Start of a transcript of Finding Light An Interactive Fiction by Abigail Jazwiec Release 1 / Serial number 211008 / Inform 7 build 6M62 (I6/v6.34 lib 6/12N) Identification number: //6E2C90A5-B657-4301-8A80-86823450D240// Interpreter version 1.3.5 / VM 3.1.2 / Library serial number 080126 Standard Rules version 3/120430 by Graham Nelson >about That's not a verb I recognize. >credits That's not a verb I recognize. >help You seem to be missing a very important item... Perhaps you should go back to the forest you woke up in to see if you left it there. >* oops, was just looking for general info, not a hint yet! Comment noted. >l Forest A thick army of strange vermillion trees surround you, swaying rhythmically in the breeze as shards of sunlight stream through gaps in the overhanging leafy canopy like shooting stars. The congested coverage of trees and foliage make it difficult to tell which way you should go, however... Your head is bleeding a little. On the ground are a satchel (closed) and your astral gem. >x me Your human form is toned and slender with pale eyes and dark hair, just like a shadow. You were named "Ezra" after one of the brightest stars in Aurel's sky some twenty years ago. On your wrist is a bracelet with a diamond-shaped indent that you were given the day you came into the world. Your head is bleeding. > I beg your pardon? >i You are carrying nothing. >x bracelet This is where your astral gem fits into. >x gem This is your astral gem. It was created from your inner light the day you were given to Aurel: it is diamond-shaped and reddish-purple in color, filled with the glitter of the cosmos. When worn, the astral gem allows you to CHANGE into a black fox with enhanced smell and the ability to talk to animals. (Unfortunately, you are a bit colorblind as a fox.) Ugh, you feel a little dizzy. >take gem Taken. >put gem in bracelet You can't see any such thing. >i You are carrying: your astral gem >x bracelet This is where your astral gem fits into. >put gem in bracelet You can't see any such thing. >* huh? Comment noted. >wear gem Your body glows brightly as you shapeshift in to the form of a small black fox. >* oh OK Comment noted. >x me Your body is covered in sleek black fur. Two triangular ears stand upright atop your head whilst a white-tipped, bushy tail sways alertly behind you. >i You are carrying: your astral gem (being worn) >l Forest The massive trees tower over you like gnarled giants, but their colors are muted and grey now. Your nose is able to pick up on two scent trails that stretch before you: a purple trail leads north and a yellow trail leads south. Your head is bleeding a little. On the ground is a satchel (closed). >x satchel This is Aurel's bag. It is closed Your vision is beginning to blur, and you feel tired. You should find some bandages. >open satchel You open the satchel, revealing a journal and some bandages. >take bandages Taken. >x them White bandages that can be applied to an injury. You sway heavily on your feet as your vision goes dark, and the world tilts on an obscure axis. *** You fell unconscious, and now Aurel is doomed! You really should have treated your head wound earlier. *** Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > undo Forest [Previous turn undone.] >bandage myself I didn't understand that sentence. >bandage wound Just type WEAR BANDAGES or PUT ON BANDAGES. >wear bandages You're going to need opposable thumbs for this. You sway heavily on your feet as your vision goes dark, and the world tilts on an obscure axis. *** You fell unconscious, and now Aurel is doomed! You really should have treated your head wound earlier. *** Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > undo Forest [Previous turn undone.] >undo Forest [Previous turn undone.] >undo Forest [Previous turn undone.] >undo Forest [Previous turn undone.] >remove gem Your body glows brightly as you change back in to your human form. >open satchel That's already open. You sway heavily on your feet as your vision goes dark, and the world tilts on an obscure axis. *** You fell unconscious, and now Aurel is doomed! You really should have treated your head wound earlier. *** Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > restart Your first memories of life are hazy, just as they are for most beings of your kind: a blur of whispers and shadows. You were a wisp, a breath, a small inkling of light drawn out of the sacred darkness some twenty years ago, barely capable of discerning stars from specks. You only remember shapes when the old priestess held your ethereal form up to her face and blew life into you... And then there was color, Aurel, and nothing else. That is how "familiars" of your world are made: you are pulled from the fabric of the universe and given to a child learning the ways of the chosen tribe to guard and accompany throughout their life. You can remember the green-eyed Aurel as clear as day as the years went by, taking you both far from home and around the world... Please press SPACE to continue. Your first memories of life are hazy, just as they are for most beings of your kind: a blur of whispers and shadows. You were a wisp, a breath, a small inkling of light drawn out of the sacred darkness some twenty years ago, barely capable of discerning stars from specks. You only remember shapes when the old priestess held your ethereal form up to her face and blew life into you... And then there was color, Aurel, and nothing else. That is how "familiars" of your world are made: you are pulled from the fabric of the universe and given to a child learning the ways of the chosen tribe to guard and accompany throughout their life. You can remember the green-eyed Aurel as clear as day as the years went by, taking you both far from home and around the world... But now you remember fire and smoke. You remember the raiders and how they came barrelling through the night into the village, burning people's homes and slaughtering civilians. And Aurel... You remember his face, smudged with ash, and his hand grabbing onto yours and- and then pain and running and nothing. When you wake up, Aurel is missing, and you are alone. You have to find him... Please press SPACE to continue. Finding Light An Interactive Fiction by Abigail Jazwiec Release 1 / Serial number 211008 / Inform 7 build 6M62 (I6/v6.34 lib 6/12N) Forest A thick army of strange vermillion trees surround you, swaying rhythmically in the breeze as shards of sunlight stream through gaps in the overhanging leafy canopy like shooting stars. The congested coverage of trees and foliage make it difficult to tell which way you should go, however... Your head is bleeding a little. On the ground are a satchel (closed) and your astral gem. >open satchel You open the satchel, revealing a journal and some bandages. >wear bandages (first taking the bandages) You carefully wrap the bandages around your head, stopping the bleeding. There, that should hold you over for now. >take gem Taken. >take satchel You pick it up and tug the strap over your shoulder so the bag rests against your other hip. >x journal This is the book Aurel writes in sometimes while you're traveling. You don't completely understand the point of it, namely because you can't read, but it seems to make him happy. >read it You can't read. (Aurel has taught you a little, but you can't make out any of these words.) >* umm are we a slave? Comment noted. >l Forest A thick army of strange vermillion trees surround you, swaying rhythmically in the breeze as shards of sunlight stream through gaps in the overhanging leafy canopy like shooting stars. The congested coverage of trees and foliage make it difficult to tell which way you should go, however... >x trees The leaves on these trees are an eerie, almost glowing, green while the bark is pitch black. Perhaps these woods are nocturnal? >* huh/ Comment noted. >x canopy A thick lattice-work of leaves from the surrounding trees. >wear gem Your body glows brightly as you shapeshift in to the form of a small black fox. >l Forest The massive trees tower over you like gnarled giants, but their colors are muted and grey now. Your nose is able to pick up on two scent trails that stretch before you: a purple trail leads north and a yellow trail leads south. >x yellow A yellow wisp of scent, which probably means food. >x purple A wisp of purple scent. >s Within the Forest The yellow wisp leads into a small clearing with a few rocks and snapped branches scattered about. The sound of running water fills your ears from somewhere off in the distance behind the battalions of trees, but you see no trace of it from your position. The yellow scent surrounds a large berry bush- likely what you were tracking. The area you awoke in is north of here. There are some plump berries surrounded by sharp thorns on the bush. >take berries OUCH! The thorns immediately stab you when you attempt to grab the berries! You'll have to find a way to get rid of them first. >x rocks A few smooth rocks scattered aimlessly as nature intended. >x branches A few sticks that had an unfortunate run-in with something heavy. >take branches They look happy enough where they are. >listen The soft gurgle of a nearby stream whispers through the air. >remove gem Your body glows brightly as you change back in to your human form. >l Within the Forest You find a small clearing with a few rocks and snapped branches littering it. The sound of running water fills your ears from somewhere off in the distance behind the battalions of trees, but you see no trace of it from your position. There is also a large berry bush here. The area you awoke in is north of here. There are some plump berries surrounded by sharp thorns on the bush. >take berries OUCH! The thorns immediately stab you when you attempt to grab the berries! You'll have to find a way to get rid of them first. >i You are carrying: a satchel (being worn, and open) a journal your astral gem some bandages (being worn) >x thorns The barbs are razor sharp and curved at the end. Perfect for poking. >w You can't go that way. >e You can't go that way. >se Overbearing grainy walls flicker from the nearby torches as you move. You can go north, east, south, or west. >* oops! Comment noted. >sw Overbearing grainy walls flicker from the nearby torches as you move. You can go north, east, south, or west. >s You can't go that way. >nw Overbearing grainy walls flicker from the nearby torches as you move. You can go north, east, south, or west. >ne Overbearing grainy walls flicker from the nearby torches as you move. You can go north, east, south, or west. >l Within the Forest You find a small clearing with a few rocks and snapped branches littering it. The sound of running water fills your ears from somewhere off in the distance behind the battalions of trees, but you see no trace of it from your position. There is also a large berry bush here. The area you awoke in is north of here. There are some plump berries surrounded by sharp thorns on the bush. >n Forest A thick army of strange vermillion trees surround you, swaying rhythmically in the breeze as shards of sunlight stream through gaps in the overhanging leafy canopy like shooting stars. It seems that you can go north or south. >n Clearing After walking for awhile, you come to a clearing at the edge of the forest where a large, intimidating structure towers over you. Several flags are perched on its walls, billowing in the wind, and a draw bridge suspended over a moat beckons you towards the entrance. The entrance to the structure is north, and the forest is south. >x structure A broad arsenal of stones stacked atop one another like a wall of smoke looms against the horizon line. >x flags You recognize the tattered red and gold insignia of the raiders on the fluttering cloth. >x bridge A wooden bridge that can be dropped or raised over the moat most likely. >x moat A trench of dark water. It doesn't look very deep, but you'd rather avoid swimming in it if possible. >n Fort Entrance The fort looms over you like a dark shadow, effortlessly blotting out the sun with its mass... To the west of the entrance, you can see a small shack sitting quietly against the forest's backdrop. To the east, you see nothing but empty space, although you can hear the sound of horses whinnying every so often. The clearing is south. A black gate bars the main entrance to the fort. >x gate A large iron gate with a padlock on it. >x padlock A sturdy lock with a keyhole shape cut into it. >e Post At first glance, the area doesn't seem to have much of any purpose: no supplies, no guards, and no structures. There are, however, a pair of horses whose reins are tied to a stake in the ground before you, apparently left outside instead of being returned to a stable. The fort entrance is west. A brown horse stands to your left, and a white horse stands to your right. Both horses whinny at you. >x stake A wooden stake that the horses are tied to so they don't run off. >take stake You'll leave that for now. >lift stake That's not a verb I recognize. >untie horses That's not a verb I recognize. >x brown (the brown horse) A large brown steed with a shaggy black mane and dark eyes. A black saddle is perched on his back. (Say TOPICS BROWN HORSE for things to ask about.) >pet brown (the brown horse) You reach over to pet the brown horse who seems to whinny happily at the attention. >topics brown horse You can ASK BROWN HORSE ABOUT AUREL, BROWN HORSE, NAME, WHITE HORSE, FOREST, GATE, and RAIDERS. >ask brown horse about aurel You try to speak to the horse, but you can't understand what he's saying. >wear gem Your body glows brightly as you shapeshift in to the form of a small black fox. >ask brown horse about aurel His ears flick forward, "A what now, son? Afraid I've never heard of that before." >brown horse, name The horse seems bemused by your question, "Wild things like us don't usually have names, you know," he explains. "But the fella that rides me calls me Rian a lot." >ask rian about rian He bobs his head nonchalantly, "I came from a southern herd, but now I belong to the raider in charge of the gate at this camp. It's not a perfect arrangement, but my wife makes it bearable." >ask rian about white "Oh, that's my wife. Beautiful isn't she? I guess that's one good thing about this place," he sighs. >ask rian about forest "Pretty, yeah? A few places in the south looked like that, but I always preferred the fields anyway. My wife thinks they're odd though... Guess her home isn't like how it is here. I think she misses it." >ask rian about gate He grunts while nipping at a retreating fly, "You know what? I'll tell you where the key is if you get me some food. I'm starving." >ask rian about raiders "They went out on some big stampede last night to who knows where. My wife went with them, so she would know more about it, but when she came back the men brought some kid I've never seen before inside." >ask rian about food "I don't really know anything about that." >x white A large white mare with a silky grey mane and dark eyes. A brown saddle is perched on her back. (Say TOPICS WHITE HORSE for things to ask about.) >topics white You can ASK WHITE HORSE ABOUT AUREL, WHITE HORSE, NAME, BROWN HORSE, FOREST, GATE, RAIDERS, and RAID. >ask white about name She cranes her neck down to look at you, "My name?" she asks confusedly before giving a soft snort, "Well, we don't really use names like humans do, but my rider often calls me Era if that's easier for you." >ask white aboutera I didn't understand that sentence. >ask white about era She idly shifts her weight, appearing wistful, "I came from a western herd, but now I live here with my husband. To be honest, I'd love to get back out in the wild, but that just doesn't seem possible right now." >ask white about rian She perks up and whinnies, "Oh, that's my husband. He's quite a fine catch, don't you think?" >ask white about raiders She shakes her head (although you aren't sure if it's in disgust or to shoo away an encroaching fly), "Those men can be downright savage when it comes to it, but there isn't much I can do." >ask white about gate She stops chewing on the blades of grass to look at you, "Hm? My rider is in charge of livestock, so I don't know anything about that. My husband's rider usually handles the gate though, so maybe he would know more." >ask white about livestock "I wouldn't know much about that, dear" >ask white about aurel She tilts her head as if confused, "A what now? I'm afraid I don't know what you're talking about, dear." >ask white about forest She eyes the aforementioned woods with a queer, almost wary, sentiment, "They're quite strange aren't they? I'd never seen anything like them before coming here... The woods in the west don't look like that." >ask white about raid Her ears perk up at the mention, "Oh yes, last night's run was quite a spirited adventure I must say. I don't prefer all the fire and bloodshed, but it's better than standing around here doing nothing all day. They ended up capturing this odd young man in the woods not far from here... I do hope they weren't too rough on him." >ask white about man "I wouldn't know much about that, dear" >l Post At first glance, the area doesn't seem to have much of any purpose: no supplies, no guards, and no structures. There are, however, a pair of horses whose reins are tied to a stake in the ground before you, apparently left outside instead of being returned to a stable. The fort entrance is west. A brown horse stands to your left, and a white horse stands to your right. The brown horse snorts at you and nods his head. >w Fort Entrance The fort looms over you like a dark shadow, effortlessly blotting out the sun with its mass... To the west of the entrance, you can see a small shack sitting quietly against the forest's backdrop. To the east, you see nothing but empty space, although you can hear the sound of horses whinnying every so often. The purple scent trail leads north into the structure through a gate. The clearing is south. A black gate bars the main entrance to the fort. >smel That's not a verb I recognize. >smell The smell of ash and Aurel gathers in a thick cloud here, alerting you of your friend's presence as well as that of the raiders. The combination of the two is sickening. >e Post At first glance, the area doesn't seem to have much of any purpose: no supplies, no guards, and no structures. There are, however, a pair of horses whose reins are tied to a stake in the ground before you, apparently left outside instead of being returned to a stable. The fort entrance is west. A brown horse stands to your left, and a white horse stands to your right. Both horses whinny at you. >smell Smells like horses and straw. >w Fort Entrance The fort looms over you like a dark shadow, effortlessly blotting out the sun with its mass... To the west of the entrance, you can see a small shack sitting quietly against the forest's backdrop. To the east, you see nothing but empty space, although you can hear the sound of horses whinnying every so often. The purple scent trail leads north into the structure through a gate. The clearing is south. A black gate bars the main entrance to the fort. >w Shed You enter a small wooden shed that is packed with different types of weapons and bundles of wood, leading you to believe that the space is used for storage and maintenance. The fort entrance is to the east. You can see a table (on which is a dagger) here. >smell The bitter tang of metal teases your nostrils to the point where you can almost taste it, likely a result of the excess in rusted materials. >remove gem Your body glows brightly as you change back in to your human form. >x weapons Assorted weapons, most of which seem to be in a state of disrepair, unfortunately. >take dagger Taken. >x wood Piles of freshly stacked firewood. >take wood You don't need any. >x dagger A thin, dull dagger in desperate need of sharpening (though it could probably still cut things as it is). >x table The table is wobbly and poorly made, not to mention gutted with various indentations. >e Fort Entrance The fort looms over you like a dark shadow, effortlessly blotting out the sun with its mass... To the west of the entrance, you can see a small shack sitting quietly against the forest's backdrop. To the east, you see nothing but empty space, although you can hear the sound of horses whinnying every so often. The clearing is south. A black gate bars the main entrance to the fort. >s Clearing After walking for awhile, you come to a clearing at the edge of the forest where a large, intimidating structure towers over you. Several flags are perched on its walls, billowing in the wind, and a draw bridge suspended over a moat beckons you towards the entrance. The entrance to the structure is north, and the forest is south. >s Forest A thick army of strange vermillion trees surround you, swaying rhythmically in the breeze as shards of sunlight stream through gaps in the overhanging leafy canopy like shooting stars. It seems that you can go north or south. >s Within the Forest You find a small clearing with a few rocks and snapped branches littering it. The sound of running water fills your ears from somewhere off in the distance behind the battalions of trees, but you see no trace of it from your position. There is also a large berry bush here. The area you awoke in is north of here. There are some plump berries surrounded by sharp thorns on the bush. >cut berries It's the thorns that need cutting, not the berries. >cut throns You can't see any such thing. >oops thorns Despite the dullness of the blade, you easily cut off a section of the thorny brambles blocking your path. You grab a handful of berries! >n Forest A thick army of strange vermillion trees surround you, swaying rhythmically in the breeze as shards of sunlight stream through gaps in the overhanging leafy canopy like shooting stars. It seems that you can go north or south. >score There is no score in this story. >n Clearing After walking for awhile, you come to a clearing at the edge of the forest where a large, intimidating structure towers over you. Several flags are perched on its walls, billowing in the wind, and a draw bridge suspended over a moat beckons you towards the entrance. The entrance to the structure is north, and the forest is south. >e You can't go that way. >n Fort Entrance The fort looms over you like a dark shadow, effortlessly blotting out the sun with its mass... To the west of the entrance, you can see a small shack sitting quietly against the forest's backdrop. To the east, you see nothing but empty space, although you can hear the sound of horses whinnying every so often. The clearing is south. A black gate bars the main entrance to the fort. >e Post At first glance, the area doesn't seem to have much of any purpose: no supplies, no guards, and no structures. There are, however, a pair of horses whose reins are tied to a stake in the ground before you, apparently left outside instead of being returned to a stable. The fort entrance is west. A brown horse stands to your left, and a white horse stands to your right. The brown horse snorts at you and nods his head. >give berries (to the brown horse) You should probably put your gem on or you won't understand him. >wear gem Your body glows brightly as you shapeshift in to the form of a small black fox. >give berries (to the brown horse) "Oh, perfect! I love these," he whinnies appreciatively before gobbling up the berries in a few bites. "Okay, a deal's a deal. The key for the gate is under my saddle. Feel free to take it, son." >x saddle Which do you mean, the black saddle or the brown saddle? >black A plain old black saddle. >x brown (the brown horse) A large brown steed with a shaggy black mane and dark eyes. A black saddle is perched on his back. (Say TOPICS BROWN HORSE for things to ask about.) >x brown saddle A plain old brown saddle. >take key You can't see any such thing. >look under brown saddle You find nothing of interest. >look under black saddle You find the rusty key! >take rusty You already have that. >w Fort Entrance The fort looms over you like a dark shadow, effortlessly blotting out the sun with its mass... To the west of the entrance, you can see a small shack sitting quietly against the forest's backdrop. To the east, you see nothing but empty space, although you can hear the sound of horses whinnying every so often. The purple scent trail leads north into the structure through a gate. The clearing is south. A black gate bars the main entrance to the fort. >unlock padlock What do you want to unlock the padlock with? >key That doesn't seem to be something you can unlock. >* blarg Comment noted. >i You are carrying: a rusty key a dagger a satchel (being worn, and open) a journal your astral gem (being worn) some bandages (being worn) >x rusty A long rust-covered key that should open the main gate. >unlock gate with rusty With some difficulty, you manage to get the key into the lock using your mouth. Now you just have to OPEN the gate. >x me Your body is covered in sleek black fur. Two triangular ears stand upright atop your head whilst a white-tipped, bushy tail sways alertly behind you. >open gate You push open the gate. Raiders' Fort The interior of the fortress is even darker than the outside, both in color and aura, the latter of which feels like you are standing in the wreckage of a burning building. A chamber lit by candlelight stretches in to three corridors with different colored scent trails here. The weak green trail leads north, the purple trail leads east, and the yellow trail leads west. The fort entrance is south. A black gate stands behind you, leading back outside. >save Ok. >smell The rush of new scents hits you like a brick. You can detect the familiar smell of Aurel and food here, but the rest are new. >x green A wisp of green scent. You wonder what it belongs to... something or someone new perhaps? >x purple A wisp of purple scent. >x yellow A yellow wisp of scent, which probably means food. >l Raiders' Fort The interior of the fortress is even darker than the outside, both in color and aura, the latter of which feels like you are standing in the wreckage of a burning building. A chamber lit by candlelight stretches in to three corridors with different colored scent trails here. The weak green trail leads north, the purple trail leads east, and the yellow trail leads west. The fort entrance is south. A black gate stands behind you, leading back outside. >se >ne >nw >* oops Comment noted. >e Narrow Hall A long span of flat stones creates the area you stand in now, stretching forward to form a narrow hallway lined with spoils. Decorating the walls are random tapestries, pictures, and weaponry (each and every one of them likely stolen). To the north, a green scent trail leads down another corridor. The main hallway and purple scent trail come to a dead end, however. The main chamber is west. On the south wall there are three pillars placed shoulder-width apart from each other, each with a different colored stone embedded into the wall above them. You can see a LIGHT GREY stone on the left, a YELLOW stone in the middle, and a DARK GREY stone on the right. >x tapestries Long velvety banners that are as long as two of you. >x weaponry An assortment of crossed blades and gilded axes. >x pictures Several paintings are posed decoratively amidst other hangings. Some look rather expensive with their masterful brush strokes and golden frames while others are more mediocre. >x south wall I only understood you as far as wanting to examine south. >x pillars The black pillars are spindly in the center and flat on top. They tower over your current form. >remove gem Your body glows brightly as you change back in to your human form. >l Narrow Hall A long span of flat stones creates the area you stand in now, stretching forward to form a narrow hallway lined with spoils. Decorating the walls are random tapestries, pictures, and weaponry (each and every one of them likely stolen). To the north, a broad arch widens into another corridor. The main hallway comes to a dead end, however. The main chamber is west. On the south wall there are three short pillars placed shoulder-width apart from each other, each with a different colored stone embedded into the wall above them. You can see a GREY stone on the left, a GREEN stone in the middle, and a RED stone on the right. >x grey (the grey stone) A small grey rock that juts out of the wall. It looks like it can be pressed for some reason. (But you're not sure if you trust anything in this place...) >x green (the green trail) You can't see anything like that with your human eyes. >x green stone A small green rock that juts out of the wall. It looks like it can be pressed for some reason. (But you're not sure if you trust anything in this place...) >press green stone You push the green stone into the wall until it clicks. Suddenly, several holes appear in the floor, and before you can think to move, dozens of spikes shoot up into your body faster than you can scream. The last thing you see is blood as your astral gem shatters and you return to darkness. *** You made a fatal error, and now Aurel is doomed... Perhaps you should have been more careful about pressing things at random. *** Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > undo Narrow Hall [Previous turn undone.] >* blarg Comment noted. >l Narrow Hall A long span of flat stones creates the area you stand in now, stretching forward to form a narrow hallway lined with spoils. Decorating the walls are random tapestries, pictures, and weaponry (each and every one of them likely stolen). To the north, a broad arch widens into another corridor. The main hallway comes to a dead end, however. The main chamber is west. On the south wall there are three short pillars placed shoulder-width apart from each other, each with a different colored stone embedded into the wall above them. You can see a GREY stone on the left, a GREEN stone in the middle, and a RED stone on the right. >wear gem Your body glows brightly as you shapeshift in to the form of a small black fox. >l Narrow Hall A long span of flat stones creates the area you stand in now, stretching forward to form a narrow hallway lined with spoils. Decorating the walls are random tapestries, pictures, and weaponry (each and every one of them likely stolen). To the north, a green scent trail leads down another corridor. The main hallway and purple scent trail come to a dead end, however. The main chamber is west. On the south wall there are three pillars placed shoulder-width apart from each other, each with a different colored stone embedded into the wall above them. You can see a LIGHT GREY stone on the left, a YELLOW stone in the middle, and a DARK GREY stone on the right. >push light grey You jump up and catch yourself on the edge of the pillar, holding on just long enough to swat the grey stone in before falling back to the floor. Not a second after you hit the ground does the floor open up beneath you, dropping you into a small passage. Secret Passage You stand upright due to your size, and the tunnel is plunged into a soft graininess. The passageway appears to lead north. You can see a tiny switch here as well. >ne >x switch A small switch. >push switch When you press the switch, the floor above your head opens back up, allowing you to return to the hallway. Narrow Hall A long span of flat stones creates the area you stand in now, stretching forward to form a narrow hallway lined with spoils. Decorating the walls are random tapestries, pictures, and weaponry (each and every one of them likely stolen). To the north, a green scent trail leads down another corridor. The main hallway and purple scent trail come to a dead end, however. The main chamber is west. On the south wall there are three pillars placed shoulder-width apart from each other, each with a different colored stone embedded into the wall above them. You can see a LIGHT GREY stone on the left, a YELLOW stone in the middle, and a DARK GREY stone on the right. >push dark grey You jump and catch yourself on the edge of the pillar, holding on just long enough to swat the grey stone before falling back to the floor. Suddenly, the dead end rumbles as the wall slides open to reveal a hidden passage! >l Narrow Hall A long span of flat stones creates the area you stand in now, stretching forward to form a narrow hallway lined with spoils. Decorating the walls are random tapestries, pictures, and weaponry (each and every one of them likely stolen). To the north, a green scent trail leads down another corridor. To the east, the wall opens to reveal a hidden passage where the purple scent trail flows in. The main chamber is west. On the south wall there are three pillars placed shoulder-width apart from each other, each with a different colored stone embedded into the wall above them. You can see a LIGHT GREY stone on the left, a YELLOW stone in the middle, and a DARK GREY stone on the right. >e Maze Entrance Massive barriers of yellow rock surround you the moment you descend into the dank passage, which opens beneath the glow of torchlight to reveal what you can only imagine is an extensive maze. The tops of the walls seem to disappear into the darkest chasm of the ceiling and, on the ground, Aurel's scent becomes so diluted that following it to freedom is no longer an option. You can ENTER THE LABYRINTH (or go west to return to the hallway). >smell The cold air almost distracts you from the bare traces of Aurel's scent that are still clinging to the floor. There isn't enough to be of use to you... this place smells like death for some reason. >w Narrow Hall A long span of flat stones creates the area you stand in now, stretching forward to form a narrow hallway lined with spoils. Decorating the walls are random tapestries, pictures, and weaponry (each and every one of them likely stolen). To the north, a green scent trail leads down another corridor. To the east, the wall opens to reveal a hidden passage where the purple scent trail flows in. The main chamber is west. On the south wall there are three pillars placed shoulder-width apart from each other, each with a different colored stone embedded into the wall above them. You can see a LIGHT GREY stone on the left, a YELLOW stone in the middle, and a DARK GREY stone on the right. >w Raiders' Fort The interior of the fortress is even darker than the outside, both in color and aura, the latter of which feels like you are standing in the wreckage of a burning building. A chamber lit by candlelight stretches in to three corridors with different colored scent trails here. The weak green trail leads north, the purple trail leads east, and the yellow trail leads west. The fort entrance is south. A black gate stands behind you, leading back outside. >w Kitchen You stand in a dirty-looking kitchen with clouded windows aligning the front of the room and a set of cabinets near the floor, which is randomly dusted with hay. One wall forms a smoke-stained divot where a black pot hangs above an unlit pyre of wood, fenced in by random cooking utensils. To the north is a set of descending stairs. The main chamber is to the east. There is a crack in the western wall with tiny bits of hay scattered around it. >x cabinets A row of wooden cabinets (closed). >open cabinets You nudge the cabinets open, revealing some bread. >x break You can't see any such thing. >take bread Taken. >x bread White bread that is a little stale. >l Kitchen You stand in a dirty-looking kitchen with clouded windows aligning the front of the room and a set of cabinets near the floor, which is randomly dusted with hay. One wall forms a smoke-stained divot where a black pot hangs above an unlit pyre of wood, fenced in by random cooking utensils. To the north is a set of descending stairs. The main chamber is to the east. There is a crack in the western wall with tiny bits of hay scattered around it. >x hay Bits of musty fluff. >search hay You find nothing of interest. >x pot It's a large cast iron cauldron used for cooking. You can tell that no one has scrubbed it out in quite some time. >x pyre A sloppily made stack of wood. >x utensils There are some large stirring spoons, a two-pronged fork, and some things used to stoke the fire. >x crack A hole that a small animal could probably fit through. >take all There are none at all available! >w Rat's Nest Your sharp eyes gaze upon a dirt encrusted little cavern on the other side of the wall where a hefty mass of straw, hay, twine, and various other objects are all gathered into a soft nest at the center. There is a crack in the eastern wall that leads back to the kitchen. A brown rat stands on his haunches before the massive nest, staring back at you steadily. His tiny paws rub across his snout in a hurried effort to groom himself. >rat, hello "No idea what you're talking about. You got something to trade me or not?" >i You are carrying: some bread a dagger a satchel (being worn, and open) a journal your astral gem (being worn) some bandages (being worn) >give bread to rat "Huh... I guess that counts as good food," he says as he takes it from you. "Since it's not amazing though, I'll trade you some gossip that might help you out. Apparently there's a maze around here that you'll get lost forever in if you make so much as one mistake in it. They say you can't even go backwards without getting lost again!" >ask rat about maze "That thing is insane: it's a complete death trap! I won't go anywhere near it." >ask rat about aurel He squints at you, "What on earth is an Aurel?" >topics rat You can ASK RAT ABOUT AUREL, RAVEN, RAT, NEST, (things you might want to trade him), OTHER RATS, and BROTHER. >ask rat about raven He clicks his teeth, "Tsk! That old harpie thinks she's so special because she claims she can read- probably because she spends so much time in the paper room. Last time I saw her, she tried to eat me! What kind of 'lady' does that!?" >ask rat about rat The rat's tail flickers behind him, "If you bring me some good food or something shiny for my nest, I will trade you useful items. I have exactly three things to trade you." >ask rat about nest He looks back at the ball with a nearly boastful sentiment, "I've been making it for months! You wouldn't believe the kinds of things I've managed to swipe from these people. My brother used to share it with me, but I haven't seen him in weeks." >ask rat about brother "Yeah, I've got a younger brother, but he went out a few weeks ago, and I haven't seen him since... Wonder what happened to him," he murmurs. >ask rat about other rats "There are tons around here! Hell, I've got a few cousins living out back, not to mention my brother lives here with me." >l Rat's Nest Your sharp eyes gaze upon a dirt encrusted little cavern on the other side of the wall where a hefty mass of straw, hay, twine, and various other objects are all gathered into a soft nest at the center. There is a crack in the eastern wall that leads back to the kitchen. A brown rat stands on his haunches before the massive nest, staring back at you steadily. His bald tail sways behind him. >x nest It's a massive fluffy ball of assorted trinkets all woven together. >i You are carrying: a dagger a satchel (being worn, and open) a journal your astral gem (being worn) some bandages (being worn) >e Kitchen You stand in a dirty-looking kitchen with clouded windows aligning the front of the room and a set of cabinets near the floor, which is randomly dusted with hay. One wall forms a smoke-stained divot where a black pot hangs above an unlit pyre of wood, fenced in by random cooking utensils. To the north is a set of descending stairs. The main chamber is to the east. There is a crack in the western wall with tiny bits of hay scattered around it. >n Cellar Your cat-like eyes easily cut through the darkness to find a rudimentary cellar. The shelves are filled with bottles, all of them grey and varying in size with crude labels drawn on. The dusty air is speckled with yellow scent trails. The kitchen is to the south. You can see a chest off to one side. There is a crowbar resting ontop of a few casks in the corner, and a wooden crate near the entrance. There is some cheese beside a dead rat in a mouse-trap here, too. >x dead The rat's body is somewhat mangled from its prone position in the snapped trap: tail limp and paws arched inward. It smells like its been dead for days... >remove gem Your body glows brightly as you change back in to your human form. >take dead You don't want to carry this around with you. >take cheese It's too dark in here to see anything. >x cheese It's too dark in here to see anything. >l A Dark Room It's so dark that you can barely see anything down here aside from a few fuzzy shapes. The kitchen is to the south. You can see the outline of a chest off to one side. >x chest A red chest with metal clasps. >open it You open the chest, revealing a lantern. >x lantern The dingy lantern has seen better days. Judging by the weight and smell, it still has some oil in it though. (You can LIGHT or EXTINGUISH the lantern.) >take lantern Taken. >light it You light the lantern, setting the room aglow. >l Cellar You stand in what appears to be a, somewhat wanting, cellar that is covered in dust. The shelves that border the walls are filled with different colored bottles of varying sizes, each with a crudely drawn label plastered on. The kitchen is to the south. You can see a chest off to one side. There is a crowbar resting ontop of a few casks in the corner, and a wooden crate near the entrance. There is some cheese beside a dead rat in a trap here, too. >x crowbar A rod of metal that hooks at the end. This could definitely come in handy. You freeze suddenly when you hear a pair of voices coming from the top of the stairs followed by heavy footsteps trudging down. Someone is coming, and you have to HIDE! >hide You quickly extinguish the lantern and crouch behind the chest. Two raiders come down the staircase a moment later: one is tall with pale hair and a milky eye while the other is slightly shorter with brown hair that is fashioned into several tight braids. The pale raider props themselves near the entrance, appearing bored as the brunette begins stumbling around, "Just hurry up and get the crowbar, Rork." The brunette, Rork, growls at the other's tone, "Piss off, Sel! I can't see shit down here! Where's the fucking lantern?" he huffs, cursing randomly as he tries to find his bearings. You think you can hear Sel mumur something sarcastic beneath his breath. He turns his head to show off a blue iris that is nearly white with damage, "Check the chest, dipshit," he snorts, apparently unconcerned with the man's temper. Rork grumbles, stomping up to the chest, and your breathing slows purposefully as he throws it open. "It's not in here!" "Are you sure?" "Of course I'm sure!" "Should we find another one?" Apparently annoyed by Sel's indifference, Rork slams the lid of the chest down and starts back to the stairs, "Forget it! I'll just axe the damn thing open. Let's go, I wanna see what they do to that dumb kid you locked up." You slowly hear their voices taper off as they get further away, and once you're sure the coast is clear, you emerge from your hiding place and light the lantern again. That was close... >take crowbar Taken. > it That's not a verb I recognize. >x it A rod of metal that hooks at the end. This could definitely come in handy. >i You are carrying: a crowbar a lantern (providing light) a dagger a satchel (being worn, and open) a journal your astral gem some bandages (being worn) >l Cellar You stand in what appears to be a, somewhat wanting, cellar that is covered in dust. The shelves that border the walls are filled with different colored bottles of varying sizes, each with a crudely drawn label plastered on. The kitchen is to the south. You can see a chest off to one side. There are a few casks in the corner, and a wooden crate near the entrance. There is some cheese beside a dead rat in a trap here, too. >take cheese Taken. >x it There are a bunch of heavy barrels gathered together and plugged up with large corks. Some kind of ink marks the wood, but you don't know what it says. >x cheese A few scraps of yellow cheese. >x casks There are a bunch of heavy barrels gathered together and plugged up with large corks. Some kind of ink marks the wood, but you don't know what it says. >open casks It isn't something you can open. >x ink The ink is in the shape of random symbols. You don't know what they mean. >l Cellar You stand in what appears to be a, somewhat wanting, cellar that is covered in dust. The shelves that border the walls are filled with different colored bottles of varying sizes, each with a crudely drawn label plastered on. The kitchen is to the south. You can see a chest off to one side. There are a few casks in the corner, and a wooden crate near the entrance. >x bottles (Bottles) Likely filled with different types of alcohol. >x crate The crate is nailed shut and will need to be pried open. >take bottles (Bottles) These don't look like something you need. >open crate with crowbar That doesn't seem to be something you can unlock. >pry crate with crowbar That's not a verb I recognize. >open crate You jab one end of the bar into the crate and push down until the lid finally gives. Inside, you find some wine bottles. >* blarg Comment noted. >x wine Slender bottles that are full of liquid. Although you can't read the labels, the markings are all the same, so they must be the same kind of wine. >take wine You take one of the bottles with you. >s Kitchen You stand in a dirty-looking kitchen with clouded windows aligning the front of the room and a set of cabinets near the floor, which is randomly dusted with hay. One wall forms a smoke-stained divot where a black pot hangs above an unlit pyre of wood, fenced in by random cooking utensils. To the north is a set of descending stairs. The main chamber is to the east. There is a crack in the western wall with tiny bits of hay scattered around it. >w You're far too big to fit through that hole! >wear gem You notice the lantern is still lit and decide to blow it out. (You don't want to waste any oil.) Your body glows brightly as you shapeshift in to the form of a small black fox. >w Rat's Nest Your sharp eyes gaze upon a dirt encrusted little cavern on the other side of the wall where a hefty mass of straw, hay, twine, and various other objects are all gathered into a soft nest at the center. There is a crack in the eastern wall that leads back to the kitchen. A brown rat stands on his haunches before the massive nest, staring back at you steadily. His grey nose twitches with interest at your scent. >tell rat about brother "Yeah, I've got a younger brother, but he went out a few weeks ago, and I haven't seen him since... Wonder what happened to him," he murmurs. >give cheese to rat "Woah! I haven't had any of this stuff in days! Not since my brother left actually... the dumb kid's probably out looking for some. You've got yourself a deal." The rat dives into the nest and rustles around for a few moments before popping back out with a copper key. "Here. I don't know what it's for, but I'm sure you'll get some use out of it." As you accept the key, you suddenly recall the dead rat that was in the cellar and feel a bit queasy... Should you tell the rat about it?y You decide that telling him is the best choice, no matter how unpleasant it might be. You watch the rat's posture gradually slump as you explain what you saw to him, his whiskers twitching slowly. He rubs one of his ears with notable disappointment then, "I... I guess I should have known something had happened with how long he's been gone. Poor kid... Thanks for telling me though." He turns to rummage through the nest for a few moments and when he returns he hands you a strange token. "Actually, take this. It's one of the shiniest things I have- made all the other rats around this place jealous. Maybe it will help you out." >save Ok. >i You are carrying: a token a copper key a wine bottle a crowbar a lantern a dagger a satchel (being worn, and open) a journal your astral gem (being worn) some bandages (being worn) >x tokey You can't see any such thing. >x token It's a strange object that looks almost like a coin, albeit for the lack of markings that you've seen on regular currency. You doubt that it has any real value, but it is rather shiny... You wonder what use it could have. >x copper A simple stubby key. You wonder what it leads to. >rub token You rub the token. >l Rat's Nest Your sharp eyes gaze upon a dirt encrusted little cavern on the other side of the wall where a hefty mass of straw, hay, twine, and various other objects are all gathered into a soft nest at the center. There is a crack in the eastern wall that leads back to the kitchen. A brown rat stands on his haunches before the massive nest, staring back at you steadily. His bald tail sways behind him. >i You are carrying: a token a copper key a wine bottle a crowbar a lantern a dagger a satchel (being worn, and open) a journal your astral gem (being worn) some bandages (being worn) >e Kitchen You stand in a dirty-looking kitchen with clouded windows aligning the front of the room and a set of cabinets near the floor, which is randomly dusted with hay. One wall forms a smoke-stained divot where a black pot hangs above an unlit pyre of wood, fenced in by random cooking utensils. To the north is a set of descending stairs. The main chamber is to the east. There is a crack in the western wall with tiny bits of hay scattered around it. >e Raiders' Fort The interior of the fortress is even darker than the outside, both in color and aura, the latter of which feels like you are standing in the wreckage of a burning building. A chamber lit by candlelight stretches in to three corridors with different colored scent trails here. The weak green trail leads north, the purple trail leads east, and the yellow trail leads west. The fort entrance is south. A black gate stands behind you, leading back outside. >n Library Judging by the look of the place, you can only assume that this acts as a peculiar sort of library. You've never known raiders to be particularly learned, but you suppose someone must find these things valuable if they are still here. There are random stacks of books and papers scattered on every visible surface along with two chairs, a desk, and a window or two. A magnificent stone fireplace fills the room with a gentle radiance. The main chamber is to the south. On the desk are a paper and a pendant. There is a large black raven perched on a stand near the fireplace. >save Ok. >x books They range from thick to thin in size and vary in condition. >x papers Dozens of precariously stacked piles litter the room. (You desperately hope a brisk wind doesn't knock them over.) >x chairs The chairs are well-made, but they clearly don't belong to the same set. >x window You can't really see outside of them. >l Library Judging by the look of the place, you can only assume that this acts as a peculiar sort of library. You've never known raiders to be particularly learned, but you suppose someone must find these things valuable if they are still here. There are random stacks of books and papers scattered on every visible surface along with two chairs, a desk, and a window or two. A magnificent stone fireplace fills the room with a gentle radiance. The main chamber is to the south. On the desk are a paper and a pendant. There is a large black raven perched on a stand near the fireplace. >x desk It's a polished wooden desk (probably stolen from a nice family). On the desk are a paper and a pendant. >x fireplace Gaping and smoke-stained. >x paper It's a sheet of paper with words scrawled on it. You can recognize a couple letters, but you can't translate it. >take it Taken. >x pendant A lovely necklace that glitters magnificently in the light. >take it Taken. >wear it You're not much of a jewelery person. >l Library Judging by the look of the place, you can only assume that this acts as a peculiar sort of library. You've never known raiders to be particularly learned, but you suppose someone must find these things valuable if they are still here. There are random stacks of books and papers scattered on every visible surface along with two chairs, a desk, and a window or two. A magnificent stone fireplace fills the room with a gentle radiance. The main chamber is to the south. There is a large black raven perched on a stand near the fireplace. >x raven Her sleak feathers glisten in the firelight, accentuating the midnight black eyes that flicker over you curiously. (Say TOPICS RAVEN for things to ask about.) >show paper to raven "No thank you, little fox." >ask raven about paper "Oh? Well, this says "Grey is a way to enter undetected, in case the fort was not defended. Red shows our secrets when the way is blocked. And green kills spies that no one wants." What a lovely rhyme." >save Ok. >ask raven about raven "Me? I am exactly five years old since the last full moon and I absolutely ADORE books," she caws, spreading her wings in a theatric show of emphasis. >ask raven about rats Her expression sours briefly, "There's a horrible one in the kitchen- Ohh that charlatan! He's positively awful the way he scurries about like the little thief he is! If he tries to steal another thing from this room, I swear I will peck his eyes out and have him for lunch!" she snaps. >ask raven about raiders "Most of them are terribly unsophisticated, although there was one I quite enjoyed sitting with once upon a time. He used to read from a lovely little brown book... I wonder what happened to him." >ask raven about aurel "Ooo! What a pretty name. Is he a friend of yours little fox? I've never heard of him." >ask raven about book "It must have been a book of fairytales; it had such lovely pictures inside. I think he said his sister gave it to him." >ask raven about sister "I'm afraid I wouldn't have much to say about that, little fox." >ask raven about raid "I'm afraid I wouldn't have much to say about that, little fox." >topics raven You can ASK RAVEN ABOUT AUREL, PAPER, RAVEN, BOOKS, LIBRARY, RATS, RAIDERS, and READING >ask raven about books "Why yes, I love books! Or anything with writing on it really. I spend all of my time here because the men always leave books in this room. I'm so enamored with the humans' language that I've even learned how to read." >ask raven about library "It's quite a lovely nook compared to the rest of the place isn't it? You should take a look around; perhaps you'll find something useful." >ask raven about readers "I'm afraid I wouldn't have much to say about that, little fox." >ask raven about reading "You poor dear! I can't imagine not being able to read so many lovely words! If you have anything with writing on it, just ASK me about it and I will gladly translate it for you." >i You are carrying: a pendant a translated paper a token a copper key a wine bottle a crowbar a lantern a dagger a satchel (being worn, and open) a journal your astral gem (being worn) some bandages (being worn) >ask raven about journal "If you want me to read something, then you'll have to have it with you so I can see it." >take journal Taken. >ask raven about journal "My, what a large book!" she caws eagerly. "Oh... but whoever wrote in this had awful penmanship." She flips through the pages with her beak for a moment before stalling once more, "Here's a legible entry. It says: It rained all day again today... We managed to make a decent enough shelter for ourselves out in the woods, but it's not as good as sleeping with a roof over our heads. The next town is about two days walk from where we are, so we'll have to make do with a little rain if we want to be well rested for tomorrow. It's too bad we can't enjoy the night sky together though; Ezra loves watching the stars and telling me stories about them... I'm glad I have him here with me. If you ask me about this book again, perhaps I will find you another entry if you're feeling nostalgic." >ask raven about journal "My, what a large book!" she caws eagerly. "Oh... but whoever wrote in this had awful penmanship." She flips through the pages with her beak for a moment before stalling once more, "Here's a legible entry. It says: Today we ran into some raiders on the road going in to the next town. I was able to take care of them pretty easily, but Ezra took the sharp edge of a sword for me when I wasn't looking. Thankfully, his wound wasn't serious, and we had it stitched up by someone at the inn, but I couldn't stop worrying about him all through the night as he slept in the bed next to mine. I could've died if Ezra hadn't been there... I know it's his goal to help keep me safe, but I don't know what I would do if I lost him. Ezra is everything to me. Tomorrow I'll make sure to talk to him about getting some better armor. If you ask me about this book again, perhaps I will find you another entry if you're feeling nostalgic." >ask raven about journal "My, what a large book!" she caws eagerly. "Oh... but whoever wrote in this had awful penmanship." She flips through the pages with her beak for a moment before stalling once more, "Here's a legible entry. It says: My sword broke this afternoon as we were coming down the mountain; apparently it had finally hit its limit after three years of traveling with less than optimal care. It will cost more money than either of us have to get it repaired or, stars forbid, buy a new one, so it looks like we're stuck with our wits for the next few weeks. I tried teaching Ezra to read again today, but everytime I insist on it he scowls and says that he doesn't understand what the point of it is. For such a smart fox, you'd think he'd be more open to learning new things. If you ask me about this book again, perhaps I will find you another entry if you're feeling nostalgic." >ask raven about journal "Well it looks like I can't find anymore new entries to read to you, but I'll keep rereading these if you ask." >save Ok. >l Library Judging by the look of the place, you can only assume that this acts as a peculiar sort of library. You've never known raiders to be particularly learned, but you suppose someone must find these things valuable if they are still here. There are random stacks of books and papers scattered on every visible surface along with two chairs, a desk, and a window or two. A magnificent stone fireplace fills the room with a gentle radiance. The main chamber is to the south. There is a large black raven perched on a stand near the fireplace. >e You can't go that way. >s Raiders' Fort The interior of the fortress is even darker than the outside, both in color and aura, the latter of which feels like you are standing in the wreckage of a burning building. A chamber lit by candlelight stretches in to three corridors with different colored scent trails here. The weak green trail leads north, the purple trail leads east, and the yellow trail leads west. The fort entrance is south. A black gate stands behind you, leading back outside. >e Narrow Hall A long span of flat stones creates the area you stand in now, stretching forward to form a narrow hallway lined with spoils. Decorating the walls are random tapestries, pictures, and weaponry (each and every one of them likely stolen). To the north, a green scent trail leads down another corridor. To the east, the wall opens to reveal a hidden passage where the purple scent trail flows in. The main chamber is west. On the south wall there are three pillars placed shoulder-width apart from each other, each with a different colored stone embedded into the wall above them. You can see a LIGHT GREY stone on the left, a YELLOW stone in the middle, and a DARK GREY stone on the right. >save Ok. >n Tower The room juts out in to an unusual octagon-shape here: the walls are made of the same stone as the exterior, but the exposed rafters that form the turret-like ceiling are wooden. Peering past a sharp corner, you notice two raiders standing idly outside of a doorway that you can only assume leads to the fort's barracks. If either of them see you like this, they'll probably just try to cook you in tonight's stew though... The hallway is back south. >x rafters Made of wood. >wear gem You're already wearing that! >l Tower The room juts out in to an unusual octagon-shape here: the walls are made of the same stone as the exterior, but the exposed rafters that form the turret-like ceiling are wooden. Peering past a sharp corner, you notice two raiders standing idly outside of a doorway that you can only assume leads to the fort's barracks. If either of them see you like this, they'll probably just try to cook you in tonight's stew though... The hallway is back south. >x me Your body is covered in sleek black fur. Two triangular ears stand upright atop your head whilst a white-tipped, bushy tail sways alertly behind you. >remove gem Your body glows brightly as you change back in to your human form. >l Tower The room juts out in to an unusual octagon-shape here: the walls are made of the same stone as the exterior, but the exposed rafters that form the turret-like ceiling are wooden. Peering past a sharp corner, you notice two raiders chatting idly outside of a doorway that you can only assume leads to the fort's barracks. As soon as they see your clothes, they'll know you're not one of them though... The hallway is back south. >s Narrow Hall A long span of flat stones creates the area you stand in now, stretching forward to form a narrow hallway lined with spoils. Decorating the walls are random tapestries, pictures, and weaponry (each and every one of them likely stolen). To the north, a broad arch widens into another corridor. To the east, the wall opens to reveal a hidden passage. The main chamber is west. On the south wall there are three short pillars placed shoulder-width apart from each other, each with a different colored stone embedded into the wall above them. You can see a GREY stone on the left, a GREEN stone in the middle, and a RED stone on the right. >d Secret Passage You are forced to crouch down on your hands and knees due to the size of the tunnel. The passageway appears to lead north. You can see a tiny switch here as well. >n Secret Passage You feel your head hit a wall, causing you to stop and look up. Although it's incredibly dark, you can make out the shape of a hatch above you. You can also return to the south. >u Barracks A number of doors line the walls to either side of you like a neverending maze; the interstices between frames are dotted with half-melted candles whose wax forms frozen cascades that hang in the air. This must be where most of the raiders sleep. You wonder if anyone left their bedroom door OPEN. You can also see the hatch in the floor that leads back to the hallway. (You'll have to open it.) >x door (the bedroom door) All these doors look the same to you... >open door You'll have to say OPEN BEDROOM DOOR. >open bedroom door You walk up to a random door. You try to open the door, but a gruff voice growls from the room inside, "Piss off, Rinel! Get the damn bitch yourself!" Better keep looking. >open bedroom door You walk up to a random door. You try to push the door open, but then a loud snort erupts from the other side. Better keep looking. >open bedroom door You come to a wooden door. (It is quiet inside...) >open bedroom door You come to a wooden door. (It is quiet inside...) >open door You'll have to say OPEN WOODEN DOOR. >open wooden door It seems to be locked. >unlock wooden door What do you want to unlock the wooden door with? >key You unlock the door and walk inside. Empty Bedroom You stand in a small, but surprisingly neat, bedroom that looks like no one has slept there in weeks judging by the dust... You wonder why that is. The barracks are to the east. You can also see a bed (on which is a book), a nightstand (on which is a whetstone), and a closet (closed) here. >x bed A simple cot with a blanket stretched neatly across it. On the bed is a book. >x book You can't read what's inside, but the pages look well-worn like someone read it several times. The cover is a deep brown, and it has beautiful illustrations inside of it. >take book Taken. >l Empty Bedroom You stand in a small, but surprisingly neat, bedroom that looks like no one has slept there in weeks judging by the dust... You wonder why that is. The barracks are to the east. You can also see a bed, a nightstand (on which is a whetstone), and a closet (closed) here. >x whetstone A stone that can be used to SHARPEN a blade. >take it Taken. >sharpen dagger You use the stone to sharpen the dagger. Now your dagger is sharp! >save Ok. >x closet A dark wooden closet. You recognize the letters "MK" carved into it. >open it You open the closet, revealing a uniform and some carvings. >x uniform This is a raider's uniform. You recognize the letters "MK" stitched into the sleeve. You wonder what happened to the person that used to wear this... Wearing this should help you blend in. >wear it (first taking the uniform) As you take the uniform, you can't help but notice that whoever "MK" is looks like they made all their own furniture. You've never known a raider not to steal, but perhaps not all of them are as bad as the ones you've seen. You doubt MK is still alive though. You put on the uniform. >x carvings There are a group of wooden animals standing together in the back corner of the closet. You can see a bear, a wolf, a bird, and an unfinished goat. >x goat It's a hand-carved figurine of a goat; however, it appears to be incomplete. It looks like "MK" shaped the head and the front legs, but the rest of the body is still hidden within the block of wood sadly. They must have... left before they could finish it. >x bear It's a hand-carved figurine of a bear standing on four legs. Its mouth is open in a soundless roar, revealing tiny wooden teeth, and its feet even have little claws. You notice the letters "MK" carved delicately on its back. >x wolf It's a hand-carved figurine of a wolf howling. Its body is darker than the other models', making you wonder if it was made using the black trees from the local forest. Amidst the smooth edges, you notice the letters "MK" whittled into the wolf's hip. >x bird It's a hand-carved figurine of a bird with its wings extended. You're surprised by the incredible attention to detail the carver put in to the individual feathers, making it look almost real. Even the bird's eyes seem to be painstakingly sculpted. (You suspect this is the favorite of the group.) You can see the letters "MK" etched into the bird's tail. >s You can't go that way. >l Empty Bedroom You stand in a small, but surprisingly neat, bedroom that looks like no one has slept there in weeks judging by the dust... You wonder why that is. The barracks are to the east. You can also see a bed, a nightstand, and a closet (in which are some carvings) here. >x nightstand A small wooden table. You recognize the letters "MK" carved into it. >e Barracks A number of doors line the walls to either side of you like a neverending maze; the interstices between frames are dotted with half-melted candles whose wax forms frozen cascades that hang in the air. This must be where most of the raiders sleep. You can see a wooden door here. You can also see the hatch in the floor that leads back to the hallway. (You'll have to open it.) >d Secret Passage You feel your head hit a wall, causing you to stop and look up. Although it's incredibly dark, you can make out the shape of a hatch above you. You can also return to the south. >s Secret Passage You are forced to crouch down on your hands and knees due to the size of the tunnel. The passageway appears to lead north. You can see a tiny switch here as well. >s >push switch When you press the switch, the floor above your head opens back up, allowing you to return to the hallway. Narrow Hall A long span of flat stones creates the area you stand in now, stretching forward to form a narrow hallway lined with spoils. Decorating the walls are random tapestries, pictures, and weaponry (each and every one of them likely stolen). To the north, a broad arch widens into another corridor. To the east, the wall opens to reveal a hidden passage. The main chamber is west. On the south wall there are three short pillars placed shoulder-width apart from each other, each with a different colored stone embedded into the wall above them. You can see a GREY stone on the left, a GREEN stone in the middle, and a RED stone on the right. >w Raiders' Fort The interior of the fortress is even darker than the outside, both in color and aura, the latter of which feels like you are standing in the wreckage of a burning building. A dim chamber lit by candlelight stretches in to three corridors here: the library to the north, the narrow hall to the east, and the kitchen to the west. The fort entrance is south. A black gate stands behind you, leading back outside. >n Library Judging by the look of the place, you can only assume that this acts as a peculiar sort of library. You've never known raiders to be particularly learned, but you suppose someone must find these things valuable if they are still here. There are random stacks of books and papers scattered on every visible surface along with two chairs, a desk, and a window or two. A magnificent stone fireplace fills the room with a gentle radiance. The main chamber is to the south. There is a large black raven perched on a stand near the fireplace. >ask raven about book You try speaking to the raven, but you don't understand what it's saying. >wear gem Your body glows brightly as you shapeshift in to the form of a small black fox. (The raider's uniform has been taken off.) >ask raven about book "It must have been a book of fairytales; it had such lovely pictures inside. I think he said his sister gave it to him." >give book to raven She seems slightly taken aback by the appearance of the book you show her, so much so that she leaves her perch to inspect it more closely. "This is-" Her voice sounds strangely tight as her feathers ruffle around her neck, black eyes pausing over one of the book's many illustrations. "I've missed this so much," she admits warmly. "The young raider- he used to sit with me and read from this book... He called me Lyra." The raven shakes her beak before looking back at you, "Thank you, little fox. I can't tell you how much this means to me." >save Ok. >i You are carrying: a uniform a journal a pendant a translated paper a token a wine bottle a crowbar a lantern a sharp dagger a satchel (being worn, and open but empty) your astral gem (being worn) some bandages (being worn) >remove gem Your body glows brightly as you change back in to your human form. >wear uniform You put on the uniform. >wear pendant You're not much of a jewelery person. >s Raiders' Fort The interior of the fortress is even darker than the outside, both in color and aura, the latter of which feels like you are standing in the wreckage of a burning building. A dim chamber lit by candlelight stretches in to three corridors here: the library to the north, the narrow hall to the east, and the kitchen to the west. The fort entrance is south. A black gate stands behind you, leading back outside. >e Narrow Hall A long span of flat stones creates the area you stand in now, stretching forward to form a narrow hallway lined with spoils. Decorating the walls are random tapestries, pictures, and weaponry (each and every one of them likely stolen). To the north, a broad arch widens into another corridor. To the east, the wall opens to reveal a hidden passage. The main chamber is west. On the south wall there are three short pillars placed shoulder-width apart from each other, each with a different colored stone embedded into the wall above them. You can see a GREY stone on the left, a GREEN stone in the middle, and a RED stone on the right. >n Tower The room juts out in to an unusual octagon-shape here: the walls are made of the same stone as the exterior, but the exposed rafters that form the turret-like ceiling are wooden. You walk fully into the chamber, allowing you to appreciate the red carpet beneath your feet and the lanterns burning brightly in spite of the light coming in from a few high windows. The hallway is back south. You can see a fat raider and a silent raider here. >x fat The man has a greasy scraggle of a beard hanging from his jaw which offsets the yellow of his teeth and the squinty nature of his eyes as he laughs to the raider next to him. The paunch of his stomach hangs over a loose leather belt where a set of keys jingle every so often. (Say TOPICS FAT RAIDER for things to ask about.) The fat raider coughs loudly, "So then this fuckin' kid starts goin' on 'bout his lil friend, and right as he starts up again, Sel chucks the brat inside and locks the door! Ha! What was his name... Oren? Arzel?" >x silent The man has very tan skin and dark eyes with a mouth that seems permanently set into a disinterested frown for some reason. His figure is rather well-built, and you can see a few scars peaking out from his collar, but his overall posture is sloped and idle. (Say TOPICS SILENT RAIDER for things to ask about.) >topics silent You can ASK SILENT RAIDER ABOUT (anything). >ask silent raider about himself The fat raider cackles at the dark look the silent raider casts your way. "Zakir must hate you, kid! Don' take it personal-like though. Poor bastard got his tongue cut out, so he can' talk even if he wanted to!" >* I see Comment noted. >x fat The man has a greasy scraggle of a beard hanging from his jaw which offsets the yellow of his teeth and the squinty nature of his eyes as he laughs to the raider next to him. The paunch of his stomach hangs over a loose leather belt where a set of keys jingle every so often. (Say TOPICS FAT RAIDER for things to ask about.) >topics fat You can ASK FAT RAIDER ABOUT AUREL, HIMSELF, ZAKIR, ZAKIR'S TONGUE, MAGIC CLAN, DUNGEONS, RAIDERS, WINE, TOWER, and KEYS. >ask fat about aurel "Ah-Rel! That was the lil twit's name!" he barks, slapping his leg in victory. "Yeah, they got him locked up tight now, but he's probably still wearin' his voice out," he cackles dryly. >ask fat about himself "New kid, huh? Name's Dov! Me n' Zakir here are stuck on guard duty." >ask fat about zakir "Quiet old shit, ain't he? Ain't no use talkin' ta him, lad- he ain't got no tongue!" he snorts loudly, laughing at the way you visibly shrink when Zakir gives you a twisted grin. >ask fat about tongue "Wha's that? Don' know anythin' about it, kid. >ask fat about zakir's tongue He digs his thumbnail between his yellowed teeth with a shrug, "Got it cut out by some guy a couple years ago I think," he hums before shaking his head and scoffing. "Old dog's convinced someone from that magic clan people always talk about used it for a ritual though. What crap!" The silent raider glares sidelong at the fat raider, but you don't think the other man notices. >ask fat about magic clan The fat raider waves his hand at you as if motioning to something in the air, "Ya know. Those star freaks? The ones they say got lil guardians that follow em around." He pauses to stroke his beard absentmindedly, "My ma used to tell me stories 'bout em actually." >ask fat about dungeon "What do I look like, eh? Some kinda schola'?" >ask fat about dungeons "Hah! Eaga' runt, are ya? Say kid, get us some a' that good wine they got stored away, and I'll trade ya my dungeon keys for it." >ask fat about wine "Eh, don' know where they got it... Ya could try the cella'. Zakir might be a shit talka' now, but the bastard's still a good drinkin' buddy." >ask fat about raiders "Shit people in a shit fort, but it sure as hell beats bein' cold and broke!" >ask fat about tower "Don' know what the point a' this room is. Nobody's tried attackin' the fort in decades, so there ain't much use for a tower like this." He scratches at his scruffy chin, "Stupid that we still gotta guard it..." >ask fat about key "Wha's that? Don' know anythin' about it, kid. >give wine (to the fat raider) "Ha! Now that's what I'm talkin' about! Here, knock yourself out, kid!" Dov throws you the keys before uncorking the bottle with his teeth and taking a generous swig. >take keys You already have that. >i You are carrying: the dungeon keys a uniform (being worn) a journal a pendant a translated paper a token a crowbar a lantern a sharp dagger a satchel (being worn, and open but empty) your astral gem some bandages (being worn) >x keys A ring of gold keys with varying indentations. >save Ok. >l Tower The room juts out in to an unusual octagon-shape here: the walls are made of the same stone as the exterior, but the exposed rafters that form the turret-like ceiling are wooden. You walk fully into the chamber, allowing you to appreciate the red carpet beneath your feet and the lanterns burning brightly in spite of the light coming in from a few high windows. The hallway is back south. You can see a fat raider and a silent raider here. >x carpet A thick carpet that is hopelessly smudged with dirt and ashy bootprints. >n You'll need to find a different way through that door. >e You can't go that way. >unlock door What do you want to unlock the bedroom door with? >keys That doesn't seem to be something you can unlock. >n You'll need to find a different way through that door. >open bedroom You open the bedroom door. > I beg your pardon? >n You'll need to find a different way through that door. >l Tower The room juts out in to an unusual octagon-shape here: the walls are made of the same stone as the exterior, but the exposed rafters that form the turret-like ceiling are wooden. You walk fully into the chamber, allowing you to appreciate the red carpet beneath your feet and the lanterns burning brightly in spite of the light coming in from a few high windows. The hallway is back south. You can see a fat raider and a silent raider here. >x bedroom You see nothing special about the bedroom door. >e You can't go that way. >w You can't go that way. >* am I supposed to be able to go a direction here? Comment noted. >nw >ne >se >sw >w You can't go that way. >e You can't go that way. >s Narrow Hall A long span of flat stones creates the area you stand in now, stretching forward to form a narrow hallway lined with spoils. Decorating the walls are random tapestries, pictures, and weaponry (each and every one of them likely stolen). To the north, a broad arch widens into another corridor. To the east, the wall opens to reveal a hidden passage. The main chamber is west. On the south wall there are three short pillars placed shoulder-width apart from each other, each with a different colored stone embedded into the wall above them. You can see a GREY stone on the left, a GREEN stone in the middle, and a RED stone on the right. >e Maze Entrance Massive barriers of yellow rock surround you the moment you descend into the dank passage, which opens beneath the glow of torchlight to reveal what you can only imagine is an extensive maze. Even with your height, the walls of the maze span from the floor all the way up to the impenetrable darkness of the ceiling, making them impossible to scale. You can ENTER THE LABYRINTH (or go west to return to the hallway). The labyrinth is a treacherous place. It would be wise to SAVE here if you haven't already... >w Narrow Hall A long span of flat stones creates the area you stand in now, stretching forward to form a narrow hallway lined with spoils. Decorating the walls are random tapestries, pictures, and weaponry (each and every one of them likely stolen). To the north, a broad arch widens into another corridor. To the east, the wall opens to reveal a hidden passage. The main chamber is west. On the south wall there are three short pillars placed shoulder-width apart from each other, each with a different colored stone embedded into the wall above them. You can see a GREY stone on the left, a GREEN stone in the middle, and a RED stone on the right. >i You are carrying: the dungeon keys a uniform (being worn) a journal a pendant a translated paper a token a crowbar a lantern a sharp dagger a satchel (being worn, and open but empty) your astral gem some bandages (being worn) >help Don't forget that you have different abilities as a fox than as a human. If you're stuck, try changing between your two forms to see if that yields new results. >g Don't forget that you have different abilities as a fox than as a human. If you're stuck, try changing between your two forms to see if that yields new results. >x pendant A lovely necklace that glitters magnificently in the light. >s You can't go that way. >* oh wait, rat liked shiny things, right? Comment noted. >w Raiders' Fort The interior of the fortress is even darker than the outside, both in color and aura, the latter of which feels like you are standing in the wreckage of a burning building. A dim chamber lit by candlelight stretches in to three corridors here: the library to the north, the narrow hall to the east, and the kitchen to the west. The fort entrance is south. A black gate stands behind you, leading back outside. >w Kitchen You stand in a dirty-looking kitchen with clouded windows aligning the front of the room and a set of cabinets near the floor, which is randomly dusted with hay. One wall forms a smoke-stained divot where a black pot hangs above an unlit pyre of wood, fenced in by random cooking utensils. To the north is a set of descending stairs. The main chamber is to the east. There is a crack in the western wall with tiny bits of hay scattered around it. >w You're far too big to fit through that hole! >wear gem Your body glows brightly as you shapeshift in to the form of a small black fox. (The raider's uniform has been taken off.) >w Rat's Nest Your sharp eyes gaze upon a dirt encrusted little cavern on the other side of the wall where a hefty mass of straw, hay, twine, and various other objects are all gathered into a soft nest at the center. There is a crack in the eastern wall that leads back to the kitchen. A brown rat stands on his haunches before the massive nest, staring back at you steadily. His tiny paws rub across his snout in a hurried effort to groom himself. >give pendant (to the rat) For a brief moment, you are worried the small creature has stopped breathing, but a second later he eagerly snatches the necklace from you, "Oh wow! This is some kind of sparkly! Boy, you really know how to pick em!" He rushes into his nest for a moment before popping back out with a note in his mouth. "Here. I don't know what it says, but I'm sure you'll find something to use it for." The rat stretches with a soundless yawn, "Well, it looks like I've got nothing left to trade, so I'll be heading to bed. Good luck finding whatever you're looking for." The rat then jumps into the nest and doesn't come back out. >* oh, that 'three things to trade' clue was helpful but actually misleading -- I thought I was done Comment noted. >x note A scrap of paper with something written on it. Unfortunately, you can't make out the words. If only you could find someone who could read. >take note You already have that. >e Kitchen You stand in a dirty-looking kitchen with clouded windows aligning the front of the room and a set of cabinets near the floor, which is randomly dusted with hay. One wall forms a smoke-stained divot where a black pot hangs above an unlit pyre of wood, fenced in by random cooking utensils. To the north is a set of descending stairs. The main chamber is to the east. There is a crack in the western wall with tiny bits of hay scattered around it. >n Cellar Your cat-like eyes easily cut through the darkness to find a rudimentary cellar. The shelves are filled with bottles, all of them grey and varying in size with crude labels drawn on. The dusty air is speckled with yellow scent trails. The kitchen is to the south. You can see a chest off to one side. There are a few casks in the corner, and a wooden crate near the entrance. >s Kitchen You stand in a dirty-looking kitchen with clouded windows aligning the front of the room and a set of cabinets near the floor, which is randomly dusted with hay. One wall forms a smoke-stained divot where a black pot hangs above an unlit pyre of wood, fenced in by random cooking utensils. To the north is a set of descending stairs. The main chamber is to the east. There is a crack in the western wall with tiny bits of hay scattered around it. >e Raiders' Fort The interior of the fortress is even darker than the outside, both in color and aura, the latter of which feels like you are standing in the wreckage of a burning building. A chamber lit by candlelight stretches in to three corridors with different colored scent trails here. The weak green trail leads north, the purple trail leads east, and the yellow trail leads west. The fort entrance is south. A black gate stands behind you, leading back outside. >n Library Judging by the look of the place, you can only assume that this acts as a peculiar sort of library. You've never known raiders to be particularly learned, but you suppose someone must find these things valuable if they are still here. There are random stacks of books and papers scattered on every visible surface along with two chairs, a desk, and a window or two. A magnificent stone fireplace fills the room with a gentle radiance. The main chamber is to the south. There is a large black raven perched on a stand near the fireplace. >show note (to the raven) "No thank you, little fox." >ask raven about note "Oh? Well, this says "Enter Neither East Nor West When Searching Walls Near Windows." What an odd thing to write." >* ah O Comment noted. >* OK Comment noted. >ENENWWSWNW That's not a verb I recognize. >e You can't go that way. >s Raiders' Fort The interior of the fortress is even darker than the outside, both in color and aura, the latter of which feels like you are standing in the wreckage of a burning building. A chamber lit by candlelight stretches in to three corridors with different colored scent trails here. The weak green trail leads north, the purple trail leads east, and the yellow trail leads west. The fort entrance is south. A black gate stands behind you, leading back outside. >e Narrow Hall A long span of flat stones creates the area you stand in now, stretching forward to form a narrow hallway lined with spoils. Decorating the walls are random tapestries, pictures, and weaponry (each and every one of them likely stolen). To the north, a green scent trail leads down another corridor. To the east, the wall opens to reveal a hidden passage where the purple scent trail flows in. The main chamber is west. On the south wall there are three pillars placed shoulder-width apart from each other, each with a different colored stone embedded into the wall above them. You can see a LIGHT GREY stone on the left, a YELLOW stone in the middle, and a DARK GREY stone on the right. >e Maze Entrance Massive barriers of yellow rock surround you the moment you descend into the dank passage, which opens beneath the glow of torchlight to reveal what you can only imagine is an extensive maze. The tops of the walls seem to disappear into the darkest chasm of the ceiling and, on the ground, Aurel's scent becomes so diluted that following it to freedom is no longer an option. You can ENTER THE LABYRINTH (or go west to return to the hallway). The labyrinth is a treacherous place. It would be wise to SAVE here if you haven't already... >save Ok. >ENENWWSWNW That's not a verb I recognize. >e You need to ENTER THE LABYRINTH or return to the WEST hallway. There is no other option. The labyrinth is a treacherous place. It would be wise to SAVE here if you haven't already... >enter labyrinth You take a deep breath and bravely walk into the maze. Within the Maze Overbearing grainy walls flicker from the nearby torches as you move. You can go north, east, south, or west. >e Within the Maze Overbearing grainy walls flicker from the nearby torches as you move. You can go north, east, south, or west. >n Within the Maze Overbearing grainy walls flicker from the nearby torches as you move. The sound of dripping haunts a distant corner of the maze. You can go north, east, south, or west. >e Within the Maze Overbearing grainy walls flicker from the nearby torches as you move. You shiver when you see a random pile of bones and fabric... Perhaps this was another unfortunate victim of the maze... You can go north, east, south, or west. >n Within the Maze Overbearing grainy walls flicker from the nearby torches as you move. You shiver when you see a random pile of bones and fabric... Perhaps this was another unfortunate victim of the maze... You can go north, east, south, or west. >ENENWWSWNW That's not a verb I recognize. >x bones A slumped amalgamation of skeletal remains dressed in tatterd garb. It looks like it's been here for a very long time... >w Within the Maze Overbearing grainy walls flicker from the nearby torches as you move. An unfamiliar rat skitters past you. You can go north, east, south, or west. >w Within the Maze Overbearing grainy walls flicker from the nearby torches as you move. An unfamiliar rat skitters past you. You can go north, east, south, or west. >s Within the Maze Overbearing grainy walls flicker from the nearby torches as you move. An unfamiliar rat skitters past you. You can go north, east, south, or west. >w Within the Maze Overbearing grainy walls flicker from the nearby torches as you move. An unfamiliar rat skitters past you. You can go north, east, south, or west. >n Within the Maze Overbearing grainy walls flicker from the nearby torches as you move. You shiver when you see a random pile of bones and fabric... Perhaps this was another unfortunate victim of the maze... You can go north, east, south, or west. >w At long last, the unflinching repetition of stone walls opens up in to an exit that you eagerly stumble through. Finally, you have escaped the maze! The moment you step into the dungeons, your eyes immediately fall on the sight of Aurel leaning up against the bars to his cell! He glances up through his messy hair towards the entrance then, most likely expecting a raider judging by his glare, only to freeze when he sees you. His green eyes widen, "Ezra!" he cries out in a mixture of relief and excitement, gripping the iron tightly as he straightens up as if to meet you. "Aurel," you think as you dash forward, barely able to contain the way your soul sings at the sight of him after what feels like an eternity. You reach for each other through the gate, and you can't decide whether to berate him or cry because of how much you've missed him. Dungeons The dungeons are dank and dirty, like a sewer pit rank with rot. The stones that make up the floor are brown instead of grey with bits of moss and dirt scattered across them like a slapdash nest while rusted manacles hang from various wet walls amidst questionable stains that you're afraid to identify. A green trail of scent stops in front of a stone slab. You can see Aurel slumped against the bars of one of the cells. (The cell is closed.) >save Ok. >smell The smell of Aurel is mixed with damp earth and the heavy weight of old death. >x nest It's a massive fluffy ball of assorted trinkets all woven together. >x manacles Ghastly lengths of corroded chain hooked to empty circlets that are buried between stones. You don't even want to imagine what kinds of things were done to the people who had the displeasure of wearing them. >x aurel Aurel is smiling at you despite the obvious exhaustion plaguing him. His clothes are a bit tattered and there's ash smudged all up the side of his face, but his eyes are just as soft as ever. (Say TOPICS AUREL for things to ask about.) >topics aurel You can ASK AUREL ABOUT AUREL, WHAT HAPPENED, DUNGEON, RAIDERS, and ESCAPE. >ask aurel about himself Aurel tilts his head a little when you warble up at him before shaking his head, "Ezra you know I can't understand you when you're wearing your gem." >remove gem Your body glows brightly as you change back in to your human form. >ask aurel about himself "I'm fine now that you're here, Ezra. I was worried they'd hurt you," he admits earnestly, prompting your shoulders to relax the tiniest bit either from the reassurance or affectionate undertone in his voice. Aurel releases a soft sigh before smiling at you then, "Let's just focus on getting me out of this cell first, okay?" he suggests, earning a determined nod from you. >ask aurel about what happened Aurel lets out a heavy breath at your question, "I don't know... They came out of nowhere, they always come out of nowhere!" he growls in frustration, no doubt recounting the sudden onslaught of fire that had attacked the town. "We were running through the woods when their horses surrounded us- or... well, at least I think so," he murmurs hopelessly, running a hand through his messy bangs and shaking his head. "I don't know, Ezra. It was so hard to see with how dark it was there. I couldn't feel your hand anymore though, so you must have gotten knocked out in the commotion," he explains. "I'm honestly surprised they didn't kill me on site. I tried fighting them off, but they just tied me up and put a bag on my head before bringing me here. That's all I remember," he admits. >ask aurel about what dungeon "We should probably talk about that later, Ezra." >ask aurel about what dungeons "We should probably talk about that later, Ezra." >ask aurel about what raiders "We should probably talk about that later, Ezra." >ask aurel about dungeon He wipes at his nose subconsciously as if just remembering the foul stench of the place whilst his brows furrow in concentration, "The guys that dragged me here didn't leave through the maze from what I could see, so there has to be another exit around here that we can use to escape," he explains. "Try looking for anything that seems out of place." >ask aurel about raiders Aurel grunts as he rubs the back of his neck with a quick sweep of the area, "I don't know how long I've been down here for, honestly, but I haven't seen anyone else come in since they locked me up," he says with a curious look on his face. When you ask him about it, he grimaces uneasily, "Well considering how enthusiastic they were about catching me, I'd rather not stick around to see what they plan on doing to us if someone finds out we're here, so we should probably hurry," he warns, and you couldn't agree more. >ask aurel about escape He nods, "I've tried breaking the door, but it doesn't look like it will open unless you have the keys," he explains. "Once you get me out of here then we can work on escaping this place." >unlock door You can't see any such thing. >ask aurel about escapes "We should probably talk about that later, Ezra." >unlock doors You can't see any such thing. >i You are carrying: a translated note the dungeon keys a uniform a journal a translated paper a token a crowbar a lantern a sharp dagger a satchel (being worn, and open but empty) your astral gem some bandages (being worn) >l Dungeons The dungeons are dank and dirty, like a sewer pit rank with rot. The stones that make up the floor are brown instead of grey with bits of moss and dirt scattered across them like a slapdash nest while rusted manacles hang from various wet walls amidst questionable stains that you're afraid to identify. You can see Aurel slumped against the bars of one of the cells. (The cell is closed.) >unlock cell (with the dungeon keys) You eagerly unlock the door and open it, allowing Aurel to rush forward to greet you. He embraces you in thanks, "Good work, Ezra!" >open cell You open the cell. >l Dungeons The dungeons are dank and dirty, like a sewer pit rank with rot. The stones that make up the floor are brown instead of grey with bits of moss and dirt scattered across them like a slapdash nest while rusted manacles hang from various wet walls amidst questionable stains that you're afraid to identify. There are a number of empty cells along the back. Aurel is standing next to you, looking happy to be reunited once more. >x cells Just a few lonely iron cells. >pull manacle It is fixed in place. >pull manacles It is fixed in place. >x manacles Ghastly lengths of corroded chain hooked to empty circlets that are buried between stones. You don't even want to imagine what kinds of things were done to the people who had the displeasure of wearing them. >x nest It's a massive fluffy ball of assorted trinkets all woven together. >push it It is fixed in place. >pull it It is fixed in place. >take it They are jammed into the walls, but you doubt the restraints would be useful to you anyways. >take nest The rat definitely wouldn't like that. >l Dungeons The dungeons are dank and dirty, like a sewer pit rank with rot. The stones that make up the floor are brown instead of grey with bits of moss and dirt scattered across them like a slapdash nest while rusted manacles hang from various wet walls amidst questionable stains that you're afraid to identify. There are a number of empty cells along the back. Aurel is standing next to you, looking happy to be reunited once more. >x floor It's a grimy mess of oddly wet rock. >wear gem Your body glows brightly as you shapeshift in to the form of a small black fox. >l Dungeons The dungeons are dank and dirty, like a sewer pit rank with rot. The stones that make up the floor are brown instead of grey with bits of moss and dirt scattered across them like a slapdash nest while rusted manacles hang from various wet walls amidst questionable stains that you're afraid to identify. There are a number of empty cells along the back. A green trail of scent stops in front of a stone slab. Aurel is standing next to you, looking happy to be reunited once more. >x slab It's a heavy slab of rock fitted tightly against the wall. >push slab This will be easier if you're in human form since it's so heavy. >remove gem Your body glows brightly as you change back in to your human form. >pull slab Nothing obvious happens. >push slab With Aurel's help, you shove against the tablet as hard as you can until it slides away, revealing a hole big enough for the two of you to crawl through one at a time! Before you can make your escape, the loud snap of a chain hitting the ground near your feet prompts you to spin around where you find the silent raider, Zakir, standing menacingly. He jerks the spiked chain back around his arm as his mouth forms the soundless rictus of a snarl. You recognize an obssessive hatred in his eyes as he begins stalking towards you and Aurel while swinging the chain. You and Aurel quickly split up to avoid a deadly swing of Zakir's chain. >give dagger to aurel It's too hard to make an exchange with Zakir swinging like that. You'll have to take care of this yourself. Aurel is briefly snagged by the sharp barbs of the chain, drawing blood from his arm. >attack zakir You throw out a punch that misses. (You must have something better on you that you could ATTACK ZAKIR WITH.) You wince when pain explodes from your ankle, the chain cutting into your skin. >attack zakir with dagger You use the sharpened dagger to attack Zakir while Aurel draws his eyes in a different direction. Before the raider can make a move, you plunge the blade into his throat, causing blood to spurt out like a miniature guyser that immediately paints the side of your face red. He reels back to punch you, but it's a pointless reflex. You can only watch as Zakir makes a vain effort to cover the wound before falling to his knees with a sickening sound, the chain unraveling from his shoulder while his dark eyes burn through you and Aurel as if made of molten steel. He chokes on a garbled breath and then collapses- dead. You stare down at the corpse with a vague sense of pity before a warm hand on your shoulder urges you to turn away from it, "Let's get out of here," Aurel murmurs. He's right... You don't have time to linger here. You crawl through the tunnel one at a time, and after a few minutes you find yourselves standing outside the entrance to the fort again. The two horses from earlier seem to remember you and stomp the ground to draw your attention to them, giving you a fine idea. You decide to mount the white horse while Aurel takes the brown horse (you'll have to make introductions later) and then you ride to freedom! *** You rescued Aurel and escaped the raiders' fort together! You also managed to do away with Zakir without sustaining any major injuries, so you're home free! What adventures await you next? *** Would you like to RESTART, RESTORE a saved game, QUIT, or UNDO the last command? > quit