince Q is here with you as always. <>> * && Let's take a closer look at this side of the wall... Comment recorded. <>> x west wall The walls in here are plain and bare, unencumbered with features. The young figurehead twitches. <>> x grass While most of the floors of this compound are hard surfaces, this small wing is completely covered with the sort of soft turf found outside the monastery. No doubt its more natural touch proves as an aid to the meditativeness that the monks might seek to find here. <>> lie down (on the soft grass) Very well, you’re now lying on the soft grass. <>> sleep You can wait till nightfall for that. The future ruler of the land tries out some made-up dance moves. <>> x easel It is a simple easel stand with top and bottom crosspieces that clamp a piece of canvas and hold it stretched taut. The latest slogan of the day says: THOUGH WE ARE BORN OF FLESH WE MAY YET STRIVE AFTER IMMORALITY <>> z Time passes... The future monarch of Dwindeldorn is reminiscing about the humorousness of being taken for a simpleton at the monastery gates. <>> * && Wait! They didn't search Quis. Comment recorded. <>> e (first standing up) <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The king-to-be is hanging around. Monks enter the courtyard with large jugs of fresh water. <>> s (first opening the entry gates) You exit the monastery through the large entry gates, and one of the monks shuts the gates after you've gone through. <> In front of a monastery <> There is quite an exhilarating view from here, as one looks south over the fjord far, far below. All around you peaks push on higher towards the clouds, but there is just enough of a level place jutting out from the rising rock where you are that a monastery has been built, looking much as if it grew out of the side of the mountain. Its imposing portal looms before you to the north, the doors of which are closed. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Although they can't even be seen without stepping right up to the edge, steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. On a shelf of the lean-to is stowed the burlap sack. The javelin stands inside the lean-to. The heir to the throne of Dwindeldorn is present and accounted for. The heir to the throne of Dwindeldorn closes the lean-to door. <>> give hammer head to quis "Quis" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> give hammer head to quisborne "Hammer head" could either be something as yet unknown to you or else a phrasing unknown to us. <>> get head Happily, your head is not removable. <>> get hammerhead "Hammerhead" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> get hammer head You don't see any hammer head in view. <>> x shed The lean-to is simple: a bump out of the lower part of the monastery wall, with a door in it, and a small slate-shingle roof slanting up to the main wall. The door is closed. <>> open shed You open the shed door and see the burlap sack stashed on a shelf. The javelin stands inside the lean-to. <>> get hammer head You take the sledgehammer head. <>> give hammer head to quisborne You and the prince pretty well share everything: you probably won't need to explicitly give him things. <>> * && It's important in this case. Comment recorded. <>> x quisborne It's Prince Quisborne, no longer quite so feckless, heir to the throne of Dwindeldorn. The boy strikes one as naïve and awkward, but he's not altogether a bad-looking chap. He's taller rather than shorter, lean but not quite wiry. His build, together with his somewhat childlike demeanor, makes his age hard to place: he might be sixteen or he might be eighteen. He's performing the part of an omnipresent companion. He's carrying all of the loose items that you don't happen to need on you at the moment. <>> put hammer head in quisborne's pants "Pants" could either be something as yet unknown to you or else a phrasing unknown to us. <>> put hammer head in quisborne's boots Prince Quisborne does not appear to have any such thing. <>> put hammer head in quisborne's cap "Cap" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> put hammer head in quisborne's trousers "Trousers" could either be something as yet unknown to you or else a phrasing unknown to us. <>> put hammer head in quisborne's chemise "Chemise" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> put hammer head in quisborne's frock "Frock" could either be something as yet unknown to you or else a phrasing unknown to us. <>> put hammer head in quisborne's manly cup of defense "Manly" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> put hammer head in quisborne's shirt "Shirt" could either be something as yet unknown to you or else a phrasing unknown to us. <>> put hammer head in quisborne's fur coat "Fur coat" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> put hammer head on quisborne's head Prince Quisborne does not appear to have any such thing. <>> * && That would explain a lot... Comment recorded. <>> put hammer head in shed You put the sledgehammer head in the lean-to shed. The Dwindeldornian prince is pandiculating. <>> close shed You close the lean-to shed. <>> knock Knocking on the gates, you are met by the same door-monk as before, standing by and smiling as much as ever. <>> knock on monk That is an action that you will probably never find a use for in conjunction with a person. The princeling smiles back at the door-monk. <>> n The door-monk sees that all requirements for entry are met and lets you pass into the monastery, closing the doors behind you. The needle in your secret pocket goes undetected. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. PQ comes along. <>> w <> A quiet yard in the monastery <> There is a quiet yard here at the western end of the monastery, walls or mountain rock on all sides. There is not a single tree or bush to be seen, but the entire yard is covered in soft, lush grass, and the open sky is overhead. The doorway east is the only way out. The lone feature of the area besides sky, grass and walls, is a canvas on an easel set up in the northeastern corner. It has writing on it. The heir to the throne of Dwindeldorn is present as ever. <>> read canvas THOUGH WE ARE BORN OF FLESH WE MAY YET STRIVE AFTER IMMORALITY The Prince of Dwindeldorn reminisces about the time he struck the gong. <>> x canvas It is a simple easel stand with top and bottom crosspieces that clamp a piece of canvas and hold it stretched taut. Across the canvas is brushed the slogan: THOUGH WE ARE BORN OF FLESH WE MAY YET STRIVE AFTER IMMORALITY <>> throw canvas over wall You seem to be making an impractical suggestion. Your protegé reads the slogan of the day. <>> * && A rope from here over the wall would also be great... Comment recorded. <>> e <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The monks chant while they work. The young figurehead tags along. <>> n <> Main hall of the monastery <> You are in what looks like the main hall or sanctuary of the monastery; probably all the monks gather here at various times to worship, or introspect, or whatever it is they do. It is a spacious, high-ceilinged room with virtually no decoration or architectural interest. Unglazed windows run almost continually around the south and east walls, but at a height just at the top of your reach, so that they're more for letting light in than for looking out of. In spite of being a place apparently intended for gathering, there are no chairs, benches, or seats present: listeners and speakers alike have the options of standing or sitting on the floor. A large piece of furniture on the west wall has many compartments mostly filled with scrolls. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. Your young pal is following you as always. The old monk benefits your spirits with another bit of practical wisdom. The lad picks up a scroll from the large wooden case and starts reading. <>> search cabinet You don't see any cabinet in view. <>> search bookshelf You don't see any bookshelf in view. <>> search furniture You'll find that there's not much meaningful interaction to be had with the hutch filled with scrolls. <>> x hutch The large piece of furniture seems dedicated to housing scrolls of the monks' writing. The feckless prince is admiring the large gong. <>> x gong The gong is a bronze disc seven feet in diameter, suspended from a simple timber frame by two ropes through holes near its top rim. It's probably rung any time the monks are being called together into a body, whether for a meal, a lecture, or an announcement of important news. Behind the gong is the gong mallet. Yimnaru unrolls his scroll a little farther. <>> * && Bronze isn't magnetic, is it? Comment recorded. <>> x ropes The gong is a bronze disc seven feet in diameter, suspended from a simple timber frame by two ropes through holes near its top rim. It's probably rung any time the monks are being called together into a body, whether for a meal, a lecture, or an announcement of important news. Behind the gong is the gong mallet. <>> x mallet The gong mallet is quite a beefy twig with a padded head. <>> get it You take the gong mallet. The old monk continues to read. <>> hit monk with mallet Where is this unprovoked violence coming from? <>> x monk Yimnaru is a wizened, bald and beardless old monk who has the bearing of being in charge. He sits on a mat reading a scroll, wearing the purple neckerchief of the Monks of Mowm. Quisborne the Feckless looks curiously at the meditating monks. <>> * && I wanted to hear if the sound of Yimnaru's bald head would resonate as much as the gong's... Comment recorded. <>> x door The western door leads to areas that visitors don't need to be encroaching on. Yimnaru enlarges your souls with another illuminating apothegm. <>> knock on door The western door leads to areas that visitors don't need to be encroaching on. The lad picks up a scroll from the large wooden case and starts reading. <>> ask yimnaru about door Yimnaru seems to be a little too absorbed in his scroll to answer. <>> g Yimnaru gives a version of: "Life... is it not but a search for answers?" <>> ask yimnaru about enj traheen What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask yimnaru about enj trahen Yimnaru gives a version of:"Perhaps the good wayfarer would excuse me from answering at the moment." <>> ask yimnaru about temple Yimnaru seems to be a little too absorbed in his scroll to answer. <>> * && It seems natural to ask a monk about another temple. He might have information, or explain the beliefs of the Wise Ones at Enj Trahen, or rant about their misguided ways,... Comment recorded. <>> l <> Main hall of the monastery <> You are in the monastery's sanctuary, a high-ceilinged room with virtually no architectural adornment. Unglazed windows run high up along the south and east walls, and the room features no chairs or other seats. Many scrolls are stored along the west wall in a large piece of furniture. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. Prince Quisborne is here. Quisborne the Feckless looks curiously at the meditating monks. <>> e Before leaving, you put the gong mallet back where it belongs. The father monk expands your minds with another moral aphorism. Stepping out the door, you begin to climb the ramp up the tower... <> Ramp circling the monks' tower <> You're about halfway up the ramp which goes round and round the tower, on its south side. The ramp curves upward or downward from here, and is lined with a stone railing punctuated by large stone planters, in each of which grows an unusual-looking bush. There are cell doors on the tower wall side of the ramp, but you're only likely to be going up or down. Monks continually bustle up and down the ramp, painstakingly caring for the bushes in the planters, and sometimes just simply watching them. Your companion, the king's son, is here with you. <>> put needle in planter The bean bushes are the monks' most sacred cause, and as visitors you're not expected to be messing with them in any capacity. A monk passes silently by, on his way to tend another bean bush planter. <>> n (first trying to open the cell door) Let's hope that you're capable of completing your mission with the prince without invading the private cell of some humble monk. <>> e <> At the top of the monks' tower <> This is the top of the monks' tower, affording a dizzying view of the small complex below and all the way on down to the fjord, whose waters appear quite still from this height. The circular tower-top room is roofed but open nearly all around to the air, saving for a waist-high half-wall and pillars spaced out to hold up the roof. The southwest "corner" opens into the ramp which leads clockwise back downward. No monks are up here, being apparently fully preoccupied with the bushes and other cares. Along the northern portion of the room's rim, the pillars are filled in solid with wall up to the roof. Resting on two corbels that jut from the wall is a long glass display case; above it, a slab of granite inlaid in the wall is inscribed with a legend. Through the thick glass of the case you can see the lodestone. Near by your side is the heir to the throne of Dwindeldorn. <>> x cylinder You can't remember seeing glass anywhere else in the monastery, but there's a good deal of it here. The glass is very thick: a small boulder would probably have to fall on it to crack it. The case is, in fact, a cylinder lying on its side, six feet long and less than a foot in diameter. There's a hole on the underside of the case at the far left end. Though the glass is a bit cloudy and ripply, you can see the lodestone lying inside. The youth waits for your next move. <>> put needle on cylinder (first taking the needle from the secret pocket) The needle just slides off the glass to the floor. <>> get needle You take the needle. <>> rub needle on cylinder Putting the needle to the glass case, you begin a rubbing motion. Unless you were trying to produce a new work of friction, you didn't accomplish anything. <>> put needle in cylinder You put the needle in the glass case. The boy verbalizes how anxious he is to complete his quest for the princess's sake. <>> pussh needle You may be trying to use a verb that we weren't instructed how to handle... <>> push needle You will now have lasting memories to cherish of your experience pushing the needle. <>> get needle You take the needle. <>> d <> Ramp circling the monks' tower <> You're about halfway down the ramp which goes round and round the tower, on its south side. The ramp curves upward or downward from here, and is lined with a stone railing punctuated by large stone planters, in each of which grows an unusual-looking bush. There are cell doors on the tower wall side of the ramp, but you're only likely to be going up or down. Monks continually bustle up and down the ramp, painstakingly caring for the bushes in the planters, and sometimes just simply watching them. Your "squire" is in tow. <>> d <> Main hall of the monastery <> You are in the monastery's sanctuary, a high-ceilinged room with virtually no architectural adornment. Unglazed windows run high up along the south and east walls, and the room features no chairs or other seats. Many scrolls are stored along the west wall in a large piece of furniture. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. Prince Q is sticking nearby. The old monk benefits your spirits with another bit of practical wisdom. <>> s The father monk enlarges your souls with another moral aphorism. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The king-to-be is following you wherever you go. <>> s (first opening the entry gates) You exit the monastery through the large entry gates, and one of the monks shuts the gates after you've gone through. <> In front of a monastery <> You are just south of the gates of a monastery which looks much as if it grew out of the side of the mountain. The fjord is far below, and all around you peaks push on higher towards the clouds. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Carved steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. Your "squire" is in tow. The prince looks down the precipice. <>> d Before leaving you reclaim your stuff. <> At the foot of the monastery steps <> You are on a patch of thin soil which has collected on a small shelf in the steep side of the mountain, right at the edge of the fjord. Upwards before you, to the north, innumerable crude steps carven from the rock rise to a dizzying height, the height of each step being twice, if not three times its depth. They lead to the monastery of Mowm Cnizhbeledh, although you cannot see it from here. Two miles to the east, the fjord tapers to an end; northwest it bends around the mountain and out of sight. On all sides of the fjord, the same jagged and impassable mountains rise to the sky. Floating at the fjord's edge is your makeshift raft. The royal youth tags along. The prince gets a hold of the bamboo and the dart, and proceeds to try his hand (or shall we say his lips) at firing the blowgun. He aims at the raft from no very difficult distance away, and makes contact with his shot. "Look at me, Valkyrian!" he hollers. "I hit it!" He picks up the dart, very satisfied with himself. <>> * && Thanks for automating getting the sack from the shed. Comment recorded. <>> sail to shore (first getting on the raft) <> On the shore of the Sea of Sorrows, aboard the raft <> You are embarked on a raft in a cove of the Sea of Sorrows. The coastline of Dwindeldorn is a rugged one, an uplifted land mass which drops sharply to the sea. Where you are, the cliff's base is separated from the water's edge by a narrow crescent of flat ground, grown over by a tract of straight young trees. To the north and the south of this cove, the jagged cliffs meet directly with the waters, and any travel along the coast is rendered unfeasible. In fact, the steep trail northwest up the escarpment is the only way to go from here. The prince is sailing along with you. <>> travel to sawmill You step back down onto solid ground. The lad disembarks likewise. <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is noted for its fine cheeses and other products of milkcraft. To the eye, the town is distinctive for its variously-shaped roofs of deep live sod, on which a goat might be seen. There's a mead-hall and an inn, and dirt streets can lead you out of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. Lady Equanimity is here, eating grass. The boy is present as ever. You see someone enter the old mead-hall. <>> mount You hop up on the horse's back. Prince Quisborne climbs up behind you. Some children are playing with their goats on a sod rooftop. <>> ct <> Country roads (riding on Lady Equanimity) <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. Quisborne is riding along with you. <>> g <> Knoll over the Ribbleskinder valley (riding on Lady Equanimity) <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. <>> g You descend into the woods towards the river bottom... <> Outside an abandoned sawmill (riding on Lady Equanimity) <> This is the site of an old mill, no longer in operation. The large timber structure stands to the north, and the ground immediately in front of the building – which once would have been grass, or dirt packed hard by wagon wheels – is now covered by low vegetation which suggests that the place has been deserted for some years, but not for decades. Otherwise, tall trees block your view in all directions, and thorny thickets which also bear beautiful blossoms crowd up against the sides of the building. The side of the building facing you is dominated by a wide rolling door. It's slid wide open now, illuminating the interior of the old building. Somewhere off to the west you can hear the plunging of the Ribbleskinder River as it drops several yards of altitude over a short distance. A track leads back up the knoll to the southeast. <>> n The ornery quadruped overtly refuses to enter the mill. Your young pal reads a passage from the book of utterances: "No man hath affliction enough that is not matured and ripened thereby, and made fit for the presence of the Maker by that affliction." <>> dismount You dismount from Lady Equanimity, as does the youth. The boy knocks out some pull-ups hanging from a tree limb. He's gotten to twenty-nine in a row now. <>> n You stroll on into the mill... <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. Prince Quisborne is following you as ever. <>> look under saw You look under the saw. Your findings are more or less unenlightening. Prince Q marks time with some pushups. <>> look under rollers Nothing is to be found under the rollers but some wood chips, bark, and other similar debris. The building makes a slight creak. <>> clean floor There's no point in trying to clean that. <>> e You take the path out to the millpond... <> By a millpond <> You're at the edge of the millpond, behind the mill itself. The bank is covered in thick, deep ground cover, and tall trees close you in. A gutter- shaped conduit connecting to the sluice gate in the mill wall travels on elevated trestles until it reaches the bank of the pond. The pond is empty, save for a scummy mess of muck at the bottom. Amidst the thick underbrush you can see the millrace going northwest. A path leads back southward down the steep bank towards the back door of the mill. The Dwindeldornian prince is here with you as always. The king's son gets a practice sprint in. <>> x cover It's some kind of ground ivy that makes a thick green carpet eight or ten inches deep. It looks just like the kind of stuff that could grow up around something and make you forget that it's there. <>> search cover The prince, ever poking about, suddenly hollers. "Over here, Valkyrian! I've found some stuff!" Digging around in the deep ground cover, he made two discoveries that had both been totally grown over by it. One is a ladder that you judge to have been used to reach the gangway; the other looks like the section of conduit that is supposed to feed from the sluice gate to the waterwheel. You both clear the ivy off. Prince Quisborne will have it that these newly discovered parts should be replaced in their original working positions, without regard to the fact that the millpond is currently a better residence for gophers than for fish. The ladder is quickly heaved up to lean against the gangway; the conduit is more cumbersome and requires the prince to try boosting from the bottom while you pull up on it from the gangway, but eventually you get the job done. The conduit fits snugly up against the sluice gate, and extends out from the back wall far enough that any water running down it would fall onto the top of the waterwheel. <> Gangway in the mill <> You are on the narrow railed gangway overlooking the mill floor. At the western end of the walk the conduit that feeds the waterwheel goes through the north wall; there is a sluice gate there, which is tightly lowered shut. A wooden lever arm operates it. Down on the mill floor you can see the great waterwheel, standing idle, as well as the saw and roller bed, the sawdust heap, flitches, and all the rest. A ladder leads up to the gangway. Light filters in from the door to the millpond. The young figurehead is perched upon the gangway. <>> * && It certainly pays to have a closer look at a location I had already seen multiple times. Comment recorded. <>> * && This is a bit of a naggle, but I'm *on* the gangway. Shouldn't the description say that from here, "a ladder leads down to the mill floor." ? Comment recorded. <>> x sluice gate The sluice gate is built into the back wall of the mill, and is raised or lowered to supply or cut off the flow of water to the mill wheel. It's tightly lowered shut. PQ leans over the railing. <>> open it If indeed it's caked shut with mud, it might not open again unless the conduit on the outside leading to the gate is filled with water again. You observe that Prince Quisborne's poetic endeavors are growing more profound with time. This is what he is now saying to himself: "Dear girl, I confess I'm excited To think my love might be requited, But if I'm mistaken, And your heart is taken, The rest of my life will be blighted." <>> * && Poor romantic soul. Comment recorded. <>> x conduit The conduit is like a large gutter that carries water from the sluice gate and dumps it on top of the waterwheel. <>> slide down conduit "Down conduit" could either be something as yet unknown to you or else a phrasing unknown to us. <>> d <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A ladder leads up to the gangway. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. Near by your side sticks Quisborne. <>> get ladder The ladder is where it belongs; let it stay there. It's also a heavy ladder, and it wouldn't be feasible to haul it anywhere else. The Prince of Dwindeldorn idly runs his hand over the saw log. <>> x log It's a hefty log of some sturdy local hardwood tree, clean-sawed off on both ends to about eight feet long. One side has been squared off, but otherwise it looks like this log was still waiting its turn to become something useful when the mill operation shut down. <>> look behind saw You look behind the saw. Your findings are disappointingly unrevealing. The king-to-be wanders around from this to that. <>> * && I was looking for the rounded bark-end plank that was squared off of the main log. Perhaps that would be just enought to make a seesaw. Comment recorded. <>> l <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A ladder leads up to the gangway. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. Your companion, the Dwindeldornian heir, is here with you. <>> e You take the path out to the millpond... <> By a millpond <> You're at the edge of the millpond, behind the mill itself. The bank is covered in thick, deep ground cover, and tall trees close you in. A gutter- shaped conduit connecting to the sluice gate in the mill wall travels on elevated trestles until it reaches the bank of the pond. The pond is empty, save for a scummy mess of muck at the bottom. Amidst the thick underbrush you can see the millrace going northwest. A path leads back southward down the steep bank towards the back door of the mill. The youth is sticking nearby. The incumbent to the throne tries to look for frogs. <>> x conduit The conduit makes a kind of wooden bridge from the bank of the pond to the gate in the upper story of the mill some two dozen yards distant. Shadows create pleasing contrasts across the landscape. <>> look in conduit Aside from whether or not it's carrying water to the mill, the conduit on the trestles does not bear further examination. <>> clean conduit Trying to loosen and free the sluice gate is conceivable, but unless there's water flowing from the pond into the conduit, it's not much good. If there were water, it would probably do the loosening for you. <>> nw You take the channel towards the river... <> Ribbleskinder River <> You've made your way to the bank of the Ribbleskinder River, which flows in from the north, and bends off to the southwest at this particular spot. On both sides densely growing trees of substantial diameter line the green banks of the river. You can see that the millrace is blocked off from the river by a mountainous deposit of flood debris, which are effectively creating a dam. The only apparent way to go is back along the millpond channel to the southeast. The putrid remains of a dead fish are suspended in the dam where Quisborne has cleared some branches away. Your squire is following you wherever you go. The air near the dam smells quite unpleasant. <>> * && That fish was already here, right? Or is it one of the fish we threw away when it turned rotten? Comment recorded. <>> x fish (the bass) What you have here is a big, plump bass, about twenty-two inches long. A great gamefish, and great eating. Some ants troop along the ground. <>> x rotten fish What you have there is a superbly disgusting specimen of dead and rotting fish remains. It's really quite a small fish, which suggests it probably didn't meet its end on account of old age. It is in a state of just the perfect squishiness/leathery-dryness ratio to produce the maximum nastiness. The future king of Dwindeldorn barks at a squirrel. <>> get it With revulsion, you gingerly pinch the nasty fish by the tail between a thumb and fingertip. The stench of the dead fish is overpowering. The air near the dam smells quite unpleasant. <>> throw dead fish in river You throw the dead fish at the river, which lands in the water with a splash, and floats on the surface. Your protegé monkeys around on the dam. <>> x dead fish What you have there is a superbly disgusting specimen of dead and rotting fish remains. It's really quite a small fish, which suggests it probably didn't meet its end on account of old age. It is in a state of just the perfect squishiness/leathery-dryness ratio to produce the maximum nastiness. The dead fish is quite wet as a consequence of being in water. The stench of it is barely supportable within a certain proximity. It's pretty impressive how much olfactory punch the modest little fish is packing. <>> g What you have there is a superbly disgusting specimen of dead and rotting fish remains. It's really quite a small fish, which suggests it probably didn't meet its end on account of old age. It is in a state of just the perfect squishiness/leathery-dryness ratio to produce the maximum nastiness. The dead fish is quite wet as a consequence of being in water. The stench of it is barely supportable within a certain proximity. It's pretty impressive how much olfactory punch the modest little fish is packing. <>> get it You fish the dead fish out of the river. Prince Quiz is finding more burrows. The air near the dam smells quite unpleasant. <>> se You follow the edge of the millrace through the thick brush and back to the millpond... <> By a millpond <> You're at the edge of the millpond, behind the mill itself. Tall trees close you in, a light breeze occasionally rustling them around. From the edge of the pond the ground drops quickly towards the mill, and the bank is covered in thick, deep ground cover. A conduit connecting to the sluice gate in the mill wall travels on elevated trestles until it reaches the bank of the pond, where it can tap the water stored there. The pond is empty, save for a scummy mess of algae, muck and puddles down in the bed. The woods and the underbrush have grown up particularly densely all around the pond, but on the side of the pond farthest from the mill, you espy a sort of break in the growth that you know to be the channel that connects the millpond to the river. A path leads back southward down the steep bank towards the back door of the mill. The youth is present and accounted for. A grasshopper makes a leap, and then disappears into the grass. You simply can't handle hanging on to the stinking dead fish remains. You chuck it away and indulge in a hearty dry heave. The stench of the dead fish is overpowering. <>> s You go back down the steep bank and in through the back door of the mill... <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A ladder leads up to the gangway. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. The Dwindeldornian prince comes along. The old timbers of the building shift noisily with a gust of wind. <>> s <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The building stands among tall trees and thick thorn thickets to the north. The side of the building facing you is dominated by a wide rolling door, which is slid wide open. You can hear the river to the west, and a track leads upwards southeast. Lady Equanimity is here, grazing. Nearby, Quisborne is ambling around. The princeling is "using" a tree. <>> se The track takes you up out of the woods back to the top of a knoll... <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. From the top of one of the more gently-sloping knolls where you are, the large Ribbleskinder River can be seen not far to the west, bending its course in a valley from southward to southwestward. Beyond it lies the great and ancient Spurnwharking Forest. On the far northern horizon there is a large escarpment and a highland beyond; east and south you can catch glimpses here and there of a castle, farm, or village in the folds between the knobby hills. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest, towards the river. Your companion, the Dwindeldornian prince, is here with you. <>> throw away dead fish You don't see any away in view. <>> drop dead fish You don't see any dead fish in view. <>> * && Oh. I disposed of it automatically? Comment recorded. <>> nw You descend into the woods towards the river bottom... <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The building stands among tall trees and thick thorn thickets to the north. The side of the building facing you is dominated by a wide rolling door, which is slid wide open. You can hear the river to the west, and a track leads upwards southeast. Lady Equanimity is here, chomping away. The future king of Dwindeldorn is hanging around. <>> n You stroll on into the mill... <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A ladder leads up to the gangway. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. The king's son is here. <>> n That's not a direction that leads to somewhere else. <>> e You take the path out to the millpond... <> By a millpond <> You're at the edge of the millpond, behind the mill itself. The bank is covered in thick, deep ground cover, and tall trees close you in. A gutter- shaped conduit connecting to the sluice gate in the mill wall travels on elevated trestles until it reaches the bank of the pond. The pond is empty, save for a scummy mess of muck at the bottom. Amidst the thick underbrush you can see the millrace going northwest. A path leads back southward down the steep bank towards the back door of the mill. You see the dead fish here. Near by your side sticks Prince Quisborne. The stench of the dead fish is overpowering. <>> get dead fish With revulsion, you gingerly pinch the nasty fish by the tail between a thumb and fingertip. <>> s You go back down the steep bank and in through the back door of the mill... <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A ladder leads up to the gangway. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. Your sidekick is hanging around. You can't handle breathing in the fish's odor at this proximity, and you promptly toss the fish away from you. The stench of the dead fish is overpowering. <>> s <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The building stands among tall trees and thick thorn thickets to the north. The side of the building facing you is dominated by a wide rolling door, which is slid wide open. You can hear the river to the west, and a track leads upwards southeast. Lady Equanimity is here, grazing. The future ruler of the land is present and accounted for. The future monarch of Dwindeldorn plays around with some dandelion fuzz. <>> se The track takes you up out of the woods back to the top of a knoll... <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. The Dwindeldornian prince is following you wherever you go. A gnat buzzes around your head for a moment and then disappears. <>> drop dead fish You don't see any dead fish in view. <>> nw You descend into the woods towards the river bottom... <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The building stands among tall trees and thick thorn thickets to the north. The side of the building facing you is dominated by a wide rolling door, which is slid wide open. You can hear the river to the west, and a track leads upwards southeast. Lady Equanimity is here, eating grass. Nearby, the royal youth is ambling around. <>> n You stroll on into the mill... <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A ladder leads up to the gangway. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. You see the dead fish here. The incumbent to the throne comes along. The stench of the dead fish is overpowering. <>> get dead fish With revulsion, you gingerly pinch the nasty fish by the tail between a thumb and fingertip. <>> s <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The building stands among tall trees and thick thorn thickets to the north. The side of the building facing you is dominated by a wide rolling door, which is slid wide open. You can hear the river to the west, and a track leads upwards southeast. Lady Equanimity is here, chomping away. The heir to the throne of Dwindeldorn is here with you as always. You simply can't handle hanging on to the stinking dead fish remains. You chuck it away and indulge in a hearty dry heave. The stench of the dead fish is overpowering. <>> get dead fish You aren't about to go around breathing in the odor of that nasty thing again. If you're bound and determined to carry it with you, you'll need something good and airtight to put it in. <>> * && I thought the dead fish was keeping the wildlife away. Getting rid of it might persuade some animals to come back and help clear the dam. (Long shot, I know.) Comment recorded. <>> * && But from this response it seems that the dead fish might be part of the solution to a puzzle... Comment recorded. <>> n You stroll on into the mill... <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A ladder leads up to the gangway. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. Your young pal is sticking nearby, with sack slung over his shoulder. <>> e You take the path out to the millpond... <> By a millpond <> You're at the edge of the millpond, behind the mill itself. The bank is covered in thick, deep ground cover, and tall trees close you in. A gutter- shaped conduit connecting to the sluice gate in the mill wall travels on elevated trestles until it reaches the bank of the pond. The pond is empty, save for a scummy mess of muck at the bottom. Amidst the thick underbrush you can see the millrace going northwest. A path leads back southward down the steep bank towards the back door of the mill. The Dwindeldornian prince is present as ever. The future king of Dwindeldorn tosses the ball in the air and catches it again. <>> nw You take the channel towards the river... <> Ribbleskinder River <> You've made your way to the bank of the Ribbleskinder River, which flows in from the north, and bends off to the southwest at this particular spot. On both sides densely growing trees of substantial diameter line the green banks of the river. You can see that the millrace is blocked off from the river by a mountainous deposit of flood debris, which are effectively creating a dam. The only apparent way to go is back along the millpond channel to the southeast. The Dwindeldornian prince tags along. The air near the dam smells quite unpleasant. <>> x trees The woods here grow uncommonly dense... most of the trees are large in diameter but do not present many spreading limbs down low. <>> x dam It's a miniature mountain of tangled, interlocked flood debris. A great tree with an enormous, gnarled root ball must have lodged in the channel opening during some past flood, and then other logs, branches, flotsam and mats of debris caught and built up around it over time, until the blockage finally became impenetrable to water flow. The dam smells quite foul, as it is a big trap for all kinds of gunk, scum, rotting matter, and dead things. Your ostensible squire deposits the sack on the ground temporarily. <>> lever dam with spear This is one of those times where we may not have covered the verb you're trying to use... <>> put spear in dam You put the brass javelin in the dam of debris. <>> push it Pushing the brass javelin doesn't seem to accomplish much. <>> get spear You take the brass javelin. The air near the dam smells quite unpleasant. <>> push dam with spear "Dam with spear" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> clean dam There's no point in trying to clean that. <>> search dam As far in as you can see, it's a mess of mud, roots, branches and slime. <>> put needle in pocket You slip the needle into your secret pocket. Quiz sings a snatch of 'Momma Gonna Plant a Foot in My Flapjack'. <>> put bass on dam The dam of debris isn't the best place to be trying to set things. <>> put bass in dam You put the bass in the dam of debris. The air near the dam smells quite unpleasant. <>> * && Waiting for a bear to come along and rummage through the dam, breaking it up in his struggle to find the fresh fish. Comment recorded. <>> z Time passes... <>> z Time passes... <>> z Time passes... The fish isn't going to keep for much longer where it is. <>> undo Taking back one turn: “z”. <> Ribbleskinder River <> You've made your way to the bank of the Ribbleskinder River, which flows in from the north, and bends off to the southwest at this particular spot. On both sides densely growing trees of substantial diameter line the green banks of the river. You can see that the millrace is blocked off from the river by a mountainous deposit of flood debris, which are effectively creating a dam. The only apparent way to go is back along the millpond channel to the southeast. Stuck down amidst the tangled matter of the dam is a bass. The prince tags along. The air near the dam smells quite unpleasant. <>> undo Taking back one turn: “z”. <> Ribbleskinder River <> You've made your way to the bank of the Ribbleskinder River, which flows in from the north, and bends off to the southwest at this particular spot. On both sides densely growing trees of substantial diameter line the green banks of the river. You can see that the millrace is blocked off from the river by a mountainous deposit of flood debris, which are effectively creating a dam. The only apparent way to go is back along the millpond channel to the southeast. Stuck down amidst the tangled matter of the dam is a bass. Near by your side sticks your young pal. The air near the dam smells quite unpleasant. <>> put fish in basket (first taking the bass) You put the bass in the basket. The future ruler of the land sniffles. The bass should stay fresh for a long time kept in a basket with ice. <>> dive under dam You may be trying to use a verb that we weren't instructed how to handle... <>> look under dam As far in as you can see, it's a mess of mud, roots, branches and slime. There is a gentle rustling of trees. <>> save Saved. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Ribbleskinder River <> You've made your way to the bank of the Ribbleskinder River, which flows in from the north, and bends off to the southwest at this particular spot. On both sides densely growing trees of substantial diameter line the green banks of the river. You can see that the millrace is blocked off from the river by a mountainous deposit of flood debris, which are effectively creating a dam. The only apparent way to go is back along the millpond channel to the southeast. The incumbent to the throne is with you like your shadow. The air near the dam smells quite unpleasant. <>> * && Setting off to the West! Comment recorded. <>> travel to brinekettle You follow the edge of the millrace through the thick brush and back to the millpond... <> By a millpond <> You're at the edge of the millpond, behind the mill itself. The bank is covered in thick, deep ground cover, and tall trees close you in. A gutter- shaped conduit connecting to the sluice gate in the mill wall travels on elevated trestles until it reaches the bank of the pond. The pond is empty, save for a scummy mess of muck at the bottom. Amidst the thick underbrush you can see the millrace going northwest. A path leads back southward down the steep bank towards the back door of the mill. Your companion, the king-to-be, is here with you. <>> ct You go back down the steep bank and in through the back door of the mill... <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A ladder leads up to the gangway. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. Your ostensible squire is following you as ever. The old mill groans slightly. <>> g <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The building stands among tall trees and thick thorn thickets to the north. The side of the building facing you is dominated by a wide rolling door, which is slid wide open. You can hear the river to the west, and a track leads upwards southeast. You see the dead fish here. Lady Equanimity is here, grazing. The heir to the throne of Dwindeldorn is here. The stench of the dead fish is overpowering. <>> mount You climb up onto the horse. Prince Quisborne climbs up behind you. <>> ct The track takes you up out of the woods back to the top of a knoll... <> Knoll over the Ribbleskinder valley (riding on Lady Equanimity) <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. Prince Quisborne is mounted behind you on Lady Equanimity. <>> g <> Grimmage field, Squarchminster (riding on Lady Equanimity) <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Plaster Trowels are playing the Iron Pancakes. The grandstands quiver with the liveliness of the spectators. The Iron Pancakes just completed a successful goalie tackle. <>> g <> Blatterfarthing village green (riding on Lady Equanimity) <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. <>> g From Blatterfarthing you travel southwest, until crossing the Gloskinfroke River by a small bridge and reaching the ferry landing near Wratchbunting village... <> Wratchbunting ferry landing, east side (riding on Lady Equanimity) <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Your young pal is riding along with you. <>> dismount You swing down from the horse, and your young pal does too. The lad remembers your interesting adventures with the Tuttarumbish on Uzumbung. <>> ct Once again you and the prince make a westward crossing over the river on the ferry, he supplying the horsepower. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Lady Equanimity is standing at the ferry landing on the east bank. The ubiquitous prince is here. The river flows peacefully but mightily downstream. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see another building project underway at Quaxeldorst Castle. Your "squire" is in tow. <>> g <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Nearby, the young sprig of royalty is ambling around, bearing the sack. Tiny bugs skitter across the ground. <>> g Leaving southwest, you traverse the sharp-hilled region called "the Rumpled Napkins", and come presently to Brinekettle village... <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. The young figurehead is present as ever. There is a smattering of applause as World-Famous Choke Artist finishes playing 'I Want You Like I Want Burlap Underwear, If You Get My Meaning'. <>> * && Road leading west here, but there's another road a bit south of here that leads northwest. I want to look at that one first. Comment recorded. <>> sw Departing from Brinekettle to the southwest, you travel till you have passed through the last settled regions of southwestern Dwindeldorn, and are heading down the Azhgaloth Road... Somewhere between leaving there and arriving here, you and the prince stopped for the night. <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn, and the unobtrusive road winds in harmony with the contours of the land. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the strange and sometime unfriendly kingdom of Azhgaloth. With just a bit more elevation, you would be able to look east or southeast and see the Firth of Cairnash, a large northward-reaching arm of the Great Skalfyrth Water, which cuts off the lands of Dwindeldorn and Azhgaloth from meeting each other anywhere except at their extreme corners. South and southwestward where the road leads, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of the country of Azhgaloth. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. Your "squire" is in tow. <>> * && "The Wolds of the Western Marshes"... OooOOooohHh... ominous... I love it. Comment recorded. <>> nw Leaving the Azhgaloth Road, you make a northwestern journey across the Wolds of the Western Marches... <> Entering a wild country <> From your elevated position, you can behold the convergence of three great land regions at once. Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where, merging into the bogs at its border, spreads the choking green expanse of the Telkmaharn Rainforest. Far, far to the north, the faintest blue of mountains serrates the skyline. You could try journeying in almost any direction. PQ is present and accounted for. Vapors seem to rise in the west, where the great bogs stretch for miles. <>> save Saved. <>> e Keeping a lively pace, you make the tiring journey across the Wolds, into the settled areas, and ultimately pick up the road which leads you into Brinekettle... (Another night passed...) <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. Your companion, PQ, is here with you, bearing the sack. The heir to the throne of Dwindeldorn marks time. Currently the crowd is listening to 'Out of the Mood' by Ludicrous and Absurd. <>> * && Triangle. Both roads lead to the Wild Country. Comment recorded. <>> w Leaving Brinekettle to the west, you pass near to the brine springs by which the village produces a large quantity of salt. As you go on, you find the populated areas of Dwindeldorn to start dropping off quickly. You, along with Quisborne, travel quite a good way past the last of the villages. The liberally-treed landscape changes as you enter the Wolds of the Western Marches, a mostly treeless upland carved at frequent intervals by steep running valleys whose sides are clothed with pines... (You both camped for the night.) <> Entering a wild country <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The young sprig of royalty is here with you as always, sack in hand. The royal youth makes shrill noises by blowing on a piece of grass. The rainforest seems to hint as though it is secreting something... wonders, or horrors. <>> * && Brine springs?! Good that I didn't see this before I caught the fish! I would have spent 50 turns trying to get some salt. Comment recorded. <>> s You lead the prince south toward the Great Bogs of Nenduul. Well is it known that the ways through the Bogs are few, and known by fewer. You barely broach the beginnings of the swampy ground in that direction before you are forced to concede that there is no way to proceed there. You return to the edge of the Wolds... <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. Your companion is present as ever. The wildness of the land fills you with a sense of adventure and uncertainty. <>> sw Approaching the bogs in that direction proves futile. <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. Prince Quisborne is sticking nearby. <>> w Descending from the wolds, you broach the outermost reaches of the murky bogs of Nenduul... <> Deep in the fenland <> You have penetrated into the Great Bogs of Nenduul, where the land is one great sea of differing kinds of unstable ground: quicksands, bottomless sludge, miry muck and marshes thicker than porridge. You have come thus far only by finding with much toil the scant and snaking spits of ground to follow, which, while still soggy, do not give way under your tread to engulf you in the mire. Swamp mangroves and banyans grow plentifully, throwing out wide-spreading branches, and making occasional islands with the abundance of their tangled and high-rising roots. At this juncture you can see but one way to make any further westward progress through the bog, and it is a sort of landbridge, barely elevated above the boggy waters, formed over a continuous system of mangrove roots. East is the way through the fens back toward Dwindeldorn. The irksome thing about the landbridge ahead is that it is occupied by a monstrous gargontosaurus. The hideous creature eyes you as if contemplating whether it is worth it to exert the effort needed to chase you down. For the moment, staying put on its haunches seems to be winning. "Seventeen slobbering seahorses!!" utters the prince. "What under blessed tarnation kind of beast is that?!" He quails as he speaks these words, but in a moment more he has mastered himself, and courageously awaits your leadership. <>> * && To the library! Comment recorded. <>> * && But first let's take a good look. And save while we're still unswallowed. Comment recorded. <>> x bridge The landbridge is barely elevated above the level of the boggy waters, and is formed from solid matter having collected over a continuous system of mangrove roots. It is being monopolized by an uncouth gargontosaurus. The gargontosaurus is still masticating on some fallen hero. <>> x roots You don't see any roots in view. <>> * && In a mongrove forest, pretty much all one sees at eye level are roots... Comment recorded. <>> x landbridge The landbridge is barely elevated above the level of the boggy waters, and is formed from solid matter having collected over a continuous system of mangrove roots. It is being monopolized by an uncouth gargontosaurus. <>> dig (with the broken mattock) What do you expect to find in swamp muck? "Begone, wicked worm!" the boy shouts with valor. But the beast does not bego. <>> * && Hero-bones with teethmarks. Comment recorded. <>> drink water You drink up the water gotten out of the cauldron. Springs are definitely nicer. The loathsome creature before you regurgitates the bones of some poor soul that constituted a former meal, and expectorates them into the sludge of the fen. <>> * && Oh. That was the water from the clay bowl. Comment recorded. <>> drink water We are truly sorry... we try our hardest to comply with your every wish, but sometimes we just find ourselves getting mixed up or confused. It's highly unlikely that what's happening is of critical importance to your mission; nonetheless, we must confess that the last turn may or may not have been fully carried out as intended. [A file called "pqerror" has been created in the game directory... you would be rendering great service if you would be willing to simply attach that file to an email and send it to johnnywz00@yahoo.com with a subject of "PQ bug." This could help other people in the future enjoy this game with less problems. Many thanks!] The Dwindeldornian heir keeps a wary eye on the swamp monster. <>> x swamp <> Deep in the fenland <> You have penetrated into the Great Bogs of Nenduul, where the land is one great sea of differing kinds of unstable ground: quicksands, bottomless sludge, miry muck and marshes thicker than porridge. Swamp mangroves and banyans grow plentifully, throwing out wide-spreading branches, and making occasional islands with the abundance of their tangled and high-rising roots. A landbridge of matted mangrove roots, barely elevated above the boggy waters, seems to be the only possible way westward. East is the way through the fens back toward Dwindeldorn. A monstrous gargontosaurus occupies the center of the landbridge. The prince keeps with you on the meager patches of firm footing. <>> drink bog It may be more or less obvious, but you can't very well drink that. <>> swim You wouldn't be so much swimming as horribly perishing. The future king of Dwindeldorn looks over at you to see if any plans are afoot. <>> push quisborne You have plenty of ways to make the prince's life difficult without being a hooligan about it. <>> drown quisborne There's no water near at hand that's suitable for drowning purposes. <>> * && A bog's pretty drownish. Slow, perhaps, but drownish in the end. Comment recorded. <>> n There are very few ways to traverse the fens: that isn't one of them. The gargontosaurus lumbers a step closer. <>> s There are very few ways to traverse the fens: that isn't one of them. <>> x lizard The gargontosaurus looks fearsome, hideous, and a bit absurd all at the same time. It has an elephant-shaped body covered with dark greenish-brown scales, and a thick but giraffish neck, on which sits the head of a carnivorous reptilian. The beast is menacing at you, but you are fortunate that it doesn't seem disposed to charge at the moment. <>> jump You exercise your enviable physical prowess by making a grand leap into the air. The Dwindeldornian heir is doing his best to be brave, and passably succeeding. <>> * && *SPLORT!* Comment recorded. <>> throw javelin at gargantosaur "Gargantosaur" could either be something as yet unknown to you or else a phrasing unknown to us. <>> throw javelin at gargantosaurus "Gargantosaurus" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> throw javelin at gargontosaurus The javelin is so heavy that you can barely lob it a few yards. <>> stab gargontosaurus with spear Are you quite sure that you want to approach close enough to the gargontosaurus to try dealing it a blow? Fog oozes its way across the face of the bog. <>> yes These aren't the best circumstances for chatter with the prince. Slimy plants droop from tree boughs down to the sludge below. <>> stab gargontosaurus with spear You get a strong two-handed grip on the brass javelin. You steel your countenance. You move stealthily forward. You prepare to thrust the brass javelin at the creature's thick hide. You enter the gargontosaurus' alimentary canal, since you've just been swallowed. Sadly, Prince Quisborne was trying to emulate your bravado, and had accompanied you on this suicidal advance. He also accompanies you into the dinosaur's alimentary canal. *** You and the prince have just been digested *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “stab gargontosaurus with spear”. <> Deep in the fenland <> You have penetrated into the Great Bogs of Nenduul, where the land is one great sea of differing kinds of unstable ground: quicksands, bottomless sludge, miry muck and marshes thicker than porridge. Swamp mangroves and banyans grow plentifully, throwing out wide-spreading branches, and making occasional islands with the abundance of their tangled and high-rising roots. A landbridge of matted mangrove roots, barely elevated above the boggy waters, seems to be the only possible way westward. East is the way through the fens back toward Dwindeldorn. A monstrous gargontosaurus occupies the center of the landbridge. Prince Q keeps with you on the meager patches of firm footing. <>> launch cow with catapult This is one of those times where we may not have covered the verb you're trying to use... <>> run away You may be trying to use a verb that we weren't instructed how to handle... <>> blow dart at gargontosaurus We hope that you don't honestly believe that your little dartgun will pierce the great lizard's scaly hide, but it surely can't hurt to try this and that just in case the monster might be scared off by something unexpected. So, cautiously lessening the distance between you and the gargontosaurus by a few paces, you put the blowgun to your mouth and fire. You try to aim for an eyeball, but you can hardly expect to hit such a small and moving target from this distance. The dart bounces off the gargontosaurus' scales without the monster even realizing it's been shot. The air of the bog feels thick and murky. <>> get dart Now is not the time for that... the dart is lying a few paces from the monster's feet, so there's no taking it unless you're also offering yourself up for the monster's midday meal. The monster gives you a stare. <>> undo Taking back one turn: “get dart”. <> Deep in the fenland <> You have penetrated into the Great Bogs of Nenduul, where the land is one great sea of differing kinds of unstable ground: quicksands, bottomless sludge, miry muck and marshes thicker than porridge. Swamp mangroves and banyans grow plentifully, throwing out wide-spreading branches, and making occasional islands with the abundance of their tangled and high-rising roots. A landbridge of matted mangrove roots, barely elevated above the boggy waters, seems to be the only possible way westward. East is the way through the fens back toward Dwindeldorn. A monstrous gargontosaurus occupies the center of the landbridge. Near the gargontosaurus' feet is the dart. The princeling keeps with you on the meager patches of firm footing. <>> undo Taking back one turn: “blow dart at gargontosaurus”. <> Deep in the fenland <> You have penetrated into the Great Bogs of Nenduul, where the land is one great sea of differing kinds of unstable ground: quicksands, bottomless sludge, miry muck and marshes thicker than porridge. Swamp mangroves and banyans grow plentifully, throwing out wide-spreading branches, and making occasional islands with the abundance of their tangled and high-rising roots. A landbridge of matted mangrove roots, barely elevated above the boggy waters, seems to be the only possible way westward. East is the way through the fens back toward Dwindeldorn. A monstrous gargontosaurus occupies the center of the landbridge. The future monarch of Dwindeldorn keeps with you on the meager patches of firm footing. <>> kiss lizard It's true... perhaps all the sour old gargontosaurus needs is a little loving. You step towards him with arms outspread and lips puckered, intending to soften him with affection. You get eaten. *** You are being unfortunately converted into dinosaur feces *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> * && Hahaaa! May it please you instead to choose one of the given options. Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “kiss lizard”. <> Deep in the fenland <> You have penetrated into the Great Bogs of Nenduul, where the land is one great sea of differing kinds of unstable ground: quicksands, bottomless sludge, miry muck and marshes thicker than porridge. Swamp mangroves and banyans grow plentifully, throwing out wide-spreading branches, and making occasional islands with the abundance of their tangled and high-rising roots. A landbridge of matted mangrove roots, barely elevated above the boggy waters, seems to be the only possible way westward. East is the way through the fens back toward Dwindeldorn. A monstrous gargontosaurus occupies the center of the landbridge. The princeling keeps with you on the meager patches of firm footing. <>> mount lizard Going right up to the gargontosaurus seems like an exceptionally bad plan. The lad gives the monster his best look of defiance. <>> push quisborne You have plenty of ways to make the prince's life difficult without being a hooligan about it. The air of the bog feels thick and murky. <>> give honey to lizard You throw the honeycomb towards the monster, wondering if he will find it distracting in some way. The vexing reptile does not show any interest, and the honeycomb remains lying near its feet. <>> undo Taking back one turn: “give honey to lizard”. <> Deep in the fenland <> You have penetrated into the Great Bogs of Nenduul, where the land is one great sea of differing kinds of unstable ground: quicksands, bottomless sludge, miry muck and marshes thicker than porridge. Swamp mangroves and banyans grow plentifully, throwing out wide-spreading branches, and making occasional islands with the abundance of their tangled and high-rising roots. A landbridge of matted mangrove roots, barely elevated above the boggy waters, seems to be the only possible way westward. East is the way through the fens back toward Dwindeldorn. A monstrous gargontosaurus occupies the center of the landbridge. Your squire keeps with you on the meager patches of firm footing. <>> show ball to gargontosaur The gargontosaurus looks for a few fleeting moments, but doesn't otherwise alter what it’s doing. <>> * && Here boy! Fetch! Comment recorded. <>> x banyans The trees are very queer-looking to the eyes of one fostered in a more temperate climate. The roots make the trees appear as if they were walking on about a hundred legs, and keep them boosted above the deep sludge. Typically one tree's branches do not touch those of any neighbor, but there are still enough of them that the horizon lies at no great distance in any direction. <>> climb tree None of the trees happen to be within reach of the firm ground you're on, except within dangerous range of the monster on the landbridge. <>> look under bridge You don't want to get too close to the landbridge when there's a carnivorous oversized reptilian sitting on it. The gargontosaurus squats as if planning to stay on the landbridge forever. <>> travel to library Slowly and painstakingly, you pick your way back through the fens, till at last achieving the solid ground at the foot of the Wolds... <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The boy tags along. The rainforest seems to hint as though it is secreting something... wonders, or horrors. <>> ct Keeping a lively pace, you make the tiring journey across the Wolds, into the settled areas, and ultimately pick up the road which leads you into Brinekettle... The travel involved stopping for the night, and starting again in the morning. <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. Near by your side is your squire. The sheaf-sitters clap enthusiastically after a performance of 'Momma Don't 'llow No Hog-back Ridin' 'Round Here' by Choir of Asthmatic Bullfrogs. <>> g You travel through the abundant regions of western Dwindeldorn, this time southeast from Brinekettle to Chedderwicket... (You passed the night en route...) <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is the junk drop-off, an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. Your ostensible squire is following you wherever you go. <>> g Southeast from Chedderwicket, you go through bottom lands, cane brakes, and cotton fields... <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. Quiz is hanging around. A young lad goes running down the road on foot. <>> g You and Prince Q take the path that circles around the butte, and arrive at the lake's edge... <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. The turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below, and on the horizon you can see the dim blue of the lands beyond the Water. The base of Dyss Butte is just north of the rim, with moss-covered protrusions and outcroppings that make a regular ascent upward. Traveling the trail northeast will lead back around the butte and to the road. The future king of Dwindeldorn is following you as always. <>> g You are able to pick your way with comparative ease from ledge to ledge up the steep side of the butte... <> Halfway up Dyss Butte <> You're somewhat over halfway up the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. The natural mossy steps continue towards the top of the butte. Under the limbs of the trees, a moss-covered section of the side of the butte is actually a camouflaged door leading into the earth. Your ostensible squire is here. <>> g You pull open the door in the side of the butte, and enter in. <> Library of the Wizard of Aahh!'s <> The Wizard's library might in fact be more expansive than those found in kings' castles. The walls of the hourglass-shaped room are solidly covered to surprising heights with shelves full of books, punctuated with an occasional draped alcove. A rolling ladder on a rail provides access to the many books which sit out of arm's reach. The great doors from the Wizard's domains are to the north; to the south, a small passage burrows through the butte wall to another door further back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The poetry section contains Grenchmola's poems, et cetera. The northwest section has a copy of a reptilian reference and a treatise on flowering plants, among other things. The southwest section has a copy of "A Condensd Historie of the House of Dubious Renowne." The Wizard is lost in thought over something at his desk. Your companion comes along. After you pass through, the camouflaged door shuts itself. <>> read reptilian reference "Reptilian reference" could either be something as yet unknown to you or else a phrasing unknown to us. <>> read reptile book You read a random excerpt concerning the life and habits of myrmidophthychus. Interesting, but perhaps less useful than if you had something to look up. The royal youth reads a random selection from "The Utterances of Ubzugajir the Unfoolish": "I had no shoes and complained, until I met a man with no feet." The Wizard dashes with youthful energy out of the library to the north. <>> read reptile book You read a random excerpt concerning the life and habits of the Great Worms of Enjmaharn. Interesting, but perhaps less useful than if you had something to look up. The princeling pops the exit door with a shot from the dartgun, retrieving the dart afterward. <>> read reptile book You read a random excerpt concerning the life and habits of stegodactylus. Interesting, but perhaps less useful than if you had something to look up. The Wizard charges into the room and immediately starts poring over something on his desk. <>> x dart It's loaded in your blowgun, but you know it's just your typical savage-made dart for booby-trapping unwary intruders. A thin, lightweight shaft that might be made out of bone, with some feathers stuck on the back end. The pointed end has been coated in a strong sedative. Prince Quiz lets some sawdust fall from one hand into another. <>> look up gargontosaurus (in the reptilian reference book) You find Folkroy's entry for 'GARGONTOSAURUS' and begin reading. "Not much is knowne about the Gargontosaurus, due to moste of its Observers being consumd before beynge able to make any Repourt. Moste reported sightynges in reecent Centuryes have occurrd in the regioun of the Westerne Fenlands, where they have been seene to prey on the Swamp-cattle which run ryfe there. This Creeture is knowne to grow upwaurds of fifteen Feete tall, and is of a hulkynge and rather awkwaurd Forme. The Azhgalothian heeroe Djukk-doras is sayde to have slayne a Gargontosaur, and to have done so without mounted Beest or Armour; apart from this Exceptionne it is not knowne whether any of these Creetures have ever been successfullie subdued by Men." "A curious Tayle is extaunt which alledges thatt one Knyght of the Eight Spittoones survyved a Gargontosaurus attacke under the moste singular Circumstaunces. The tayle has it thatt the Knyght, prostrayted after a fayled assaye against the Beest, gave himselff up for loste as it lowerd its loathsom Necke and gapynge Mouth upon him. By a stroke of sheere Luck, the Reptyle snappd its Jaws shut a Momente too earlie, and its Teethe slidd betweene the knyght's Flesh and his Armour, crumplynge the latter. As yet unharmd, but caughte up in the Aire in the clutches of thatt fell Foe, the Knyght was thrashd and shaken about violentlie, trappd in his Armour. The story goes thatt the Knyght had dyned heavilie upon over-spyced Lentills earlier thatt Daye, unawares of the Encounter he was to undergoe, and what in conjunctioun with the turbulence of Bowells braught about by the Angst of a fayce-to-fayce Encounter with Death, the Knyght misdoubted there had ever been an Equall to the Cloude of noxious digestive Gasses that were then releasd and expelld into the face of the Beest in the corse of his beynge tossd about by the Creeture's paroxysmes. Suddenlie the Knyght was free-fallynge to the Earthe, and hearde that same Beest lettynge out what sounded like a horrifyde Shreek, before he was knockd unconscious from Impacte with the Grounde. When he came to, the Gargontosaurus was gone. Such is the tayle, but it is olde of orygin, and cannot be verifyde as to beynge Trooth or Fictioun." "Unlike its Dragonne cousinnes, the Gargontosaurus is not knowne to have any Facultyes for generating Flaymes..." The article goes on, but it starts to seem to you like Folkroy is just stretching out some rather thin material to make the article seem more substantial. Prince Quisborne, reading over your shoulder, is irrationally tickled by the ludicrous story, and guffaws in his peculiar half-choking fashion. The Wizard whisks himself off out of the library to the north. <>> * && I'll go read Djukk-doras' pedestal again, and ask the Spittoons about the giant lizard, but it seems to me that a stink-bomb made of rotten fish in a fragile bag would do the trick... Comment recorded. <>> travel to thymeleigh (first opening the exit door) After you pass through the library door, it swings shut. <> Halfway up Dyss Butte <> You're not quite halfway down the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. The natural mossy steps lead both upwards and downward. Under the limbs of the trees, a moss-covered section of the side of the butte is actually a camouflaged door leading into the earth, from which you have emerged. Your protegé is sticking nearby. <>> ct <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. The turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below, and on the horizon you can see the dim blue of the lands beyond the Water. The base of Dyss Butte is just north of the rim, with moss-covered protrusions and outcroppings that make a regular ascent upward. Traveling the trail northeast will lead back around the butte and to the road. Your companion, the future king of Dwindeldorn, is here with you, sack in hand. <>> g The trail takes you through woods around the butte to the road. <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. Your ostensible squire is following you as ever. <>> g You return to Chedderwicket town, after a journey through the balmy lands and cotton fields of southern Dwindeldorn... <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is the junk drop-off, an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. Near by your side sticks the princeling. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open, and only a little lower than the tops of the bluffs themselves, which nevertheless hide the river and anything beyond it from view. The locality from here to a little ways south along these bluffs of the river is known as Castle Row; no subtlety was involved in the naming of the place, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road which lies a third of a mile to the west of the blufftop castles; this road winds away into the country in both of those directions. To the northeast, a smaller road descends into a cleft in the bluffs, which you know to lead to the ferry landing. You can also turn west a short way up the road, where another road intersects this one. A fair country rolls in every direction away from the river, studded with cottages, fences, and other signs of domesticity. You can see a modest-sized building project underway at Griltindarl Castle. The Dwindeldornian prince is here. <>> g <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The incumbent to the throne is following you wherever you go. A small butterfly flutters by. <>> g You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Your squire is present and accounted for. This is the last place where you saw Lady Equanimity, but he's not here any more. Most likely, he wandered back to the open country along the North Road, where you found him last time. <>> g <> Entrance to the grounds of Forthlong Hall <> The road northeast to Darchingcrast converges here with the road you're on, which runs northwest to southeast. The lane leading to Forthlong Hall branches off from this road to the south, crossing a stream by means of a small bridge. Your companion comes along. Massive billows of white cloud tower in the sky. <>> g You make the trip down to Kinterole, passing through the grounds of Uxpelcraith Hall, Orterleigh Manor, and the town of Crumblegate, as well as a good deal of country in between... <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. Your "squire" is in tow. <>> g ( You both camped for the night.) <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The princeling is present as ever. <>> g You continue through this region of rugged, forested hills, at length entering the extensive grounds of Thymeleigh Manor... <> Thymeleigh Manor <> You're on a lane wending through the grounds of the pleasant Thymeleigh Manor. The manor hall stands well away from the lane on a rise northeast of you, and the lane is bordered on that side by a low sod-topped stone wall. One particularly massive spreading tree shades the sunken roadway where you stand. The lane goes northwest or southwest, and a faint foot-track passes the tree and crosses the field to the west. Over near the manor, the Knights Arrogant can be seen parading around, dallying with the elegant daughters and nieces of Lord Myrgweth. The prince is hanging around, bearing the sack. One of the Knights Arrogant playfully tries to steal a kiss from his feminine consort, but is refused. <>> w <> A secluded spring pool <> You're at the Fountains of Gloskinfroke, a lovely spot sequestered by a ring of close-growing trees. To the immediate southeast, a large and dazzlingly blue spring pool burbles up from the foot of a small concave cliff face. The surrounding trees are grown over nearly to the ground with a thick curtain of hanging vines, and surround a sanctuary of luxuriant, flower-speckled turf. The young fresh stream issuing from the spring flows out to the northwest, and trails lead away south or east over the woody rise. The Knights of the Eight Spittoons are in the area, patrolling around on their horses and trying to seem important. The Dwindeldornian heir tags along, with sack slung over his shoulder. The heir to the throne of Dwindeldorn skips pebbles into the water. <>> greet knights The knights salute you. "Well met, sirrah," they say. <>> ask spittoons about gargontosaurus You don't see any spittoons in view. <>> ask knights about gargontosaurus "Aye," they say sadly. "Hath some of our number met their end in the mouth of one of those fell beasts. We be not overready to meet with one, if the truth be spoken." Your protegé slurps from the spring pool through a dandelion straw. <>> ask knights about fart What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask knights about lentils What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. The lad marks time with a really hard run to a distant point and back. <>> ask knights about gas What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> travel to basilkris "Basilkris" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> travel to azhgaloth (the distant lands) You may try to travel to one of the following locations: -Forthlong Hall -Blatterfarthing (smithy) -Squarchminster (playing field) -the ferry -Kinterole (construction site) -the sawmill -Gramblefork -the North Road -the quarry -Cobblecork Farm -Brinekettle -Thymeleigh Manor -Chedderwicket -Sprokemabble -the seashore -the lonely tower -the Wizard's library -the Fastness -Azh Bansilkris -the monastery -Uzumbung harbor The knights assume you're done conversing for the time being. The lad splashes the stream. <>> travel to azh bansilkris The south path climbs ever upward... (There was another overnight camp...) <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The Dwindeldornian heir is sticking nearby. <>> ct Descending from the upland, you go over and down many more rugged forested hills, eventually issuing forth near Kinterole hamlet... <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. The boy is here with you as always. <>> g <> Entrance to the grounds of Forthlong Hall <> The road northeast to Darchingcrast converges here with the road you're on, which runs northwest to southeast. The lane leading to Forthlong Hall branches off from this road to the south, crossing a stream by means of a small bridge. Nearby, the young figurehead is ambling around. <>> g Traveling northwest, you pass by the Chelderfaulk Road and come to the ferry landing... The course of the travel included making camp for the night. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Quiz is present and accounted for. A whole flock of sparrows takes flight at the same moment with a loud fluttering of wings. <>> g Once again you and the prince make a westward crossing over the river on the ferry, powered by the prince's cranking. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Nearby, your squire is ambling around. The river flows peacefully but mightily downstream. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a small building project underway at Griltindarl Castle. The future monarch of Dwindeldorn is here. <>> g <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Nearby, the royal youth is ambling around. Varied shadows accent the landscape. <>> g <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. Near by your side sticks the youth. The crowd is listening to 'I Had It Better in the Womb' performed by Passel of Weirdos. <>> g <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. The king-to-be tags along. <>> g Traveling southwest, you soon cross the river Rushindith, and leave the realm of Dwindeldorn behind. The high road leads you into the fantastical landscapes of Azhgaloth... You and the prince find an uninhabited stretch to camp for the night in, and resume your travels in the morning... <> The gates of Azh Bansilkris <> You have ventured from Dwindeldorn into Azhgaloth, land of of the llama- lords, and stand near the gates of Azh Bansilkris, the royal city. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step-shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Prince Q is journeying with you through Azhgaloth. <>> sw The guards perform a routine check, and you pass through the gates. <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. The gate is steadily manned by the guards that cleared you to enter the city. Prince Q moves through the city with you. Dwindeldorn's future king does some squats with the sack on his shoulders. <>> sw <> In the city of Azh Bansilkris, central square <> There is a large public open space at the center of the city, filled with small tents and kiosks, and surrounded by many prominent-looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. The young figurehead doesn't stray too far in this foreign city. <>> x statue The statue is an enormous granite sculpture of that famed warlord, hero, and dragonslayer of Azhgaloth, Djukk-doras, portrayed as wearing leathern Azhgalothian war gear, and riding on a battle-llama. The statue is a full thirty feet tall, standing on a large, solid, oval- shaped base that adds to it another eight feet of height. A large-lettered inscription is blazoned around the base, stating: Great Warriores and Defendres has faire Azhgaloth known, Menn of myght and renowne. Fewe are those who staund above all others, Highlie are they honourd. Long-spoken will be the Names of Vomta-shvest brave, Djikk-indas bolde, Ahusht-ahar who prevaild. Great were these, and ever to be rememberd: But surpassynge all, by his Deedes and his Exployts, His skille and his cunnynge, his Feates and his darynge, By a hundredd inimmitable Qualityes And a Spirit never to be equald, The greatest of these was the matchlesse and incomparable Djukk-doras <>> sw <> In the city of Azh Bansilkris, southwest quarter <> Here the main streets make a bend from north to east and vice versa; ways going any further south or west are narrower lanes which seem to lead toward private homes of respectable folk. The Aksh Ramivar also ends (or starts) here, going away to the northeast. Sitting caddy-corner along the southwest corner of the bend is a one-story shop. On the wall beside the open door is a sign reading "Thelgrimane's Dwindeldornian Earthenwayre." Your sidekick moves through the city with you. <>> in <> Potter's shop <> In the potter's shop, a large work table is against the northwest wall, a kiln is built into the back wall, and the front wall is primarily taken up with window space and racks of finished wares displayed for sale. The southeast wall and any remaining wall space is mostly taken up with racks and shelves of various things for the potter's use: tools, large blocks of raw clay, formed vessels that are waiting for glazing, and the like. There is also a door in the back wall, and the entry door to the northeast. The potter is seated at his wheel in the center of the room. Dwindeldorn's future king is to be found here in the potter's shop. "Welcome back, fellows!" booms the potter. <>> ask potter about djukk It doesn't seem as though your adventure will be furthered by asking that question. <>> ask potter about djukk-doras What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask potter about hero It doesn't seem as though your adventure will be furthered by asking that question. <>> ask potter about statue It doesn't seem as though your adventure will be furthered by asking that question. <>> ask potter about giant stone dragonslayer standing in the center of the city, five minutes from his house. For that command you'll have to deal with just one object at a time. <>> * && oops... The game did not like that. It paused for about twenty seconds before answering. Comment recorded. <>> save Saved. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> In the city of Azh Bansilkris, southwest quarter <> Here the main streets make a bend from north to east and vice versa; ways going any further south or west are narrower lanes which seem to lead toward private homes of respectable folk. The Aksh Ramivar also ends (or starts) here, going away to the northeast. Sitting caddy-corner along the southwest corner of the bend is a one-story shop. On the wall beside the open door is a sign reading "Thelgrimane's Dwindeldornian Earthenwayre." The king-to-be sojourns with you in the city of Azh Bansilkris. The Dwindeldornian prince enjoys having so many llamas around. <>> I went over my notes and I don't recall seeing a plastic baggy or something. The game clued that I'd need something airtight to carry the stinky fish. I'll check the other directions in the fenland first, and then there's still Mordor which I haven't This is one of those times where we may not have covered the verb you're trying to use... <>> * && explored. I do think I'll need to convince the Spittoons to guide me there, which would mean finding the Templ of Enj Traheen first. At least, if that's not precisely what the gargontosaurus is guarding... Comment recorded. <>> ne <> In the city of Azh Bansilkris, central square <> There is a large public open space at the center of the city, filled with small tents and kiosks, and surrounded by many prominent-looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. The Prince of Dwindeldorn moves through the city with you. <>> ne <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Your young pal doesn't stray too far in this foreign city. <>> ne The guards perform a routine check, and you pass through the gates. <> The gates of Azh Bansilkris <> You have exited the gates of Azh Bansilkris. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step- shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The king's son has passed through the gates with you. <>> ne You make the long return journey to Dwindeldorn, eventually crossing the river Rushindith... (Another night passed...) <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. Your companion, Quisborne, is here with you, sack in hand. The future ruler of the land tries to spin the ball on his finger. <>> nw Leaving the Azhgaloth Road, you make a northwestern journey across the Wolds of the Western Marches... <> Entering a wild country <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The Dwindeldornian prince is following you wherever you go. <>> se You cross the Wolds of the Western Marches in a southeasterly direction. In due course, you reach their southern limit and come to a high road near the southwestern border of the realm of Dwindeldorn... The travel involved stopping for the night, and starting again in the morning. <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. Quisborne is here with you as always. <>> nw Leaving the Azhgaloth Road, you make a northwestern journey across the Wolds of the Western Marches... <> Entering a wild country <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. Quisborne is hanging around. The Prince of Dwindeldorn gives his hair a twirl. <>> ne Leaving your airy and elevated position, you strike down towards the Telkmaharn Rainforest.. <> East edge of the rainforest <> You are standing at the edge of the Telkmaharn Rainforest, where the otherwise thick vegetation is thinned and scattered as it makes its end at the Wolds. The Wolds rise east and south of here; otherwise the rainforest begins to grow denser in every direction. Dwindeldorn's future king is present and accounted for. <>> x forest Here, the rainforest thins out as the ground begins to rise towards the Wolds of the Western Marches. <>> e Departing the forest and ascending the Wolds, you undertake to make the tiring journey back across them. In the process of time you come back into the settled areas, and ultimately pick up the road which leads you into Brinekettle... (You passed the night en route...) <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. Your "squire" is in tow. There is a smattering of applause as Impromptu Hamster Funeral finishes playing 'Can't Fly Away 'Cause I'm Just a Jailbird'. <>> w Westward from Brinekettle you go, at some point leaving behind the last of the villages and farmsteads. Together you continue journeying through the Wolds of the Western Marches... (There was another overnight camp...) <> Entering a wild country <> From your elevated position, you can behold the convergence of three great land regions at once. Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where, merging into the bogs at its border, spreads the choking green expanse of the Telkmaharn Rainforest. Far, far to the north, the faintest blue of mountains serrates the skyline. You could try journeying in almost any direction. The lad comes along. <>> ne Leaving your airy and elevated position, you strike down towards the Telkmaharn Rainforest.. <> East edge of the rainforest <> You are standing at the edge of the Telkmaharn Rainforest, where the otherwise thick vegetation is thinned and scattered as it makes its end at the Wolds. The Wolds rise east and south of here; otherwise the rainforest begins to grow denser in every direction. The future ruler of the land is sticking nearby. <>> g <> Surrounded by rainforest <> You have entered into the thick of the Telkmaharn Rainforest. The world is one great proliferation of lush green, spritzed with a multitude of accenting colors supplied by flowers, fungi, berries, and even roots and young branches. The mature trees spread their limbs interweaving through each other, and make a full canopy at an astonishing height above you; younger trees grow more slowly beneath, scraping up whatever sunlight they can get. The forest floor is covered with a plethora of herbaceous plants of fantastic size. Some of the leaves look like they could serve as hammocks. In no direction can you see very far at once, and it's difficult to get accurate bearings in here. You think you can generally distinguish east from west and north from south, but you can't guarantee how straight of a course you can keep. As far as pushing farther into the forest, one direction looks about as good as any other. You came from somewhere to the east of here. The Dwindeldornian prince is following you as always. The prince is struck by the proliferation of the rainforest. "Hot potato pancakes! I've never seen so much green in all my life!" It's raining outside, but you are mostly shielded by leaves. <>> x leaves Some of the leaves growing from the floor of this forest could cover a small wagon. Most of the plants, flowers, and berries are unfamiliar to you... it wouldn't be a good idea to be eating them. The boy watches to see what you'll do next. <>> eat berries Rather injudiciously, you sample a bright yellow berry that happens to be growing at eye level. It's quite tasteless, in fact; harmless, you hope. But soon you feel yourself drifting off, and imagine that you are suddenly the spectator of a horrifying procession of images, in which you are the principal actor. Some time later – it could have been hours, or days – you come to yourself again, and find yourself at the top of a tree wearing only a loincloth. The poor young prince lies lifeless by the bush where you ate the yellow berry, looking by all accounts to have been dispatched by your hands. Oh no... there is that drifting feeling again... *** Bad break: it would appear that the yellow berries cause psychotic insanity *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “eat berries”. <> Surrounded by rainforest <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one direction seems just as plausible as another. The king's son tags along. <>> x trees The trees of the rainforest grow huge both in thickness and height, indicating that they receive a plentiful supply of water from the north. Most of the trees are distinct from any kinds that you are familiar with, though some are similar to great cypresses, and others like oaks, but with limbs of an incredible spread. Almost everywhere to be seen are trees of a certain spindly kind, whose limbless trunks kink and swerve as they go up, not bursting into leaves or branches till the top of the forest canopy. Their odd bark looks like so many strips of paper just pasted on to the trunks. Frog noises reach unprecedented levels here in the rainforest. <>> x bark As mentioned, the bark on the certain spindly trees is very flimsy and papery, looking as if it were just carelessly pasted on. Dwindeldorn's future king wraps himself in a giant leaf. <>> get bark You grab a hold of the loose flimsy bark on one of the spindly trees. When you rip it off, a patch of vibrant reddish-orange inner bark shows through, sufficient to catch your eye from a fair distance. <>> * && Breadcrumbs! To find my way back. Comment recorded. <>> x bark (the loose bark) You've got some loose strips of bark from a tree of the Telkmaharn Rainforest. It's very dark and waxy. Prince Quisborne runs to base of tree and points at the ground. "Look, sir... it's a square root!" <>> * && *appreciative groan* Comment recorded. <>> * && also: typo: "...runs to base of tree..." THE base of A tree Comment recorded. <>> smell bark It smells just slightly bitter. From an indistinct direction you hear what sounds like a small creature scurrying through the forest. <>> * && Waxy bark... airtight? Comment recorded. <>> l <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one way is probably just as reasonable as the next. One tree in this area has a bright reddish-orange patch showing where you've peeled some bark off. Prince Quiz is here with you as always. Quiz bends some foliage out of his way. <>> n It seems that the further north you go, the denser the rainforest becomes. So dense, in fact, that you are starting to see new varieties of plants that appear to thrive in the near-darkness cast by other plants growing over them. You have already been muscling through an undergrowth that pushes the very limits of navigability: what lies in that direction is simply beyond what is feasible to trek into. <>> n You seem to be somewhere along the northern limit of how far you will be able to push into this rainforest. It begins to grow so dense it's almost surreal. A little bit of rain fights its way through the forest foliage and mists you. <>> n The undergrowth reaches new levels of impassability in that direction. <>> n It would be difficult to go that direction without getting tangled, torn up, and turned around. If one is going to explore a rainforest, one might as well start out covering the ground that actually permits of walking upright. Your young pal does a few pull-ups on a nearby tree. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> ne <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. PQ is present as ever, carrying the sack. <>> ne <> Surrounded by rainforest <> Rainforest is all around you. Proceeding one direction is probably about as reasonable as another. One loose-bark tree in this vicinity has a bright reddish-orange patch showing where you've peeled some bark off. Quiz tags along. <>> nw <> Surrounded by rainforest <> You've moved from one spot to another one somewhere else in this vast sea of green, hoping that you're making progress of some kind. Proceeding any which way looks as plausible as another. The heir to the throne of Dwindeldorn is present as ever. <>> x trees The trees of the rainforest grow huge both in thickness and height, indicating that they receive a plentiful supply of water from the north. Most of the trees are distinct from any kinds that you are familiar with, though some are similar to great cypresses, and others like oaks, but with limbs of an incredible spread. Almost everywhere to be seen are trees of a certain spindly kind, whose limbless trunks kink and swerve as they go up, not bursting into leaves or branches till the top of the forest canopy. Their odd bark looks like so many strips of paper just pasted on to the trunks. <>> pull bark (the flimsy tree bark) You find one of the spindly trees with the loose bark nearby, and have PQ rip off two patches of bark, in order to distinguish this spot from the last place that you peeled bark off. Squawking birds fill the forest with sound. <>> e <> Surrounded by rainforest <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling any which way seems just as good as another. One spindly tree in this spot has a bright reddish-orange patch showing where you've peeled some bark off. The incumbent to the throne is here with you as always, carrying the sack. <>> s <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one way is probably about as good as the next. Your companion, Prince Quiz, is here with you. It's raining outside, but you are mostly shielded by leaves. <>> s <> Surrounded by rainforest <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way looks as plausible as any other. Quiz is following you wherever you go. <>> s <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one direction looks just as plausible as the next. Your "squire" is in tow. A little bit of rain fights its way through the forest foliage and mists you. <>> w <> Surrounded by rainforest <> Rainforest is all around you. You have a thought that you couldn't even say for certain whether you've been here before. Traveling one way seems as plausible as another. The prince is following you as always. <>> w <> Surrounded by rainforest <> You've moved from one spot to another one somewhere else in this vast sea of green, hoping that you're making progress of some kind. Going one direction is probably as reasonable as another. Nearby, the Dwindeldornian prince is ambling around. From an indistinct direction you hear what sounds like a moderately large animal tromping through the forest. <>> sw You try traveling a little further southwest, but very soon the ground drops a little and becomes boggy. The trees lose nothing of their enormous size, but begin to space themselves out more in the swampy ground. You have in fact reached where the rainforest merges into the Great Bogs of Nenduul; few are the paths firm enough to traverse the great bogs, and this isn't one of them. <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one direction is probably just as good as any other. PQ is present and accounted for. Prince Q reads aloud from his book: "The growing good of the world is partly dependent on unhistoric acts." You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> ne <> Surrounded by rainforest <> Rainforest is all around you. You have a thought that you couldn't even say for certain whether you've been here before. Proceeding one way is probably just as good as any other. The heir to the throne of Dwindeldorn is present and accounted for. <>> ne <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one way seems as plausible as the next. A tree in this area has a bright reddish-orange patch showing where you've peeled some bark off. The royal youth is sticking nearby. <>> ne <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. Near by your side is your protegé. <>> ne <> Surrounded by rainforest <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going any which way looks just as plausible as the next. One of the trees in this spot has a bright reddish-orange patch showing where you've peeled some bark off. Prince Q is hanging around. <>> sw <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one direction seems just as reasonable as any other. The Dwindeldornian heir comes along. Your protegé keeps up his pushup regimen. <>> ne <> Surrounded by rainforest <> Rainforest is all around you. Traveling one direction looks as plausible as the next. One of the trees in this vicinity has a bright reddish-orange patch showing where you've peeled some bark off. Your protegé is here. <>> e <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. Dwindeldorn's future king is hanging around. <>> e Departing the forest and ascending the Wolds, you undertake to make the tiring journey back across them. In the process of time you come back into the settled areas, and ultimately pick up the road which leads you into Brinekettle... You found a suitable place to make camp for the night during the travel. <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. The youth tags along. PQ seems to have burned up the loose bark at the last campfire. The townsfolk are listening to Rhythmic Catastrophe as they sing 'The Breeze From Your Sneeze Isn't Good for My Cheese'. <>> w Westward from Brinekettle you go, at some point leaving behind the last of the villages and farmsteads. Together you continue journeying through the Wolds of the Western Marches... <> Entering a wild country <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The future king of Dwindeldorn is following you wherever you go. <>> ne Leaving your airy and elevated position, you strike down towards the Telkmaharn Rainforest.. <> East edge of the rainforest <> You are standing at the edge of the Telkmaharn Rainforest, where the otherwise thick vegetation is thinned and scattered as it makes its end at the Wolds. The Wolds rise east and south of here; otherwise the rainforest begins to grow denser in every direction. Prince Quisborne is here with you as always. The boy twitches. <>> n <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling any which way seems just as good as another. One tree in this spot has a bright reddish-orange patch showing where you've peeled some bark off. The young sprig of royalty comes along. <>> n It would require a good reason and a few men with swords and stamina to go any further in that direction. <>> ne <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. Near by your side sticks the young figurehead. <>> undo Taking back one turn: “ne”. <> Surrounded by rainforest <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one direction is probably as reasonable as another. One of the trees in this area has a bright reddish-orange patch showing where you've peeled some bark off. Nearby, the prince is ambling around. <>> e <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. The Dwindeldornian prince is present and accounted for. The boy is humming the melody to 'If Only Dogs Had Hygiene'. <>> undo Taking back one turn: “e”. <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one way is probably as reasonable as another. A tree in this vicinity has a bright reddish-orange patch showing where you've peeled some bark off. Near by your side is the Dwindeldornian heir, bearing the sack. <>> se <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. The incumbent to the throne is sticking nearby. <>> undo Taking back one turn: “se”. <> Surrounded by rainforest <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one direction seems just as plausible as any other. One of the trees in this spot has a bright reddish-orange patch showing where you've peeled some bark off. Your ostensible squire is here. <>> * && mapping the hard way is fun! Comment recorded. <>> nw <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one direction is probably about as good as another. One spindly tree in this vicinity has two bright reddish-orange patches showing where you've peeled some bark off. Near by your side is the Dwindeldornian heir. The boy takes the makeshift dart gun and fires a shot at the rainforest trees. Afterwards, he retrieves the dart. From an indistinct direction you hear what sounds like a disconcertingly large beast moving through the forest. <>> undo Taking back one turn: “nw”. <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one way seems just as plausible as the next. One of the trees in this vicinity has a bright reddish-orange patch showing where you've peeled some bark off. Your companion is hanging around. <>> w <> Surrounded by rainforest <> You've moved from one spot to another one somewhere else in this vast sea of green. Going any which way seems just as good as any other. One spindly tree in this area has two bright reddish-orange patches showing where you've peeled some bark off. Quiz is sticking nearby, sack in hand. <>> * && So far, it's cardinal directions disguised as more options. Comment recorded. <>> undo Taking back one turn: “w”. <> Surrounded by rainforest <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one direction seems as good as the next. One of the trees in this area has a bright reddish-orange patch showing where you've peeled some bark off. The Prince of Dwindeldorn is here with you as always. <>> sw <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one way seems as good as another. Your "squire" is in tow. The youth takes the makeshift dart gun and fires a shot at the rainforest trees. Afterwards, he retrieves the dart. Frog noises reach unprecedented levels here in the rainforest. <>> n <> Surrounded by rainforest <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one direction looks about as plausible as the next. One of the trees in this spot has two bright reddish-orange patches showing where you've peeled some bark off. Near by your side sticks Prince Q. <>> ne <> Surrounded by rainforest <> Rainforest is all around you. Proceeding one direction looks just as reasonable as the next. A tree in this vicinity has a bright reddish-orange patch showing where you've peeled some bark off. Nearby, your young pal is ambling around. <>> undo Taking back one turn: “ne”. <> Surrounded by rainforest <> Rainforest is all around you. Going one direction seems just as plausible as the next. One spindly tree in this vicinity has two bright reddish-orange patches showing where you've peeled some bark off. Your young pal is with you like your shadow. <>> n The undergrowth reaches new levels of impassability in that direction. <>> nw <> Surrounded by rainforest <> You've moved from one spot to another one somewhere else in this vast sea of green, hoping that you're making progress of some kind. Going one direction looks just as plausible as the next. Your young pal is here. <>> x trees The trees of the rainforest grow huge both in thickness and height, indicating that they receive a plentiful supply of water from the north. Most of the trees are distinct from any kinds that you are familiar with, though some are similar to great cypresses, and others like oaks, but with limbs of an incredible spread. Almost everywhere to be seen are trees of a certain spindly kind, whose limbless trunks kink and swerve as they go up, not bursting into leaves or branches till the top of the forest canopy. Their odd bark looks like so many strips of paper just pasted on to the trunks. <>> peel tree The future king of Dwindeldorn rips off three patches of bark here. <>> e <> Surrounded by rainforest, marked 2 <> Rainforest is all around you. Traveling one direction is probably just as good as the next. One loose-bark tree in this area has two bright reddish-orange patches showing where you've peeled some bark off. Nearby, the young figurehead is ambling around. The boy is muttering more place names. <>> w <> Surrounded by rainforest, marked 3 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one way is probably just as plausible as another. One of the trees in this spot has three bright reddish-orange patches showing where you've peeled some bark off. Your companion, the heir to the throne of Dwindeldorn, is here with you. It's raining outside, but you are mostly shielded by leaves. <>> n <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction looks just as plausible as any other. The boy is present as ever. The royal youth marks this place with four patches of torn bark. A little bit of rain fights its way through the forest foliage and mists you. <>> * && Quisborne is mapping on his own initiative. Comment recorded. <>> compliment prince You won't withhold due words of encouragement when the boy merits them. <>> e <> Surrounded by rainforest, marked 2 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going any which way looks just as good as another. One tree in this vicinity has two bright reddish-orange patches showing where you've peeled some bark off. The incumbent to the throne is present and accounted for. Prince Quisborne is getting discouraged from searching so much rainforest without making any discoveries. From an indistinct direction you hear what sounds like a disconcertingly large beast moving through the forest. <>> nw <> Surrounded by rainforest, marked 3 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction seems just as good as any other. One spindly tree in this area has three bright reddish-orange patches showing where you've peeled some bark off. Prince Quiz is sticking nearby. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> n <> Surrounded by rainforest, marked 4 <> Rainforest is all around you. Proceeding one direction looks about as reasonable as another. One loose-bark tree in this spot has four bright reddish-orange patches showing where you've peeled some bark off. Quisborne is following you as ever. <>> ne It would require a good reason and a few men with swords and stamina to go any further in that direction. <>> n It would be difficult to go that direction without getting tangled, torn up, and turned around. If one is going to explore a rainforest, one might as well start out covering the ground that actually permits of walking upright. Squawking birds fill the forest with sound. <>> w <> Surrounded by rainforest <> You've moved from one spot to another one somewhere else in this vast sea of green, hoping that you're making progress of some kind. Proceeding any which way seems just as plausible as another. The boy is sticking nearby. You find one of the spindly trees with the loose bark nearby, and have PQ rip off five patches of bark, in order to distinguish this spot from the last place that you peeled bark off. A little bit of rain fights its way through the forest foliage and mists you. Dwindeldorn's future king bends some foliage out of his way. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> peel tree You've already peeled a tree here: it's helping you distinguish this spot from the rest of the forest. <>> l <> Surrounded by rainforest, marked 5 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one way looks about as reasonable as any other. 5 reddish patches show on one of the trees here. The ever-present prince is here. <>> e <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction seems as reasonable as the next. Your "squire" is in tow. The youth rips off six patches of bark here. From an indistinct direction you hear what sounds like a moderately large animal tromping through the forest. <>> e <> Surrounded by rainforest, marked 3 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one way is probably as good as any other. 3 reddish patches show on one of the trees here. The lad tags along. <>> n <> Surrounded by rainforest, marked 4 <> Rainforest is all around you. Proceeding any which way seems about as plausible as another. 4 reddish patches show on one of the trees here. Quisborne is present and accounted for. The prince amuses himself with a lazy toad. <>> w <> Surrounded by rainforest, marked 5 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one way looks about as good as the next. 5 reddish patches show on one of the trees here. The boy is here. <>> e <> Surrounded by rainforest, marked 6 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding any which way is probably about as plausible as the next. 6 reddish patches show on one of the trees here. Your protegé is hanging around. <>> e <> Surrounded by rainforest, marked 3 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going any which way seems just as good as another. 3 reddish patches show on one of the trees here. Near by your side sticks the heir to the throne of Dwindeldorn. <>> n <> Surrounded by rainforest, marked 4 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one direction is probably just as plausible as the next. 4 reddish patches show on one of the trees here. The prince is here with you as always. <>> w <> Surrounded by rainforest, marked 5 <> Rainforest is all around you. Proceeding one way seems just as plausible as any other. 5 reddish patches show on one of the trees here. The boy is following you wherever you go. Quisborne prompts you to talk about Sylverleigh again. <>> * && And here the returning path does *not* lead back to 4. Comment recorded. <>> w <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one way seems about as plausible as the next. The heir to the throne of Dwindeldorn is present as ever. Prince Quiz marks this place with seven patches of torn bark. <>> w Pushing west, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 7 <> Rainforest is all around you. Traveling one way seems just as good as the next. 7 reddish patches show on one of the trees here. Your companion, the future king of Dwindeldorn, is here with you. A bird poops on the future ruler of Dwindeldorn. <>> e <> Surrounded by rainforest, marked 5 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one direction is probably as good as any other. 5 reddish patches show on one of the trees here. The young figurehead is following you as always. <>> e <> Surrounded by rainforest, marked 6 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one way seems as plausible as the next. 6 reddish patches show on one of the trees here. Your companion, the future ruler of the land, is here with you. <>> s <> Surrounded by rainforest <> Rainforest is all around you. You have a thought that you couldn't even say for certain whether you've been here before. Proceeding any which way looks just as plausible as the next. Nearby, the young sprig of royalty is ambling around. You find one of the spindly trees with the loose bark nearby, and have PQ rip off eight patches of bark, in order to distinguish this spot from the last place that you peeled bark off. <>> n <> Surrounded by rainforest, marked 6 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one way looks as plausible as the next. 6 reddish patches show on one of the trees here. The future ruler of the land comes along. The future monarch of Dwindeldorn makes a dash for some landmark a ways off, reaches it, and dashes back. <>> s <> Surrounded by rainforest, marked 8 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one direction looks about as good as the next. 8 reddish patches show on one of the trees here. The Prince of Dwindeldorn is here, bearing the sack. It's raining outside, but you are mostly shielded by leaves. <>> e <> Surrounded by rainforest <> You've moved from one spot to another one somewhere else in this vast sea of green, hoping that you're making progress of some kind. Traveling one way is probably about as plausible as any other. The incumbent to the throne is sticking nearby. The Prince of Dwindeldorn rips off nine patches of bark here. <>> w <> Surrounded by rainforest, marked 8 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one direction is probably just as good as the next. 8 reddish patches show on one of the trees here. PQ comes along. The Prince of Dwindeldorn is having a fit of the sun sneezes. <>> e <> Surrounded by rainforest, marked 9 <> Rainforest is all around you. Traveling any which way looks as plausible as another. 9 reddish patches show on one of the trees here. PQ is hanging around, sack in tow. <>> e <> Surrounded by rainforest <> You've moved from one spot to another one somewhere else in this vast sea of green, hoping that you're making progress of some kind. Going one way is probably about as reasonable as any other. Your protegé is following you as always. Your ostensible squire marks this place with ten patches of torn bark. <>> n <> Surrounded by rainforest, marked 2 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one direction is probably just as plausible as any other. 2 reddish patches show on one of the trees here. Your companion, the princeling, is here with you. <>> s <> Surrounded by rainforest, marked 10 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one way is probably as reasonable as the next. 10 reddish patches show on one of the trees here. The royal youth is here with you as always. The boy fans himself. It's raining outside, but you are mostly shielded by leaves. <>> e <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction is probably as good as the next. Prince Quiz is following you wherever you go. You find one of the spindly trees with the loose bark nearby, and have PQ rip off eleven patches of bark, in order to distinguish this spot from the last place that you peeled bark off. <>> n <> Surrounded by rainforest, marked 1 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way seems just as good as the next. 1 reddish patch shows on one of the trees here. Prince Q is present as ever. <>> s <> Surrounded by rainforest, marked 11 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one direction looks about as good as another. 11 reddish patches show on one of the trees here. Your "squire" is in tow. <>> n <> Surrounded by rainforest, marked 1 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one way seems about as reasonable as another. 1 reddish patch shows on one of the trees here. Near by your side is Quisborne, sack in hand. A little bit of rain fights its way through the forest foliage and mists you. <>> e <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. Nearby, Dwindeldorn's future king is ambling around. The heir to the throne of Dwindeldorn waits for your lead. <>> w <> Surrounded by rainforest, marked 11 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one direction looks as reasonable as another. 11 reddish patches show on one of the trees here. The royal youth tags along, sack in hand. <>> e <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. Dwindeldorn's future king is present and accounted for. <>> n <> Surrounded by rainforest, marked 1 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding any which way is probably about as reasonable as the next. 1 reddish patch shows on one of the trees here. Your protegé is hanging around. <>> s <> Surrounded by rainforest, marked 11 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one direction looks just as good as another. 11 reddish patches show on one of the trees here. Your companion is following you wherever you go. <>> e <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. The youth tags along. <>> w <> Surrounded by rainforest, marked 11 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one direction looks as good as another. 11 reddish patches show on one of the trees here. The future king of Dwindeldorn is here with you as always. <>> s <> Surrounded by rainforest <> You've moved from one spot to another one somewhere else in this vast sea of green, hoping that you're making progress of some kind. Proceeding any which way looks as reasonable as another. The youth is sticking nearby. The young figurehead rips off twelve patches of bark here. A horsefly is pestering the Dwindeldornian heir. <>> e <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. Your ostensible squire comes along. <>> w <> Surrounded by rainforest, marked 11 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding any which way seems just as reasonable as any other. 11 reddish patches show on one of the trees here. Your companion, Dwindeldorn's future king, is here with you. Frog noises reach unprecedented levels here in the rainforest. <>> s <> Surrounded by rainforest, marked 12 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding any which way seems as reasonable as another. 12 reddish patches show on one of the trees here. Your sidekick is present and accounted for. <>> n <> Surrounded by rainforest, marked 11 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling any which way seems as good as the next. 11 reddish patches show on one of the trees here. Nearby, your protegé is ambling around. <>> s <> Surrounded by rainforest, marked 12 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way seems just as good as the next. 12 reddish patches show on one of the trees here. PQ is here. <>> w <> Surrounded by rainforest <> Rainforest is all around you. You have a thought that you couldn't even say for certain whether you've been here before. Traveling one direction is probably just as good as the next. Your companion is present as ever. The boy marks this place with thirteen patches of torn bark. The prince is getting wearied by so much rainforest exploration. <>> n <> Surrounded by rainforest, marked 9 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way is probably just as reasonable as another. 9 reddish patches show on one of the trees here. The incumbent to the throne is following you as ever. <>> s <> Surrounded by rainforest, marked 13 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one way looks just as reasonable as another. 13 reddish patches show on one of the trees here. Near by your side is your sidekick. <>> s Struggling south only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 13 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding any which way looks about as good as another. 13 reddish patches show on one of the trees here. Dwindeldorn's future king is sticking about in your general vicinity. <>> w <> Surrounded by rainforest <> Rainforest is all around you. You have a thought that you couldn't even say for certain whether you've been here before. Traveling any which way looks about as good as the next. Your "squire" is in tow. You find one of the spindly trees with the loose bark nearby, and have PQ rip off fourteen patches of bark, in order to distinguish this spot from the last place that you peeled bark off. <>> n <> Surrounded by rainforest, marked 8 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way seems about as good as another. 8 reddish patches show on one of the trees here. Near by your side sticks the heir to the throne of Dwindeldorn. The Prince of Dwindeldorn is humming the tune to 'I'd Prefer You to a Biscuit off the Floor'. From an indistinct direction you hear what sounds like a disconcertingly large beast moving through the forest. <>> s <> Surrounded by rainforest, marked 14 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling any which way is probably just as plausible as the next. 14 reddish patches show on one of the trees here. Your companion, the princeling, is here with you. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> s Struggling south only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 14 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding any which way looks as plausible as any other. 14 reddish patches show on one of the trees here. Your ostensible squire tags along. <>> w <> Surrounded by rainforest <> Rainforest is all around you. You have a thought that you couldn't even say for certain whether you've been here before. Traveling one direction is probably as good as any other. The Dwindeldornian heir tags along. Prince Quisborne rips off fifteen patches of bark here. The future king of Dwindeldorn disburdens himself of the burlap sack for awhile. <>> e <> Surrounded by rainforest, marked 8 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one direction is probably as good as the next. 8 reddish patches show on one of the trees here. The lad is present and accounted for. <>> w <> Surrounded by rainforest, marked 15 <> Rainforest is all around you. Going one direction is probably just as good as the next. 15 reddish patches show on one of the trees here. The lad is following you wherever you go. <>> e <> Surrounded by rainforest, marked 8 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one way seems just as good as the next. 8 reddish patches show on one of the trees here. The king-to-be is present as ever, carrying the sack. Prince Quiz watches an inchworm crawl up his arm. <>> e <> Surrounded by rainforest, marked 9 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way looks about as plausible as any other. 9 reddish patches show on one of the trees here. Your "squire" is in tow. <>> e <> Surrounded by rainforest, marked 10 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one direction seems as plausible as another. 10 reddish patches show on one of the trees here. Nearby, the princeling is ambling around. Quisborne gets in some pull-ups. <>> s <> Surrounded by rainforest, marked 13 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way looks just as plausible as the next. 13 reddish patches show on one of the trees here. Prince Quisborne is here with you as always, carrying the sack. Squawking birds fill the forest with sound. <>> n <> Surrounded by rainforest, marked 9 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one direction looks about as good as the next. 9 reddish patches show on one of the trees here. The boy is sticking nearby. <>> s <> Surrounded by rainforest, marked 13 <> Rainforest is all around you. Traveling one direction looks about as reasonable as any other. 13 reddish patches show on one of the trees here. Your young pal comes along. It's raining outside, but you are mostly shielded by leaves. <>> n <> Surrounded by rainforest, marked 9 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one direction looks just as good as any other. 9 reddish patches show on one of the trees here. Prince Quiz is hanging around, bearing the sack. <>> e <> Surrounded by rainforest, marked 10 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one direction seems as good as any other. 10 reddish patches show on one of the trees here. The heir to the throne of Dwindeldorn is following you as always. The future king of Dwindeldorn sings what he remembers of 'I Had It Better in the Womb'. <>> s <> Surrounded by rainforest, marked 13 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction seems just as plausible as the next. 13 reddish patches show on one of the trees here. Your companion is here. <>> w <> Surrounded by rainforest, marked 14 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going any which way looks just as good as the next. 14 reddish patches show on one of the trees here. Your companion, the future ruler of the land, is here with you. <>> s Pushing south, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 14 <> Rainforest is all around you. Going one direction is probably about as plausible as the next. 14 reddish patches show on one of the trees here. Prince Quiz is present as ever. The lad practices his dart-firing aim, using the rainforest trees as a target. <>> n <> Surrounded by rainforest, marked 8 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one direction seems as reasonable as the next. 8 reddish patches show on one of the trees here. The heir to the throne of Dwindeldorn is here. A little bit of rain fights its way through the forest foliage and mists you. <>> * && And now this tricky fifteen... Comment recorded. <>> s <> Surrounded by rainforest, marked 14 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one way looks just as reasonable as another. 14 reddish patches show on one of the trees here. Near by your side sticks the prince. <>> w <> Surrounded by rainforest, marked 15 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going any which way looks as reasonable as the next. 15 reddish patches show on one of the trees here. Your companion is present as ever. Quisborne talks more about the unforgettable scene of Doctor Pilpheryi being thrown into the sea by the people of Inyelgon Prang. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> e <> Surrounded by rainforest, marked 8 <> Rainforest is all around you. Proceeding one way looks just as good as another. 8 reddish patches show on one of the trees here. The Dwindeldornian heir is following you wherever you go. <>> w <> Surrounded by rainforest, marked 15 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one way is probably as reasonable as any other. 15 reddish patches show on one of the trees here. Nearby, Quiz is ambling around. From an indistinct direction you hear what sounds like a small creature scurrying through the forest. <>> e <> Surrounded by rainforest, marked 8 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding any which way seems as plausible as the next. 8 reddish patches show on one of the trees here. The youth is present and accounted for. <>> s <> Surrounded by rainforest, marked 14 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way seems about as good as another. 14 reddish patches show on one of the trees here. Your "squire" is in tow. <>> w <> Surrounded by rainforest, marked 15 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one direction looks about as plausible as the next. 15 reddish patches show on one of the trees here. The incumbent to the throne is sticking nearby. <>> w Struggling west only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 15 <> Rainforest is all around you. Proceeding one direction looks just as good as any other. 15 reddish patches show on one of the trees here. The young sprig of royalty is sticking nearby. The king's son holds the ice block against his forehead for a couple of moments. <>> n <> Surrounded by rainforest <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one way seems as good as any other. Prince Quisborne is here with you as always. The future king of Dwindeldorn marks this place with sixteen patches of torn bark. <>> s <> Surrounded by rainforest, marked 15 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going any which way is probably about as reasonable as any other. 15 reddish patches show on one of the trees here. Your squire comes along. <>> n <> Surrounded by rainforest, marked 16 <> Rainforest is all around you. Proceeding one way looks just as reasonable as the next. 16 reddish patches show on one of the trees here. The prince is following you as ever. <>> n <> Surrounded by rainforest, marked 7 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going any which way looks as plausible as any other. 7 reddish patches show on one of the trees here. The king's son tags along. Your sidekick talks with enthusiasm about something he saw in the Wizard's workshop. <>> s <> Surrounded by rainforest, marked 16 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction looks as plausible as the next. 16 reddish patches show on one of the trees here. Quiz is hanging around. The heir to the throne of Dwindeldorn does a set of squats with the gear sack on his shoulders. <>> n <> Surrounded by rainforest, marked 7 <> Rainforest is all around you. Going one direction looks as plausible as any other. 7 reddish patches show on one of the trees here. Your "squire" is in tow. From an indistinct direction you hear what sounds like a moderately large animal tromping through the forest. <>> n The undergrowth reaches new levels of impassability in that direction. <>> e <> Surrounded by rainforest, marked 5 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way seems about as plausible as another. 5 reddish patches show on one of the trees here. The lad is here. <>> e <> Surrounded by rainforest, marked 6 <> Rainforest is all around you. Traveling any which way looks as reasonable as another. 6 reddish patches show on one of the trees here. Your squire is hanging around. The incumbent to the throne inspects some exotic foliage. <>> s <> Surrounded by rainforest, marked 8 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one direction looks about as reasonable as any other. 8 reddish patches show on one of the trees here. Your companion, Dwindeldorn's future king, is here with you. <>> n <> Surrounded by rainforest, marked 6 <> Rainforest is all around you. Traveling one direction seems about as good as the next. 6 reddish patches show on one of the trees here. PQ is sticking nearby. <>> e <> Surrounded by rainforest, marked 3 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one way seems just as reasonable as another. 3 reddish patches show on one of the trees here. The Dwindeldornian prince is following you wherever you go. <>> e <> Surrounded by rainforest, marked 2 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one direction is probably about as good as another. 2 reddish patches show on one of the trees here. The king-to-be is present as ever. <>> w <> Surrounded by rainforest, marked 3 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling any which way seems about as good as another. 3 reddish patches show on one of the trees here. The Prince of Dwindeldorn comes along. <>> s <> Surrounded by rainforest, marked 9 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one way is probably as reasonable as another. 9 reddish patches show on one of the trees here. Nearby, Prince Q is ambling around. The royal youth slings the sack over his opposite shoulder. A little bit of rain fights its way through the forest foliage and mists you. <>> n <> Surrounded by rainforest, marked 3 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one way seems about as reasonable as another. 3 reddish patches show on one of the trees here. The future king of Dwindeldorn is here with you as always. <>> n <> Surrounded by rainforest, marked 4 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one direction is probably about as good as the next. 4 reddish patches show on one of the trees here. The boy tags along. Prince Quiz bends some foliage out of his way. <>> * && West here to 5 is one-way. 5 is a turning point back east to 6 Comment recorded. <>> w <> Surrounded by rainforest, marked 5 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one direction looks as good as any other. 5 reddish patches show on one of the trees here. Near by your side sticks the prince. <>> e <> Surrounded by rainforest, marked 6 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one way looks about as reasonable as the next. 6 reddish patches show on one of the trees here. Your companion is present and accounted for. <>> e <> Surrounded by rainforest, marked 3 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding any which way is probably as plausible as the next. 3 reddish patches show on one of the trees here. Your ostensible squire is following you as ever. <>> w <> Surrounded by rainforest, marked 6 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one way is probably just as plausible as any other. 6 reddish patches show on one of the trees here. Your "squire" is in tow. <>> w <> Surrounded by rainforest, marked 5 <> Rainforest is all around you. Proceeding any which way looks as reasonable as another. 5 reddish patches show on one of the trees here. The young figurehead is following you as ever. <>> n It would require a good reason and a few men with swords and stamina to go any further in that direction. Prince Quiz tries to keep up heart that you haven't found anything in the rainforest yet. <>> w <> Surrounded by rainforest, marked 7 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding any which way seems about as good as any other. 7 reddish patches show on one of the trees here. The royal youth is here. <>> n It would be difficult to go that direction without getting tangled, torn up, and turned around. If one is going to explore a rainforest, one might as well start out covering the ground that actually permits of walking upright. Your young pal does a little tree climbing. <>> w Pushing west, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 7 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one way looks as good as any other. 7 reddish patches show on one of the trees here. Near by your side sticks the royal youth. <>> s <> Surrounded by rainforest, marked 16 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one way seems as reasonable as any other. 16 reddish patches show on one of the trees here. Your young pal is present and accounted for. <>> w Pushing west, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 16 <> Rainforest is all around you. Proceeding one way seems just as plausible as another. 16 reddish patches show on one of the trees here. The youth is sticking nearby. Prince Q inspects some strange foliage. <>> s <> Surrounded by rainforest, marked 15 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going any which way is probably as plausible as the next. 15 reddish patches show on one of the trees here. Your ostensible squire is hanging around. <>> n <> Surrounded by rainforest, marked 16 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going any which way seems just as good as another. 16 reddish patches show on one of the trees here. Prince Quisborne comes along. <>> e <> Surrounded by rainforest, marked 6 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding any which way seems just as reasonable as any other. 6 reddish patches show on one of the trees here. Your companion, Prince Q, is here with you. It's raining outside, but you are mostly shielded by leaves. <>> w <> Surrounded by rainforest, marked 5 <> Rainforest is all around you. Proceeding one way is probably about as plausible as the next. 5 reddish patches show on one of the trees here. Nearby, the future monarch of Dwindeldorn is ambling around. It sounds like Prince Q is at work trying to make rhymes. <>> * && Fortunately I found the peeling bark trick, otherwise this untouched rainforest would be littered with iron bars and fishing poles and footballs and toilet paper to differentiate between locations. Now *that*would have been tedious. This is fun! Comment recorded. <>> w <> Surrounded by rainforest, marked 7 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one way is probably as reasonable as the next. 7 reddish patches show on one of the trees here. The Dwindeldornian heir tags along. <>> * && Making sure I've checked all exits... Comment recorded. <>> ne <> Surrounded by rainforest, marked 5 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one way seems just as good as the next. 5 reddish patches show on one of the trees here. Your protegé is sticking nearby. <>> w <> Surrounded by rainforest, marked 7 <> Rainforest is all around you. Proceeding one way seems as reasonable as any other. 7 reddish patches show on one of the trees here. The royal youth is following you wherever you go. <>> n The undergrowth reaches new levels of impassability in that direction. <>> nw It would be difficult to go that direction without getting tangled, torn up, and turned around. If one is going to explore a rainforest, one might as well start out covering the ground that actually permits of walking upright. Frog noises reach unprecedented levels here in the rainforest. <>> w Struggling west only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 7 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going any which way seems about as plausible as the next. 7 reddish patches show on one of the trees here. Your protegé is sticking about in your general vicinity. Quiz is getting wearied by so much rainforest exploration. <>> sw <> Surrounded by rainforest, marked 16 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling any which way seems as good as any other. 16 reddish patches show on one of the trees here. Quiz is here with you as always. <>> w Struggling west only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 16 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling any which way seems just as good as the next. 16 reddish patches show on one of the trees here. The king's son tags along. <>> sw <> Surrounded by rainforest, marked 15 <> Rainforest is all around you. Proceeding one direction is probably as reasonable as another. 15 reddish patches show on one of the trees here. Near by your side is the lad. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> nw <> Surrounded by rainforest, marked 16 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way seems just as reasonable as the next. 16 reddish patches show on one of the trees here. The princeling is present as ever. <>> nw <> Surrounded by rainforest, marked 7 <> Rainforest is all around you. Traveling one way seems just as reasonable as another. 7 reddish patches show on one of the trees here. PQ is following you as always. <>> s <> Surrounded by rainforest, marked 16 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction looks about as reasonable as any other. 16 reddish patches show on one of the trees here. Your sidekick is present as ever, with sack slung over his shoulder. The king's son bends some foliage out of his way. <>> s <> Surrounded by rainforest, marked 15 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way is probably as good as another. 15 reddish patches show on one of the trees here. Prince Q tags along. <>> s <> Surrounded by rainforest, marked 14 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way is probably as reasonable as another. 14 reddish patches show on one of the trees here. The lad is present and accounted for. <>> n <> Surrounded by rainforest, marked 8 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one direction seems as good as the next. 8 reddish patches show on one of the trees here. Your sidekick comes along. <>> s <> Surrounded by rainforest, marked 14 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way seems just as reasonable as any other. 14 reddish patches show on one of the trees here. Your companion, the prince, is here with you. From an indistinct direction you hear what sounds like a disconcertingly large beast moving through the forest. <>> w <> Surrounded by rainforest, marked 15 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling any which way seems just as plausible as another. 15 reddish patches show on one of the trees here. Prince Quisborne is here with you as always. <>> s <> Surrounded by rainforest, marked 14 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one way is probably about as good as the next. 14 reddish patches show on one of the trees here. Nearby, the young figurehead is ambling around. The king's son is picking bark off of a tree. <>> * && Ah! Bit of a loop-de-loop there! Comment recorded. <>> w <> Surrounded by rainforest, marked 15 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one way looks about as reasonable as any other. 15 reddish patches show on one of the trees here. Your companion is sticking nearby. Quiz continues to improve his pushup abilities. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> sw Pushing southwest, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 15 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way looks just as reasonable as the next. 15 reddish patches show on one of the trees here. The princeling is present and accounted for. <>> s <> Surrounded by rainforest, marked 14 <> Rainforest is all around you. Traveling any which way looks just as good as the next. 14 reddish patches show on one of the trees here. Your "squire" is in tow. Your protegé is trying to make shadow animals. <>> s Struggling south only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 14 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one direction looks just as good as the next. 14 reddish patches show on one of the trees here. The future monarch of Dwindeldorn is with you like your shadow. A little bit of rain fights its way through the forest foliage and mists you. <>> sw Pushing southwest, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 14 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way seems just as reasonable as another. 14 reddish patches show on one of the trees here. Nearby, the prince is ambling around. <>> se Pushing southeast, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 14 <> Rainforest is all around you. Traveling one direction seems about as plausible as another. 14 reddish patches show on one of the trees here. The boy is here. <>> e <> Surrounded by rainforest, marked 13 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding any which way seems about as reasonable as another. 13 reddish patches show on one of the trees here. Near by your side is the youth. The Dwindeldornian heir pops the rainforest trees with a shot from the dartgun, retrieving the dart afterward. Squawking birds fill the forest with sound. <>> sw Struggling southwest only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 13 <> Rainforest is all around you. Going any which way is probably as good as any other. 13 reddish patches show on one of the trees here. The Prince of Dwindeldorn is present as ever. <>> s Struggling south only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 13 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling any which way looks about as reasonable as any other. 13 reddish patches show on one of the trees here. The ever-present prince is here. The prince tries to get a squirrel's attention by making noises at it. <>> se Pushing southeast, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 13 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one way looks about as good as any other. 13 reddish patches show on one of the trees here. Your companion, Quiz, is here with you. <>> w <> Surrounded by rainforest, marked 14 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one direction looks as plausible as another. 14 reddish patches show on one of the trees here. The princeling is hanging around. Prince Quisborne is whittling a twig with the sharpened butter knife. It's raining outside, but you are mostly shielded by leaves. <>> ne <> Surrounded by rainforest, marked 9 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding any which way is probably about as good as the next. 9 reddish patches show on one of the trees here. The Prince of Dwindeldorn is following you wherever you go. <>> sw <> Surrounded by rainforest, marked 14 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction seems just as reasonable as any other. 14 reddish patches show on one of the trees here. Your young pal is here, bearing the sack. <>> * && Oooh! the diagonals are coming to play too! Comment recorded. <>> nw <> Surrounded by rainforest, marked 15 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one way is probably as plausible as any other. 15 reddish patches show on one of the trees here. The boy is hanging around. Your companion points out the likeness of a snail in the clouds. A little bit of rain fights its way through the forest foliage and mists you. <>> se <> Surrounded by rainforest, marked 14 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one direction is probably about as plausible as another. 14 reddish patches show on one of the trees here. Quiz comes along. <>> ne <> Surrounded by rainforest, marked 9 <> Rainforest is all around you. Traveling one direction is probably just as good as any other. 9 reddish patches show on one of the trees here. The Prince of Dwindeldorn is present as ever. <>> se <> Surrounded by rainforest <> You've moved from one spot to another one somewhere else in this vast sea of green, hoping that you're making progress of some kind. Going one direction looks as good as another. The prince is sticking nearby. You find one of the spindly trees with the loose bark nearby, and have PQ rip off seventeen patches of bark, in order to distinguish this spot from the last place that you peeled bark off. Frog noises reach unprecedented levels here in the rainforest. <>> nw <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding any which way seems just as reasonable as any other. Near by your side sticks the future monarch of Dwindeldorn, sack in hand. Your young pal rips off eighteen patches of bark here. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. Your squire tries to randomly hook something with the fishing pole. <>> e <> Surrounded by rainforest <> You've moved from one spot to another one somewhere else in this vast sea of green, hoping that you're making progress of some kind. Traveling one way seems as good as another. The Dwindeldornian prince is here with you as always. The incumbent to the throne marks this place with nineteen patches of torn bark. It's raining outside, but you are mostly shielded by leaves. <>> e <> Surrounded by rainforest, marked 12 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one way seems just as reasonable as the next. 12 reddish patches show on one of the trees here. The prince is here. <>> w <> Surrounded by rainforest, marked 13 <> Rainforest is all around you. Proceeding one way seems just as reasonable as the next. 13 reddish patches show on one of the trees here. Prince Q is present and accounted for. <>> n <> Surrounded by rainforest, marked 9 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding any which way seems just as plausible as another. 9 reddish patches show on one of the trees here. Quiz is following you as always. Prince Q adjusts the sack. From an indistinct direction you hear what sounds like a small creature scurrying through the forest. <>> se <> Surrounded by rainforest, marked 17 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going any which way looks just as reasonable as any other. 17 reddish patches show on one of the trees here. Your "squire" is in tow. Your squire does a few pull-ups on a nearby tree. He manages thirty-one repetitions. <>> n <> Surrounded by rainforest, marked 11 <> Rainforest is all around you. Proceeding any which way looks just as reasonable as another. 11 reddish patches show on one of the trees here. Your companion, the young figurehead, is here with you, bearing the sack. <>> se <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. Nearby, the Dwindeldornian heir is ambling around. Prince Quiz is building a tower out of inventory items. <>> undo Taking back one turn: “se”. <> Surrounded by rainforest, marked 11 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one direction is probably just as good as any other. 11 reddish patches show on one of the trees here. The king-to-be is hanging around. <>> w <> Surrounded by rainforest, marked 10 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one way is probably about as good as the next. 10 reddish patches show on one of the trees here. Quisborne is following you wherever you go. Prince Quiz tries to catch a fly. From an indistinct direction you hear what sounds like a disconcertingly large beast moving through the forest. <>> w <> Surrounded by rainforest, marked 9 <> Rainforest is all around you. Proceeding any which way looks as plausible as another. 9 reddish patches show on one of the trees here. Nearby, your squire is ambling around. It's raining outside, but you are mostly shielded by leaves. <>> se <> Surrounded by rainforest, marked 17 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going any which way looks as good as any other. 17 reddish patches show on one of the trees here. Prince Q tags along. <>> e <> Surrounded by rainforest <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one direction looks about as plausible as any other. The king-to-be is sticking nearby. You find one of the spindly trees with the loose bark nearby, and have PQ rip off twenty patches of bark, in order to distinguish this spot from the last place that you peeled bark off. <>> w <> Surrounded by rainforest, marked 17 <> Rainforest is all around you. Going any which way seems just as good as the next. 17 reddish patches show on one of the trees here. Near by your side sticks Prince Quiz. <>> s Struggling south only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 17 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way seems about as reasonable as the next. 17 reddish patches show on one of the trees here. Your squire is here with you as always. The future king of Dwindeldorn wraps himself in a giant leaf. <>> w <> Surrounded by rainforest, marked 13 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one direction is probably as reasonable as any other. 13 reddish patches show on one of the trees here. The king's son is following you as always. A little bit of rain fights its way through the forest foliage and mists you. <>> e <> Surrounded by rainforest, marked 17 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going any which way is probably just as reasonable as another. 17 reddish patches show on one of the trees here. Your companion, the young sprig of royalty, is here with you. <>> w <> Surrounded by rainforest, marked 13 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one direction looks as plausible as any other. 13 reddish patches show on one of the trees here. Your "squire" is in tow. Squawking birds fill the forest with sound. <>> e <> Surrounded by rainforest, marked 17 <> Rainforest is all around you. Going one direction looks about as reasonable as the next. 17 reddish patches show on one of the trees here. The youth is present and accounted for. <>> e <> Surrounded by rainforest, marked 20 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding any which way seems as reasonable as any other. 20 reddish patches show on one of the trees here. The Prince of Dwindeldorn is following you wherever you go. <>> e <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. Quisborne is here. PQ stretches himself out on the grass, and presently rises again. <>> undo Taking back one turn: “e”. <> Surrounded by rainforest, marked 20 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one way seems just as reasonable as any other. 20 reddish patches show on one of the trees here. The ever-present prince is here. <>> n <> Surrounded by rainforest, marked 12 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one direction looks about as good as any other. 12 reddish patches show on one of the trees here. Prince Q is here with you as always. <>> s <> Surrounded by rainforest, marked 20 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one direction seems as good as another. 20 reddish patches show on one of the trees here. Your companion is hanging around. <>> n <> Surrounded by rainforest, marked 12 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one way looks just as reasonable as any other. 12 reddish patches show on one of the trees here. Nearby, Prince Quiz is ambling around. <>> n <> Surrounded by rainforest, marked 11 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one way looks about as good as the next. 11 reddish patches show on one of the trees here. PQ is here. <>> se <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. The king's son is present as ever, sack in tow. Your young pal is building a tower out of inventory items. <>> w <> Surrounded by rainforest, marked 11 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one way seems about as plausible as any other. 11 reddish patches show on one of the trees here. The Prince of Dwindeldorn tags along. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> s <> Surrounded by rainforest, marked 12 <> Rainforest is all around you. Traveling any which way is probably as plausible as any other. 12 reddish patches show on one of the trees here. The Dwindeldornian heir comes along. <>> s <> Surrounded by rainforest, marked 20 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one way is probably just as plausible as another. 20 reddish patches show on one of the trees here. Nearby, your sidekick is ambling around, with sack slung over his shoulder. <>> w <> Surrounded by rainforest, marked 17 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one direction seems just as plausible as the next. 17 reddish patches show on one of the trees here. Your "squire" is in tow. Frog noises reach unprecedented levels here in the rainforest. <>> se <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The Prince of Dwindeldorn comes along. <>> undo Taking back one turn: “se”. <> Surrounded by rainforest, marked 17 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one way is probably about as reasonable as the next. 17 reddish patches show on one of the trees here. Quisborne is with you like a second shadow. <>> sw Pushing southwest, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 17 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding any which way looks as plausible as another. 17 reddish patches show on one of the trees here. Your ostensible squire is sticking about in your general vicinity. <>> nw <> Surrounded by rainforest, marked 18 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding any which way seems just as good as the next. 18 reddish patches show on one of the trees here. The young sprig of royalty is here with you as always. The incumbent to the throne inspects a curious burl on a tree. <>> se <> Surrounded by rainforest, marked 17 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one direction looks as plausible as another. 17 reddish patches show on one of the trees here. The Prince of Dwindeldorn comes along. <>> nw <> Surrounded by rainforest, marked 18 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one direction looks just as plausible as another. 18 reddish patches show on one of the trees here. Your young pal is following you wherever you go. The princeling tosses the ball in the air and catches it again. <>> n <> Surrounded by rainforest <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one way looks as reasonable as the next. The lad is hanging around. Your ostensible squire rips off twenty-one patches of bark here. <>> n <> Surrounded by rainforest, marked 3 <> Rainforest is all around you. Going any which way is probably just as reasonable as the next. 3 reddish patches show on one of the trees here. Your ostensible squire is present and accounted for. <>> s <> Surrounded by rainforest, marked 9 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one direction seems just as reasonable as another. 9 reddish patches show on one of the trees here. The royal youth tags along. <>> undo Taking back one turn: “s”. <> Surrounded by rainforest, marked 3 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one direction looks just as reasonable as another. 3 reddish patches show on one of the trees here. Quisborne is sticking nearby. <>> undo Taking back one turn: “n”. <> Surrounded by rainforest, marked 21 <> Rainforest is all around you. Going one direction seems as good as the next. 21 reddish patches show on one of the trees here. Your companion, the Dwindeldornian prince, is here with you. <>> s <> Surrounded by rainforest, marked 18 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way seems just as plausible as another. 18 reddish patches show on one of the trees here. The future monarch of Dwindeldorn is here. <>> se <> Surrounded by rainforest, marked 17 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling any which way seems as good as any other. 17 reddish patches show on one of the trees here. The boy is following you as ever. <>> nw <> Surrounded by rainforest, marked 18 <> Rainforest is all around you. Traveling one way seems just as good as the next. 18 reddish patches show on one of the trees here. The royal youth is present as ever. <>> s <> Surrounded by rainforest, marked 13 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way seems about as plausible as any other. 13 reddish patches show on one of the trees here. Near by your side is your young pal. The young figurehead takes a short break from carrying the sack. <>> undo Taking back one turn: “s”. <> Surrounded by rainforest, marked 18 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one way seems just as good as the next. 18 reddish patches show on one of the trees here. Dwindeldorn's future king is sticking nearby. <>> sw <> Surrounded by rainforest, marked 14 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one way seems about as reasonable as any other. 14 reddish patches show on one of the trees here. Quisborne is sticking nearby. The youth plays around with his hair. From an indistinct direction you hear what sounds like a moderately large animal tromping through the forest. <>> undo Taking back one turn: “sw”. <> Surrounded by rainforest, marked 18 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one way is probably about as reasonable as the next. 18 reddish patches show on one of the trees here. Prince Quisborne is present and accounted for. <>> w <> Surrounded by rainforest, marked 8 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding any which way seems just as plausible as any other. 8 reddish patches show on one of the trees here. Quisborne is sticking nearby. The prince fans himself. <>> undo Taking back one turn: “w”. <> Surrounded by rainforest, marked 18 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going any which way is probably as reasonable as the next. 18 reddish patches show on one of the trees here. Near by your side is your young pal. <>> nw <> Surrounded by rainforest, marked 16 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling any which way is probably as reasonable as another. 16 reddish patches show on one of the trees here. The incumbent to the throne is present and accounted for. Prince Quisborne doodles on a tree with the knife. <>> n <> Surrounded by rainforest, marked 7 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one way seems about as plausible as another. 7 reddish patches show on one of the trees here. Near by your side is the king-to-be. From an indistinct direction you hear what sounds like a moderately large animal tromping through the forest. <>> undo Taking back one turn: “n”. <> Surrounded by rainforest, marked 16 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling any which way seems as reasonable as the next. 16 reddish patches show on one of the trees here. Nearby, your protegé is ambling around, sack in tow. <>> undo Taking back one turn: “nw”. <> Surrounded by rainforest, marked 18 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction seems just as plausible as another. 18 reddish patches show on one of the trees here. The future king of Dwindeldorn tags along. <>> n <> Surrounded by rainforest, marked 21 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one way looks as good as any other. 21 reddish patches show on one of the trees here. Near by your side is your young pal. Prince Quisborne sings a folk song. <>> s <> Surrounded by rainforest, marked 18 <> Rainforest is all around you. Going any which way is probably as reasonable as any other. 18 reddish patches show on one of the trees here. Your companion, the boy, is here with you, carrying the sack. <>> ne <> Surrounded by rainforest, marked 10 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling any which way is probably about as reasonable as another. 10 reddish patches show on one of the trees here. The lad is sticking nearby. Your young pal takes a short break from carrying the sack. <>> sw <> Surrounded by rainforest, marked 13 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one way is probably just as reasonable as another. 13 reddish patches show on one of the trees here. The young sprig of royalty is present and accounted for. <>> undo Taking back one turn: “sw”. <> Surrounded by rainforest, marked 10 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one direction is probably about as reasonable as the next. 10 reddish patches show on one of the trees here. The Dwindeldornian prince is here. <>> undo Taking back one turn: “ne”. <> Surrounded by rainforest, marked 18 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one direction is probably just as reasonable as the next. 18 reddish patches show on one of the trees here. Nearby, your young pal is ambling around. <>> e <> Surrounded by rainforest, marked 19 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling any which way looks as plausible as any other. 19 reddish patches show on one of the trees here. The prince is present and accounted for. From an indistinct direction you hear what sounds like a moderately large animal tromping through the forest. <>> n <> Surrounded by rainforest, marked 10 <> Rainforest is all around you. Going one way looks about as good as the next. 10 reddish patches show on one of the trees here. The princeling tags along. <>> undo Taking back one turn: “n”. <> Surrounded by rainforest, marked 19 <> Rainforest is all around you. Going one direction seems just as good as any other. 19 reddish patches show on one of the trees here. The boy is hanging around. <>> s <> Surrounded by rainforest, marked 17 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one direction looks just as good as any other. 17 reddish patches show on one of the trees here. The Dwindeldornian heir tags along. <>> undo Taking back one turn: “s”. <> Surrounded by rainforest, marked 19 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one way is probably just as reasonable as the next. 19 reddish patches show on one of the trees here. Your squire is here. <>> e <> Surrounded by rainforest, marked 12 <> Rainforest is all around you. Going one direction is probably about as good as any other. 12 reddish patches show on one of the trees here. Dwindeldorn's future king is sticking nearby. <>> undo Taking back one turn: “e”. <> Surrounded by rainforest, marked 19 <> Rainforest is all around you. Going one direction seems just as plausible as the next. 19 reddish patches show on one of the trees here. Quiz is present as ever. <>> w <> Surrounded by rainforest, marked 18 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling any which way is probably about as reasonable as any other. 18 reddish patches show on one of the trees here. PQ is sticking nearby. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> e <> Surrounded by rainforest, marked 19 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one direction seems as good as another. 19 reddish patches show on one of the trees here. The Dwindeldornian heir tags along. <>> se <> Surrounded by rainforest, marked 20 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one way looks as good as any other. 20 reddish patches show on one of the trees here. Your "squire" is in tow. It's raining outside, but you are mostly shielded by leaves. <>> nw <> Surrounded by rainforest, marked 19 <> Rainforest is all around you. Going one direction is probably about as good as another. 19 reddish patches show on one of the trees here. PQ is here with you as always. Prince Quisborne plays around with his hair. <>> ne <> Surrounded by rainforest, marked 11 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one way seems about as plausible as any other. 11 reddish patches show on one of the trees here. Your protegé is following you as always. <>> n <> Surrounded by rainforest, marked 1 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling any which way seems about as good as another. 1 reddish patch shows on one of the trees here. The future king of Dwindeldorn is present as ever. A little bit of rain fights its way through the forest foliage and mists you. <>> e <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. Your ostensible squire comes along. The young figurehead talks about his feelings for the princess. <>> * && Phew. My head is spinning. Suddenly that diagonal 17 popped up with a bunch of its one-directional neighbours and I lost track for a minute. Comment recorded. <>> nw <> Surrounded by rainforest, marked 1 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one direction seems about as plausible as the next. 1 reddish patch shows on one of the trees here. The Prince of Dwindeldorn is hanging around. Squawking birds fill the forest with sound. <>> und We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> undo Taking back one turn: “nw”. <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. Your ostensible squire is here with you as always. <>> sw <> Surrounded by rainforest, marked 12 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going any which way is probably just as plausible as any other. 12 reddish patches show on one of the trees here. Near by your side sticks the youth. From an indistinct direction you hear what sounds like a small creature scurrying through the forest. <>> undo Taking back one turn: “sw”. <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. The young figurehead tags along. <>> s <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The incumbent to the throne is following you wherever you go. <>> save Saved. <>> n Leaving your airy and elevated position, you strike down towards the Telkmaharn Rainforest.. <> Surrounded by rainforest, marked 20 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one direction seems just as reasonable as another. 20 reddish patches show on one of the trees here. Nearby, the king's son is ambling around. <>> s <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The young sprig of royalty tags along. Your squire makes a blade of grass screech between his thumbs. <>> nw Leaving your airy and elevated position, you strike down towards the Telkmaharn Rainforest.. <> Surrounded by rainforest, marked 20 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding any which way looks about as good as another. 20 reddish patches show on one of the trees here. Your companion, Prince Quiz, is here with you, sack in hand. <>> s <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The heir to the throne of Dwindeldorn is here. Vapors seem to rise in the west, where the great bogs stretch for miles. <>> nw Leaving your airy and elevated position, you strike down towards the Telkmaharn Rainforest.. <> Surrounded by rainforest, marked 20 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling any which way looks as reasonable as the next. 20 reddish patches show on one of the trees here. Your sidekick is present and accounted for. <>> s <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The young figurehead is sticking nearby. <>> w Descending from the wolds, you broach the outermost reaches of the murky bogs of Nenduul... (You passed the night en route...) <> Deep in the fenland <> You have penetrated into the Great Bogs of Nenduul, where the land is one great sea of differing kinds of unstable ground: quicksands, bottomless sludge, miry muck and marshes thicker than porridge. Swamp mangroves and banyans grow plentifully, throwing out wide-spreading branches, and making occasional islands with the abundance of their tangled and high-rising roots. A landbridge of matted mangrove roots, barely elevated above the boggy waters, seems to be the only possible way westward. East is the way through the fens back toward Dwindeldorn. So much time, and still... same gargontosaurus, same landbridge. The boy stoutly accompanies you into the gargontosaurus' vicinity. <>> * && All right. Get a baggy to make a stink-bomb, scare the lizard with the stench, continue west over the bridge. Can I use the waxy bark as an airtight seal for the rotten fish? Comment recorded. <>> script off