The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Wild country west of Dwindeldorn <> From your elevated position, you can behold the convergence of three great land regions at once. Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where, merging into the bogs at its border, spreads the choking green expanse of the Telkmaharn Rainforest. Far, far to the north, the faintest blue of mountains serrates the skyline. You could try journeying in almost any direction. Your sidekick is here, sack in hand. PQ stretches himself out on the grass, and presently rises again. <>> * && Nothing like a good night's sleep to get in the mood for jungle-mapping. I only noticed at the end of my exploration yesterday that going N from here brings me into the jungle in location °20 (on my map). I can only imagine what a different picture Comment recorded. <>> * && I would have had if that was my location °1. I now have a map which is quite straightforward from °1 to °16, and then I found a diagonal going from my °9 to a new part where I found °17-°21 all with tons of one-way paths back to the first part. Comment recorded. <>> * && I'm going to enter it straight from the Wild Country this time, instead of going around to the East Edge. See if that brings more clarity to how the map-parts relate. (My map is reduced to scribbles now. I want to clean it up and get a better view of Comment recorded. <>> * && the lay of the land.) Comment recorded. <>> n Leaving your airy and elevated position, you strike down towards the Telkmaharn Rainforest.. <> Surrounded by rainforest, marked 20 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one direction seems about as reasonable as another. 20 reddish patches show on one of the trees here. Quisborne is hanging around. <>> * && Really, I'm stunned at trying to imagine how much difference (not better or worse) it would have made if this were my location °1. Comment recorded. <>> * && Oh, I'm checking diagonals too this time. Expect a lot of UNDO. Comment recorded. <>> s <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. Your "squire" is in tow. The future ruler of the land is recollecting how glad he is that Iarrorn liked his rhyming so much. <>> x rainforest A rainforest lays itself out before you, beginning partly scattered at the western foot of the wolds, and growing ever more dense and impenetrable to the north, where it reaches the horizon. As you look west the southern border of the rainforest merges with the Great Bogs of Nenduul, spilling its trees right into them. At the extreme end of your view, approximately but not exactly northwest, you can barely descry what appears to be a large rock formation heaving up out of the thick of the jungles. <>> * && I'll bet that rock formation is the overgrown Temple. Very Indiana Jones... Comment recorded. <>> nw Leaving your airy and elevated position, you strike down towards the Telkmaharn Rainforest.. <> Surrounded by rainforest, marked 20 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding any which way looks just as plausible as the next. 20 reddish patches show on one of the trees here. The Prince of Dwindeldorn tags along. <>> se <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The prince comes along. The future monarch of Dwindeldorn remembers the absurd scene that ensued after he snagged the sailor's beard. <>> n Leaving your airy and elevated position, you strike down towards the Telkmaharn Rainforest.. <> Surrounded by rainforest, marked 20 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one way is probably as plausible as the next. 20 reddish patches show on one of the trees here. The lad is present and accounted for. <>> e <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. Prince Q is here with you as always, sack in hand. <>> n Leaving your airy and elevated position, you strike down towards the Telkmaharn Rainforest.. <> Surrounded by rainforest, marked 20 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding any which way is probably just as reasonable as any other. 20 reddish patches show on one of the trees here. Prince Quiz is sticking nearby, carrying the sack. Squawking birds fill the forest with sound. <>> ne <> Surrounded by rainforest, marked 12 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one way looks about as reasonable as the next. 12 reddish patches show on one of the trees here. Near by your side is the lad. <>> sw <> Surrounded by rainforest, marked 17 <> Rainforest is all around you. Traveling any which way looks just as good as the next. 17 reddish patches show on one of the trees here. The Dwindeldornian prince is present as ever, bearing the sack. The king-to-be takes the makeshift dart gun and fires a shot at the rainforest trees. Afterwards, he retrieves the dart. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> ne <> Surrounded by rainforest, marked 12 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one direction is probably just as plausible as another. 12 reddish patches show on one of the trees here. Your companion, Prince Quisborne, is here with you. <>> s <> Surrounded by rainforest, marked 20 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one way is probably just as reasonable as another. 20 reddish patches show on one of the trees here. The incumbent to the throne is following you as ever. <>> nw <> Surrounded by rainforest, marked 19 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way seems as good as the next. 19 reddish patches show on one of the trees here. The future king of Dwindeldorn is hanging around, sack in tow. <>> nw <> Surrounded by rainforest, marked 9 <> Rainforest is all around you. Proceeding any which way seems just as plausible as another. 9 reddish patches show on one of the trees here. The young sprig of royalty is following you wherever you go. Your squire lets out a little cough. <>> se <> Surrounded by rainforest, marked 17 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way seems about as plausible as another. 17 reddish patches show on one of the trees here. The king-to-be is here. <>> n <> Surrounded by rainforest, marked 11 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding any which way is probably about as good as any other. 11 reddish patches show on one of the trees here. Nearby, your protegé is ambling around. It's raining outside, but you are mostly shielded by leaves. <>> s <> Surrounded by rainforest, marked 12 <> Rainforest is all around you. Traveling any which way seems about as good as any other. 12 reddish patches show on one of the trees here. Quisborne tags along. <>> s <> Surrounded by rainforest, marked 20 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction looks as good as the next. 20 reddish patches show on one of the trees here. The young figurehead is following you as ever. <>> nw <> Surrounded by rainforest, marked 19 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way seems as reasonable as any other. 19 reddish patches show on one of the trees here. Your "squire" is in tow. A little bit of rain fights its way through the forest foliage and mists you. <>> sw <> Surrounded by rainforest, marked 13 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one way is probably just as good as another. 13 reddish patches show on one of the trees here. The heir to the throne of Dwindeldorn is here with you as always, sack in tow. Your companion doodles on a tree with the knife. <>> ne <> Surrounded by rainforest, marked 10 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one direction seems about as reasonable as another. 10 reddish patches show on one of the trees here. Nearby, your protegé is ambling around. <>> sw <> Surrounded by rainforest, marked 13 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going any which way looks about as plausible as another. 13 reddish patches show on one of the trees here. Near by your side sticks Prince Quiz. <>> se Struggling southeast only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 13 <> Rainforest is all around you. Proceeding one direction looks just as reasonable as any other. 13 reddish patches show on one of the trees here. The heir to the throne of Dwindeldorn is sticking nearby. <>> sw Pushing southwest, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 13 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way is probably just as reasonable as another. 13 reddish patches show on one of the trees here. Your squire is with you like your shadow. <>> s Pushing south, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 13 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling any which way seems just as reasonable as the next. 13 reddish patches show on one of the trees here. Near by your side is Prince Q. <>> e <> Surrounded by rainforest, marked 17 <> Rainforest is all around you. Proceeding one way looks about as good as any other. 17 reddish patches show on one of the trees here. PQ is following you wherever you go. The youth is playing with more tree bark. From an indistinct direction you hear what sounds like a small creature scurrying through the forest. <>> s Struggling south only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 17 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one way seems about as reasonable as another. 17 reddish patches show on one of the trees here. The ever-present prince is here. <>> e <> Surrounded by rainforest, marked 20 <> Rainforest is all around you. Traveling one way looks just as reasonable as the next. 20 reddish patches show on one of the trees here. Your companion, Quisborne, is here with you. Frog noises reach unprecedented levels here in the rainforest. <>> n <> Surrounded by rainforest, marked 12 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one direction seems as plausible as any other. 12 reddish patches show on one of the trees here. The royal youth is present as ever. <>> w <> Surrounded by rainforest, marked 13 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one direction is probably just as reasonable as another. 13 reddish patches show on one of the trees here. Quiz is here. <>> e <> Surrounded by rainforest, marked 17 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going any which way is probably as good as another. 17 reddish patches show on one of the trees here. The lad is sticking nearby, sack in tow. <>> w <> Surrounded by rainforest, marked 13 <> Rainforest is all around you. Going any which way looks as plausible as any other. 13 reddish patches show on one of the trees here. The Dwindeldornian prince comes along. Dwindeldorn's future king reminisces about the many funny quirks of the Tuttarumbish people. A little bit of rain fights its way through the forest foliage and mists you. <>> e <> Surrounded by rainforest, marked 17 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one way seems as reasonable as any other. 17 reddish patches show on one of the trees here. Your squire is hanging around. <>> nw <> Surrounded by rainforest, marked 18 <> Rainforest is all around you. Traveling any which way seems just as good as the next. 18 reddish patches show on one of the trees here. Prince Q is present and accounted for. <>> se <> Surrounded by rainforest, marked 17 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one direction looks about as good as any other. 17 reddish patches show on one of the trees here. Quisborne tags along. <>> nw <> Surrounded by rainforest, marked 18 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding any which way seems just as good as another. 18 reddish patches show on one of the trees here. Your young pal is following you wherever you go. The heir to the throne of Dwindeldorn bends some foliage out of his way. <>> nw <> Surrounded by rainforest, marked 16 <> Rainforest is all around you. Proceeding one way seems as plausible as another. 16 reddish patches show on one of the trees here. Your companion is present and accounted for. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> undo Taking back one turn: “nw”. <> Surrounded by rainforest, marked 18 <> Rainforest is all around you. Proceeding one way is probably just as plausible as another. 18 reddish patches show on one of the trees here. The king's son is hanging around. <>> ne <> Surrounded by rainforest, marked 10 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding any which way looks just as good as another. 10 reddish patches show on one of the trees here. Your companion is present as ever. From an indistinct direction you hear what sounds like a moderately large animal tromping through the forest. <>> undo Taking back one turn: “ne”. <> Surrounded by rainforest, marked 18 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one way looks as reasonable as any other. 18 reddish patches show on one of the trees here. Your companion is present as ever, carrying the sack. <>> n <> Surrounded by rainforest, marked 21 <> Rainforest is all around you. Traveling one way looks about as reasonable as any other. 21 reddish patches show on one of the trees here. Nearby, the princeling is ambling around. <>> * && N from here brings me back to 3. This was the last of my locations last time. Comment recorded. <>> ne <> Surrounded by rainforest, marked 2 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding any which way looks about as plausible as any other. 2 reddish patches show on one of the trees here. Your sidekick comes along. <>> sw <> Surrounded by rainforest, marked 21 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one way seems just as plausible as any other. 21 reddish patches show on one of the trees here. Your squire is following you as always. <>> nw <> Surrounded by rainforest, marked 6 <> Rainforest is all around you. Traveling one direction is probably just as reasonable as another. 6 reddish patches show on one of the trees here. Near by your side sticks the young figurehead, carrying the sack. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> se <> Surrounded by rainforest, marked 9 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding any which way looks about as good as another. 9 reddish patches show on one of the trees here. Your "squire" is in tow. <>> nw <> Surrounded by rainforest, marked 6 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one direction looks just as good as any other. 6 reddish patches show on one of the trees here. The Dwindeldornian heir is sticking nearby. The incumbent to the throne tries to keep up heart that you haven't found anything in the rainforest yet. From an indistinct direction you hear what sounds like a moderately large animal tromping through the forest. <>> s <> Surrounded by rainforest, marked 8 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one direction looks as good as any other. 8 reddish patches show on one of the trees here. Dwindeldorn's future king is hanging around. It's raining outside, but you are mostly shielded by leaves. <>> ne <> Surrounded by rainforest, marked 3 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one way is probably just as good as another. 3 reddish patches show on one of the trees here. The Dwindeldornian prince is here with you as always, sack in tow. <>> sw <> Surrounded by rainforest, marked 8 <> Rainforest is all around you. Traveling any which way seems as good as any other. 8 reddish patches show on one of the trees here. Your companion, the boy, is here with you. <>> nw <> Surrounded by rainforest, marked 16 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one way is probably just as reasonable as the next. 16 reddish patches show on one of the trees here. The young sprig of royalty is present and accounted for. From an indistinct direction you hear what sounds like a disconcertingly large beast moving through the forest. <>> se <> Surrounded by rainforest, marked 8 <> Rainforest is all around you. Traveling one direction seems about as good as any other. 8 reddish patches show on one of the trees here. Your companion is here. <>> sw Pushing southwest, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 8 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction seems as plausible as any other. 8 reddish patches show on one of the trees here. The future king of Dwindeldorn is sticking about in your general vicinity. The youth waits for your next move. <>> se <> Surrounded by rainforest, marked 13 <> Rainforest is all around you. Going one direction seems about as reasonable as any other. 13 reddish patches show on one of the trees here. The young sprig of royalty is present as ever. <>> nw <> Surrounded by rainforest, marked 8 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one direction is probably just as plausible as another. 8 reddish patches show on one of the trees here. Your "squire" is in tow. <>> se <> Surrounded by rainforest, marked 13 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one direction seems just as reasonable as the next. 13 reddish patches show on one of the trees here. PQ is here with you as always, with sack slung over his shoulder. <>> s Struggling south only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 13 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding any which way seems as plausible as another. 13 reddish patches show on one of the trees here. Nearby, your squire is ambling around. <>> se Pushing southeast, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 13 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going any which way looks about as reasonable as another. 13 reddish patches show on one of the trees here. Your companion, the princeling, is here with you, sack in hand. <>> sw Struggling southwest only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 13 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one direction is probably just as plausible as another. 13 reddish patches show on one of the trees here. Quisborne is here with you as always. The king-to-be inspects some unusually-colored foliage. <>> w <> Surrounded by rainforest, marked 14 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one direction seems about as reasonable as the next. 14 reddish patches show on one of the trees here. Your companion, the king's son, is here with you. It's raining outside, but you are mostly shielded by leaves. <>> ne <> Surrounded by rainforest, marked 9 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way seems just as reasonable as any other. 9 reddish patches show on one of the trees here. The princeling is following you as ever. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> sw <> Surrounded by rainforest, marked 14 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one way looks just as reasonable as another. 14 reddish patches show on one of the trees here. Nearby, the princeling is ambling around, carrying the sack. <>> sw Pushing southwest, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 14 <> Rainforest is all around you. Going any which way seems as reasonable as any other. 14 reddish patches show on one of the trees here. Prince Q is present and accounted for. <>> s Struggling south only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 14 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding any which way is probably about as good as any other. 14 reddish patches show on one of the trees here. The Dwindeldornian heir is present as ever. Quiz plays around on the low branches of a tree. <>> se Pushing southeast, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 14 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling any which way looks about as reasonable as another. 14 reddish patches show on one of the trees here. PQ is here. <>> w <> Surrounded by rainforest, marked 15 <> Rainforest is all around you. Proceeding one direction is probably as reasonable as another. 15 reddish patches show on one of the trees here. The Prince of Dwindeldorn is here. A little bit of rain fights its way through the forest foliage and mists you. <>> se <> Surrounded by rainforest, marked 14 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling any which way is probably as plausible as the next. 14 reddish patches show on one of the trees here. The princeling comes along. <>> n <> Surrounded by rainforest, marked 8 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one way seems as reasonable as the next. 8 reddish patches show on one of the trees here. Prince Quisborne is following you wherever you go. Squawking birds fill the forest with sound. <>> w <> Surrounded by rainforest, marked 15 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding any which way looks about as plausible as another. 15 reddish patches show on one of the trees here. Dwindeldorn's future king is sticking nearby, with sack slung over his shoulder. <>> e <> Surrounded by rainforest, marked 8 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one way seems just as good as another. 8 reddish patches show on one of the trees here. Your ostensible squire is present and accounted for. PQ is getting discouraged from searching so much rainforest without making any discoveries. <>> w <> Surrounded by rainforest, marked 15 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction is probably just as plausible as any other. 15 reddish patches show on one of the trees here. Near by your side sticks the youth. <>> w Struggling west only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 15 <> Rainforest is all around you. Going any which way is probably just as good as another. 15 reddish patches show on one of the trees here. Near by your side is Prince Quisborne. <>> sw Pushing southwest, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 15 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way looks as reasonable as another. 15 reddish patches show on one of the trees here. The Dwindeldornian prince is sticking about in your general vicinity. <>> s <> Surrounded by rainforest, marked 14 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going any which way looks about as plausible as another. 14 reddish patches show on one of the trees here. The boy is hanging around. <>> nw <> Surrounded by rainforest, marked 15 <> Rainforest is all around you. Traveling one way is probably about as good as another. 15 reddish patches show on one of the trees here. The lad is present as ever. <>> ne <> Surrounded by rainforest, marked 21 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one direction looks just as reasonable as any other. 21 reddish patches show on one of the trees here. The young figurehead tags along. The royal youth is reminiscing about how you and he exposed Doctor Pilpheryi as being a fraud. Frog noises reach unprecedented levels here in the rainforest. <>> sw <> Surrounded by rainforest, marked 8 <> Rainforest is all around you. Going any which way looks about as reasonable as the next. 8 reddish patches show on one of the trees here. Your companion, the king's son, is here with you. <>> n <> Surrounded by rainforest, marked 6 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way seems just as reasonable as any other. 6 reddish patches show on one of the trees here. PQ is present and accounted for. <>> sw <> Surrounded by rainforest, marked 16 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going any which way looks just as good as another. 16 reddish patches show on one of the trees here. Your ostensible squire is here. <>> ne <> Surrounded by rainforest, marked 5 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one way looks about as plausible as another. 5 reddish patches show on one of the trees here. The future king of Dwindeldorn tags along. <>> e <> Surrounded by rainforest, marked 6 <> Rainforest is all around you. Proceeding any which way looks as good as any other. 6 reddish patches show on one of the trees here. Your protegé comes along. <>> sw <> Surrounded by rainforest, marked 16 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going any which way is probably as plausible as any other. 16 reddish patches show on one of the trees here. The lad is following you as ever. The incumbent to the throne takes a nibble from one of the carrots. <>> e <> Surrounded by rainforest, marked 6 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way looks as good as any other. 6 reddish patches show on one of the trees here. Your young pal is here with you as always. <>> w <> Surrounded by rainforest, marked 5 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one way looks about as reasonable as the next. 5 reddish patches show on one of the trees here. The Prince of Dwindeldorn is present as ever. <>> w <> Surrounded by rainforest, marked 7 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling any which way is probably about as plausible as the next. 7 reddish patches show on one of the trees here. Your "squire" is in tow. It's raining outside, but you are mostly shielded by leaves. <>> ne <> Surrounded by rainforest, marked 5 <> Rainforest is all around you. Going one direction looks about as plausible as another. 5 reddish patches show on one of the trees here. Prince Quisborne is following you wherever you go. The king-to-be swats wildly at an encroaching horsefly. <>> w <> Surrounded by rainforest, marked 7 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one direction is probably as plausible as any other. 7 reddish patches show on one of the trees here. The prince is sticking nearby. <>> n It would require a good reason and a few men with swords and stamina to go any further in that direction. <>> nw It would be difficult to go that direction without getting tangled, torn up, and turned around. If one is going to explore a rainforest, one might as well start out covering the ground that actually permits of walking upright. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> w Struggling west only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 7 <> Rainforest is all around you. Proceeding one direction is probably about as plausible as another. 7 reddish patches show on one of the trees here. Nearby, the youth is ambling around. <>> sw <> Surrounded by rainforest, marked 16 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going any which way looks just as reasonable as another. 16 reddish patches show on one of the trees here. Near by your side sticks the Prince of Dwindeldorn. A little bit of rain fights its way through the forest foliage and mists you. <>> nw <> Surrounded by rainforest, marked 7 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one direction is probably as good as another. 7 reddish patches show on one of the trees here. Nearby, the future monarch of Dwindeldorn is ambling around. Prince Quisborne knocks out some pull-ups hanging from a tree limb. <>> se <> Surrounded by rainforest, marked 8 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one direction looks about as reasonable as the next. 8 reddish patches show on one of the trees here. The Dwindeldornian prince is hanging around. <>> nw <> Surrounded by rainforest, marked 16 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one way looks about as plausible as the next. 16 reddish patches show on one of the trees here. The Prince of Dwindeldorn is present as ever. The prince attempts to keep the ball in the air with his feet with very limited success. <>> e <> Surrounded by rainforest, marked 6 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one way looks as plausible as any other. 6 reddish patches show on one of the trees here. The Prince of Dwindeldorn is following you as ever. <>> e <> Surrounded by rainforest, marked 3 <> Rainforest is all around you. Going any which way is probably just as good as any other. 3 reddish patches show on one of the trees here. Near by your side is your ostensible squire, with sack slung over his shoulder. <>> n <> Surrounded by rainforest, marked 4 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going any which way is probably about as reasonable as any other. 4 reddish patches show on one of the trees here. Prince Quisborne is present and accounted for. The Dwindeldornian heir toots around with the whistle, first removing the dart. <>> nw The undergrowth reaches new levels of impassability in that direction. <>> sw <> Surrounded by rainforest, marked 6 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one way looks as good as any other. 6 reddish patches show on one of the trees here. Your companion, the incumbent to the throne, is here with you. <>> ne <> Surrounded by rainforest, marked 4 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going any which way seems as good as any other. 4 reddish patches show on one of the trees here. Nearby, the royal youth is ambling around. Your squire practices his dart-firing aim, using the rainforest trees as a target. <>> sw <> Surrounded by rainforest, marked 6 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling any which way seems just as reasonable as any other. 6 reddish patches show on one of the trees here. The future king of Dwindeldorn is sticking nearby. <>> nw <> Surrounded by rainforest, marked 5 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one way seems just as reasonable as any other. 5 reddish patches show on one of the trees here. Your "squire" is in tow. From an indistinct direction you hear what sounds like a small creature scurrying through the forest. <>> e <> Surrounded by rainforest, marked 6 <> Rainforest is all around you. Traveling one direction is probably as plausible as the next. 6 reddish patches show on one of the trees here. The lad is here with you as always. <>> nw <> Surrounded by rainforest, marked 5 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going any which way is probably about as good as any other. 5 reddish patches show on one of the trees here. The young sprig of royalty tags along. <>> ne <> Surrounded by rainforest, marked 4 <> Rainforest is all around you. Proceeding any which way looks about as reasonable as any other. 4 reddish patches show on one of the trees here. Dwindeldorn's future king comes along. <>> sw <> Surrounded by rainforest, marked 6 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction is probably as reasonable as the next. 6 reddish patches show on one of the trees here. The prince is following you wherever you go. Your companion attempts to dance. A little bit of rain fights its way through the forest foliage and mists you. <>> nw <> Surrounded by rainforest, marked 5 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one direction is probably just as good as the next. 5 reddish patches show on one of the trees here. The future ruler of the land is here. <>> ne <> Surrounded by rainforest, marked 4 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one way is probably as plausible as the next. 4 reddish patches show on one of the trees here. The incumbent to the throne is hanging around. <>> nw It would require a good reason and a few men with swords and stamina to go any further in that direction. Dwindeldorn's future king lets out a sneeze. <>> sw <> Surrounded by rainforest, marked 6 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going any which way seems about as good as any other. 6 reddish patches show on one of the trees here. The Prince of Dwindeldorn is present as ever. <>> nw <> Surrounded by rainforest, marked 5 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one way looks just as good as the next. 5 reddish patches show on one of the trees here. Your "squire" is in tow. <>> w <> Surrounded by rainforest, marked 7 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling any which way seems as reasonable as another. 7 reddish patches show on one of the trees here. Prince Quisborne is following you wherever you go. <>> s <> Surrounded by rainforest, marked 16 <> Rainforest is all around you. Going one way is probably as plausible as the next. 16 reddish patches show on one of the trees here. Nearby, your ostensible squire is ambling around. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> n <> Surrounded by rainforest, marked 7 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one direction looks just as reasonable as the next. 7 reddish patches show on one of the trees here. The royal youth tags along, with sack slung over his shoulder. <>> e <> Surrounded by rainforest, marked 5 <> Rainforest is all around you. Going any which way looks about as plausible as another. 5 reddish patches show on one of the trees here. The Prince of Dwindeldorn is sticking nearby. The boy watches to see what you'll do next. <>> s <> Surrounded by rainforest, marked 16 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding any which way seems as reasonable as any other. 16 reddish patches show on one of the trees here. The princeling is here, bearing the sack. <>> ne <> Surrounded by rainforest, marked 5 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding any which way is probably just as reasonable as the next. 5 reddish patches show on one of the trees here. Your companion, the boy, is here with you. <>> sw <> Surrounded by rainforest, marked 16 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction seems about as plausible as the next. 16 reddish patches show on one of the trees here. The king's son is hanging around. <>> s <> Surrounded by rainforest, marked 15 <> Rainforest is all around you. Proceeding one way looks just as reasonable as the next. 15 reddish patches show on one of the trees here. Your ostensible squire is here with you as always. The king-to-be drops and knocks out some pushups. <>> w Struggling west only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 15 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling any which way seems as plausible as any other. 15 reddish patches show on one of the trees here. Your sidekick is present and accounted for. <>> nw <> Surrounded by rainforest, marked 16 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one way is probably as good as another. 16 reddish patches show on one of the trees here. Prince Q comes along. <>> sw <> Surrounded by rainforest, marked 15 <> Rainforest is all around you. Going any which way is probably about as plausible as another. 15 reddish patches show on one of the trees here. The future king of Dwindeldorn is present and accounted for. <>> sw Pushing southwest, you once again find yourself encountering the fringes of Nenduul, where no solid ground presents itself. You backtrack. <> Surrounded by rainforest, marked 15 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one direction looks just as reasonable as the next. 15 reddish patches show on one of the trees here. PQ tags along, sack in tow. Squawking birds fill the forest with sound. <>> se <> Surrounded by rainforest, marked 14 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one way seems about as good as any other. 14 reddish patches show on one of the trees here. The king's son is following you as always. The prince sings a snatch of 'That Voodoo That You Do'. <>> nw <> Surrounded by rainforest, marked 15 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one direction is probably just as reasonable as the next. 15 reddish patches show on one of the trees here. Near by your side sticks the king-to-be. <>> ne <> Surrounded by rainforest, marked 21 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way looks about as reasonable as any other. 21 reddish patches show on one of the trees here. Quiz is hanging around. <>> * && This is where it gets tricky in my mental map. Comment recorded. <>> sw <> Surrounded by rainforest, marked 8 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one direction looks as plausible as another. 8 reddish patches show on one of the trees here. Near by your side sticks the incumbent to the throne. The Prince of Dwindeldorn bends some foliage out of his way. <>> undo Taking back one turn: “sw”. <> Surrounded by rainforest, marked 21 <> Rainforest is all around you. Traveling any which way looks just as reasonable as any other. 21 reddish patches show on one of the trees here. Quiz is here with you as always. <>> ne <> Surrounded by rainforest, marked 2 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one direction looks as good as any other. 2 reddish patches show on one of the trees here. Your "squire" is in tow. <>> sw <> Surrounded by rainforest, marked 21 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one direction looks just as reasonable as any other. 21 reddish patches show on one of the trees here. Quiz is here with you as always. <>> sw <> Surrounded by rainforest, marked 8 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding any which way seems as good as any other. 8 reddish patches show on one of the trees here. The prince is sticking nearby. The young sprig of royalty almost loses his balance. <>> w <> Surrounded by rainforest, marked 15 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one way is probably about as reasonable as another. 15 reddish patches show on one of the trees here. The young figurehead is present as ever. <>> e <> Surrounded by rainforest, marked 8 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way is probably as good as any other. 8 reddish patches show on one of the trees here. Nearby, your protegé is ambling around. <>> w <> Surrounded by rainforest, marked 15 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction is probably just as reasonable as another. 15 reddish patches show on one of the trees here. The youth comes along. <>> ne <> Surrounded by rainforest, marked 21 <> Rainforest is all around you. Going one direction looks about as reasonable as the next. 21 reddish patches show on one of the trees here. Your protegé tags along. Your companion shifts the sack around. From an indistinct direction you hear what sounds like a disconcertingly large beast moving through the forest. <>> ne <> Surrounded by rainforest, marked 2 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way seems as reasonable as another. 2 reddish patches show on one of the trees here. The prince is following you wherever you go. It's raining outside, but you are mostly shielded by leaves. <>> sw <> Surrounded by rainforest, marked 21 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way is probably as plausible as the next. 21 reddish patches show on one of the trees here. Your ostensible squire is present and accounted for. Your sidekick climbs a tree for a little spell. A little bit of rain fights its way through the forest foliage and mists you. <>> sw <> Surrounded by rainforest, marked 8 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction is probably as good as another. 8 reddish patches show on one of the trees here. Near by your side sticks your protegé. <>> ne <> Surrounded by rainforest, marked 3 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way looks just as plausible as any other. 3 reddish patches show on one of the trees here. Prince Q is here. It's raining outside, but you are mostly shielded by leaves. <>> sw <> Surrounded by rainforest, marked 8 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one direction looks just as reasonable as any other. 8 reddish patches show on one of the trees here. Prince Quisborne is following you as always. <>> w <> Surrounded by rainforest, marked 15 <> Rainforest is all around you. Proceeding any which way seems just as reasonable as any other. 15 reddish patches show on one of the trees here. Your companion, Prince Q, is here with you. <>> ne <> Surrounded by rainforest, marked 21 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one direction looks just as plausible as any other. 21 reddish patches show on one of the trees here. The future king of Dwindeldorn tags along. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> s <> Surrounded by rainforest, marked 18 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one way looks as good as the next. 18 reddish patches show on one of the trees here. The future king of Dwindeldorn is following you as ever. Prince Quisborne does some whittling. <>> s <> Surrounded by rainforest, marked 13 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one direction is probably just as reasonable as another. 13 reddish patches show on one of the trees here. The king's son comes along. <>> n <> Surrounded by rainforest, marked 9 <> Rainforest is all around you. Proceeding any which way looks about as reasonable as another. 9 reddish patches show on one of the trees here. Your companion, the princeling, is here with you. <>> undo Taking back one turn: “n”. <> Surrounded by rainforest, marked 13 <> Rainforest is all around you. Traveling one direction is probably as good as any other. 13 reddish patches show on one of the trees here. The ubiquitous prince is here. <>> undo Taking back one turn: “s”. <> Surrounded by rainforest, marked 18 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling any which way seems just as plausible as the next. 18 reddish patches show on one of the trees here. The lad is sticking nearby, sack in hand. <>> n <> Surrounded by rainforest, marked 21 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way looks about as good as another. 21 reddish patches show on one of the trees here. The king-to-be is here with you as always. <>> s <> Surrounded by rainforest, marked 18 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going any which way seems about as plausible as the next. 18 reddish patches show on one of the trees here. Near by your side sticks the future monarch of Dwindeldorn. From an indistinct direction you hear what sounds like a small creature scurrying through the forest. <>> e <> Surrounded by rainforest, marked 19 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one way is probably about as reasonable as another. 19 reddish patches show on one of the trees here. Prince Quisborne is present as ever. <>> w <> Surrounded by rainforest, marked 18 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one way seems just as plausible as any other. 18 reddish patches show on one of the trees here. The lad is following you wherever you go. Frog noises reach unprecedented levels here in the rainforest. <>> se <> Surrounded by rainforest, marked 17 <> Rainforest is all around you. Proceeding one direction seems just as reasonable as any other. 17 reddish patches show on one of the trees here. Dwindeldorn's future king is sticking nearby. It's raining outside, but you are mostly shielded by leaves. <>> n <> Surrounded by rainforest, marked 11 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one way looks just as plausible as the next. 11 reddish patches show on one of the trees here. The young sprig of royalty is hanging around. <>> undo Taking back one turn: “n”. <> Surrounded by rainforest, marked 17 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one way seems just as plausible as another. 17 reddish patches show on one of the trees here. Prince Quisborne is with you like a second shadow. <>> nw <> Surrounded by rainforest, marked 18 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going any which way seems about as reasonable as another. 18 reddish patches show on one of the trees here. The Dwindeldornian heir is hanging around, with sack slung over his shoulder. The heir to the throne of Dwindeldorn waits for your lead. <>> e <> Surrounded by rainforest, marked 19 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one direction seems just as reasonable as any other. 19 reddish patches show on one of the trees here. Your young pal comes along. <>> s <> Surrounded by rainforest, marked 17 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding any which way looks just as good as another. 17 reddish patches show on one of the trees here. The heir to the throne of Dwindeldorn is here. <>> e <> Surrounded by rainforest, marked 20 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one way is probably as reasonable as any other. 20 reddish patches show on one of the trees here. Nearby, the young sprig of royalty is ambling around. <>> w <> Surrounded by rainforest, marked 17 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction looks about as plausible as the next. 17 reddish patches show on one of the trees here. The future king of Dwindeldorn is present and accounted for. <>> e <> Surrounded by rainforest, marked 20 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going any which way is probably about as plausible as any other. 20 reddish patches show on one of the trees here. Your "squire" is in tow. <>> w <> Surrounded by rainforest, marked 17 <> Rainforest is all around you. Going any which way seems as plausible as any other. 17 reddish patches show on one of the trees here. Your companion, the heir to the throne of Dwindeldorn, is here with you. The young figurehead twitches. <>> nw <> Surrounded by rainforest, marked 18 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way looks just as reasonable as the next. 18 reddish patches show on one of the trees here. Your young pal comes along. <>> se <> Surrounded by rainforest, marked 17 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one direction looks just as plausible as the next. 17 reddish patches show on one of the trees here. Nearby, your companion is ambling around. <>> e <> Surrounded by rainforest, marked 20 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going any which way looks just as plausible as the next. 20 reddish patches show on one of the trees here. The young figurehead is hanging around. A little bit of rain fights its way through the forest foliage and mists you. <>> n <> Surrounded by rainforest, marked 12 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding any which way seems about as good as another. 12 reddish patches show on one of the trees here. Your companion, the royal youth, is here with you, sack in hand. <>> s <> Surrounded by rainforest, marked 20 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one direction looks as reasonable as another. 20 reddish patches show on one of the trees here. The prince is here with you as always. <>> nw <> Surrounded by rainforest, marked 19 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding any which way looks just as reasonable as the next. 19 reddish patches show on one of the trees here. Dwindeldorn's future king is sticking nearby, bearing the sack. The boy is doing curls with the iron hammer head. <>> * && I've made a simplified map of all the two-way connections. Now when I'm stumbling around over one-way paths, I can more easily find a sure way back. Comment recorded. <>> * && I have 21 locations so far. I hope further diagonal investigation will soon turn up the Temple. I'll be making my way NW. Comment recorded. <>> nw <> Surrounded by rainforest, marked 9 <> Rainforest is all around you. Going one direction is probably as good as another. 9 reddish patches show on one of the trees here. The heir to the throne of Dwindeldorn is following you as always. Squawking birds fill the forest with sound. <>> nw <> Surrounded by rainforest, marked 6 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling any which way looks as reasonable as the next. 6 reddish patches show on one of the trees here. The young figurehead is present as ever. From an indistinct direction you hear what sounds like a moderately large animal tromping through the forest. <>> nw <> Surrounded by rainforest, marked 5 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one direction is probably about as plausible as any other. 5 reddish patches show on one of the trees here. PQ tags along. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> nw <> Surrounded by rainforest, marked 7 <> Rainforest is all around you. Traveling any which way seems just as reasonable as another. 7 reddish patches show on one of the trees here. Your "squire" is in tow. <>> nw The undergrowth reaches new levels of impassability in that direction. <>> s <> Surrounded by rainforest, marked 16 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling one direction seems as plausible as the next. 16 reddish patches show on one of the trees here. Near by your side sticks Prince Quisborne. The future ruler of the land adjusts the sack. <>> nw <> Surrounded by rainforest, marked 7 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one direction looks about as reasonable as the next. 7 reddish patches show on one of the trees here. Your ostensible squire is here. <>> se <> Surrounded by rainforest, marked 8 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Traveling any which way looks about as plausible as any other. 8 reddish patches show on one of the trees here. The king-to-be is following you wherever you go. Prince Q barks at a squirrel. <>> se <> Surrounded by rainforest, marked 13 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling any which way is probably about as good as the next. 13 reddish patches show on one of the trees here. Prince Q is present and accounted for. <>> se Struggling southeast only brings you back to a place where the rainforest begins to sink itself in the bogs. You find no passage further into the bogs there, and turn back. <> Surrounded by rainforest, marked 13 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction looks just as reasonable as another. 13 reddish patches show on one of the trees here. Your companion, Quisborne, is here with you. <>> ne <> Surrounded by rainforest, marked 10 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one way looks about as reasonable as another. 10 reddish patches show on one of the trees here. The future king of Dwindeldorn is here with you as always. <>> e <> Surrounded by rainforest, marked 11 <> Rainforest is all around you. Traveling one direction looks about as reasonable as the next. 11 reddish patches show on one of the trees here. Your companion, Dwindeldorn's future king, is here with you. <>> s <> Surrounded by rainforest, marked 12 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one direction looks about as plausible as another. 12 reddish patches show on one of the trees here. The prince is hanging around. It's raining outside, but you are mostly shielded by leaves. <>> s <> Surrounded by rainforest, marked 20 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going any which way is probably as plausible as another. 20 reddish patches show on one of the trees here. The incumbent to the throne is present as ever. From an indistinct direction you hear what sounds like a small creature scurrying through the forest. <>> w <> Surrounded by rainforest, marked 17 <> Rainforest is all around you. Proceeding one direction is probably as good as the next. 17 reddish patches show on one of the trees here. The youth tags along. The future monarch of Dwindeldorn coughs. <>> nw <> Surrounded by rainforest, marked 18 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going any which way looks as good as the next. 18 reddish patches show on one of the trees here. Near by your side sticks the future ruler of the land. <>> nw <> Surrounded by rainforest, marked 16 <> Rainforest is all around you. Proceeding any which way seems as reasonable as any other. 16 reddish patches show on one of the trees here. The future monarch of Dwindeldorn is following you wherever you go. Frog noises reach unprecedented levels here in the rainforest. <>> undo Taking back one turn: “nw”. <> Surrounded by rainforest, marked 18 <> Rainforest is all around you. Traveling any which way seems about as reasonable as any other. 18 reddish patches show on one of the trees here. The ubiquitous prince is here. <>> * && That brings me back to the outer circle. I think I need to stay in this tangle of paths in the inner circle (in my visualisation of the map, that is. I'd like to see what your map looks like. Could you post a picture in your next PM?) Comment recorded. <>> n <> Surrounded by rainforest, marked 21 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling one direction is probably about as reasonable as the next. 21 reddish patches show on one of the trees here. The incumbent to the throne comes along. <>> *&& Diagonals NE and SW connect to the outer circle. I don't know if I've checked the others yet. (A bunch of multicoloured lines that started as an attempt to give a clearer picture of the map connections now just gives me a headache. Comment recorded. <>> * && That's why I'm sticking to the simplified map for the highways and just stick my feelers out on crossings. Comment recorded. <>> e <> Surrounded by rainforest, marked 10 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling one way looks about as plausible as the next. 10 reddish patches show on one of the trees here. The prince is following you wherever you go. <>> w <> Surrounded by rainforest, marked 9 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one way is probably just as reasonable as any other. 9 reddish patches show on one of the trees here. Nearby, the heir to the throne of Dwindeldorn is ambling around. The lad fans himself. <>> undo Taking back one turn: “w”. <> Surrounded by rainforest, marked 10 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one way is probably as plausible as another. 10 reddish patches show on one of the trees here. The incumbent to the throne is hanging around, with sack slung over his shoulder. <>> undo Taking back one turn: “e”. <> Surrounded by rainforest, marked 21 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction is probably about as good as another. 21 reddish patches show on one of the trees here. Prince Q is hanging around. <>> w As you continue to move through the rainforest, it becomes necessary to stop and rest for the night. You don't know what manner of creatures might inhabit this thickly-vegetated wilderness, but you find a little cranny in a hummock of the forest floor, and block yourselves in with whatever large clutter and stones you can find. The night passes without incident, and with the first light you keep moving... <> At the base of a giant landform of rock <> At last! You and an exultant Quisborne have discovered something in this wilderness other than more foliage... you've stumbled upon the base (a portion of it, that is) of the landform that you could see before entering into this jungle. It lies just to the north. Even at its very foot it is shocking to realize how difficult it is to be found: as massive as you know it to be, the height and thickness of the rainforest render it invisible until you are nearly upon it. Otherwise the rainforest is in full bloom around you, and any other direction looks as plausible as another for trekking through. Strangely enough, one densely-packed profusion of foliage seems to draw your wary eye to it, in spite of the ocean of other vegetation which surrounds you. It huddles tight up against the rock, and meanders away from it for many yards before losing its form into the rest of the jungle flora. Quiz is following you as ever. [If you should wish to remember the directions to the landform in the future, you can find them with the command REMEMBER.] <>> * && TADAAA!!! Let them talk on the forum about the modern player's dislike for mazes. I enjoyed this a lot! Comment recorded. <>> * && Perhaps the notable profusion of foliage draws my eye because of itys slightly yellowish colour? Comment recorded. <>> remember You return from your thoughts. <>> * && Hah! Convenient. Comment recorded. <>> x forest You have found your way back to the base of the giant landform of rock, which stands to the north. In spite of its size, the height and thickness of the rainforest render it invisible until you are nearly upon it. Otherwise the rainforest is in full bloom around you, and any other direction looks as plausible as another for trekking through. Strangely enough, one densely-packed profusion of foliage seems to draw your wary eye to it, in spite of the ocean of other vegetation which surrounds you. It huddles tight up against the rock, and meanders away from it for many yards before losing its form into the rest of the jungle flora. Dwindeldorn's future king is here with you as always. The youth gets a practice sprint in. <>> * && I have not "found my way BACK". It's the first time I'm here. Comment recorded. <>> x flora "Flora" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x bloom "Bloom" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x flowers Some of the leaves growing from the floor of this forest could cover a small wagon. Most of the plants, flowers, and berries are unfamiliar to you... it wouldn't be a good idea to be eating them. <>> x rock You would never be able to assess how big the rock is, if you hadn't already seen it from a distance. Trunks lean snug against the rock, and limbs run into it and then bend upwards, so that you cannot even peek upward and see a distinct sliver of sky between rock and trees. The rock impedes any further travel north. Quiz takes the makeshift dart gun and fires a shot at the rainforest trees. Afterwards, he retrieves the dart. <>> climb rock Indeed, you must attempt it. Such an obstacle merely begs to be surmounted. But the task turns out more difficult than imagined, in spite of the volume of growing matter which presses up against the rock. The rock itself affords no consistent means of grip, and after a certain height, the available tree limbs aren't rigid enough to sustain your weight. You are still far from breaking through the treetop canopy, and descend defeated. <>> * && "Why one must climb Mount Everest? -Because it's there!" Comment recorded. <>> kick rock You vent your frustrations by giving the loaf-shaped rock landform a solid kick. Afterwards, you have to explain to the prince that this was an ignoble action and not to be exampled. <>> dig (with the broken mattock) You find the softest spot of earth in the area and dig a small hole with the broken mattock there. Some grubs happen to be residing in this hole, so you take them along with you. Afterward, you fill the hole back up and tamp it down. <>> put grubs in basket You put the grubs in the basket. <>> * && That's a nicely stocked picnic basket. Now for some mangos for dessert and I can ask Lady Sylverleigh out for a stroll and dinner under a tree. Comment recorded. <>> x shrub You don't see any shrub in view. <>> x bush You don't see any bush in view. <>> x foliage (the clump of vegetation) There's something odd about the pattern of growth in this particular foliage clump. It almost looks like a sort of hedge emanating from the rock, tracing the shape of a thirty-yard lightning bolt along the forest floor. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> search it You approach the conspicuous-looking plants, and start burrowing into them. Sure enough! In their midst you find a fissure in the ground, all but concealed from view. The fissure runs underneath the massive rock. The prince "Ooooh!"s. <>> x fissure You could have easily missed the fissure, given the plant life that grows thick up to either side of it and then bows out over the gap, virtually concealing it. The crack seems to average about six feet wide, and might reach a depth of twelve feet where it goes under the rock. Further from the rock its depth lessens, till it comes up even with the forest floor. Quiz chases a fly. <>> search fissure The fissure is a narrow gap in the earth, and leads into darkness under the rock formation. Frog noises reach unprecedented levels here in the rainforest. <>> * && Do I still have a candle? Comment recorded. <>> * && I think it was in the sky-lantern I gave to Frapunsel as a souvenir. Comment recorded. <>> d You and the lad jump into the fissure a good ways away from the huge rock face where it's only a few feet deep, and travel down the narrow space towards the rock. When you reach it, the ground is well above your head, and the crack penetrates into the darkness under the rock. Undaunted, you push your way forward, each keeping a hand to the wall and feeling out your steps. Only a handful of moments later, you can see a somber light, and you emerge from the dark and narrow crack... <> The lost temple of Enj Trahen <> An awe-inspiring sight fills your view: you are within the bowels of a massive mound of rock, but the rock has been trenched out all the way to this depth from its very surface by the work of human hands. Nor has it been any haphazard trenching and hollowing: the rock has been so carved and cut away as to convert the solid belly of the landmark into the form a gigantic, monolithic edifice. Prince Quisborne perfects the art of pointing out the obvious with: "Fizz-honkin' sausage balls, Valkyrian! It's a temple! Whoa!" While there is no sign advertising it as such, there is no fragment of doubt that you have just found the temple spoken of by the Knights of the Eight Spittoons, the temple called Enj Trahen. Probably three hundred feet above you the rock reaches its height, and gives way to a narrow strip of leaf-fretted sky; the temple rises this whole height and fills up nearly the whole footprint of the shaft that has been cut out, leaving only eight to ten yards of open space between it and the uncut rock of the landform. Hence it is that after emerging from the crack in the earth, you are standing a mere ten paces south of the temple's entrance – an open doorway, narrow, but taller than most buildings in your native city of Vatt Crivaulkis. In the south surface of the shaft, opposite the temple entrance, a tunnel- like fissure leads back into the rock. Your companion is following you wherever you go. *** Your score has just gone up by six points *** <>> * && We went on holiday to Krakow a few years ago. Not far from tyhe city, there are ancient salt-mines you can visit. Since the miners spent practically all their waking hours in these tunnels dug out of and underneath the hill, Comment recorded. <>> * && they carved statues of saints and personal etchings in the salt-rock. The most stunning feature is an entire underground church (not a humble chapel, a church the size of the church in my hometown.) carved and chiseled into the rock. Altar, pews, Comment recorded. <>> * && confession booths, intricate candelabra, statues of Mary and the Apostles, and of course a huge crucified Jesus above the altar. Simply stunning. I couldn't breathe. Comment recorded. <>> l <> The lost temple of Enj Trahen <> An awe-inspring sight fills your view: you are within the bowels of a massive mound of rock, but the rock has been trenched out all the way to this depth from its very surface by the work of human hands. The belly of the rock has been carved and cut into the form a gigantic, monolithic temple – the lost temple of Enj Trahen. Probably three hundred feet above you the rock reaches its height, and gives way to a narrow strip of leaf-fretted sky; the temple rises this whole height and fills up nearly the whole footprint of the shaft that has been cut out, leaving only eight to ten yards of open space between it and the uncut rock of the landform. You stand between the temple's entrance to the north, and a small cleft in the rock to the south, which leads back out to the jungle. In the south surface of the shaft, opposite the temple entrance, a tunnel- like fissure leads back into the rock. Your squire is sticking nearby. <>> * && But this is different. It's a giant hole in the mountain in which the temple has been cut/built. So here the temple has an outside wall. The church in the salt-mine *was* the hole in the mountain. It had only an inside. Comment recorded. <>> climb temple We apologize for the disappointment, but you can't just climb three hundred feet of vertical cut rock. Dwindeldorn's future king continues to make exclamations about the temple. <>> e You set out to follow what we can only describe as the "trenches" that surround the temple and separate it from the uncut rock of the landform. The trenches make the approximate rectangle that you would expect in following the building footprint, never widening from what they were at the temple's front, and always dimly lit with a sliver of sky far above. The ground is soft with deep buildups of decayed matter blown in over the ages. From every angle, the temple inspires incredulity and wonder, but no other entrances or secret nooks are to be found. Presently you arrive back at the front of the temple. <> The lost temple of Enj Trahen <> An awe-inspring sight fills your view: you are within the bowels of a massive mound of rock, but the rock has been trenched out all the way to this depth from its very surface by the work of human hands. The belly of the rock has been carved and cut into the form a gigantic, monolithic temple – the lost temple of Enj Trahen. You stand between the temple's entrance to the north, and a small cleft in the rock to the south, which leads back out to the jungle. In the south surface of the shaft, opposite the temple entrance, a tunnel- like fissure leads back into the rock. Quiz is hanging around. <>> save Saved. <>> * && Alright. Hat on, whip at the ready, burlap sack for raiding. Comment recorded. <>> n <> Temple hall (near end) <> You are in the vast sanctuary of an ancient, forsaken edifice, whose builders and worshippers are lost from the knowledge of all living races. Notwithstanding its long decay, you feel moved by the sublime grandeur of the place, on account of not only its size and beauty, but also the unfathomable volume of labor that must have been involved in order to construct every detail. The varicolored flagstones of the floor are fitted together in all manner of curious and irregular shapes, and columns rise up all around you to a ceiling somewhere lost in gloom. Any furnishings that may have once been here have long since disappeared, though some kind of tall pedestal is in the far north end of the hall. The huge doorway to the exterior, providing the only natural light, is south. Your "squire" is in tow. There is not a sound beyond what you and Quisborne produce. <>> x walls (the temple walls) Most of the temple's walls are quite shadowed in gloom, and don't reveal anything special upon scrutiny. <>> x ceiling You can't even see the ceiling in the ill-lit temple... the columns appear to rise infinitely into the dark. For all you know, the temple ceiling could be the top surface of the landform itself, some three to four hundred feet above you. <>> x floor The flagstones that make up the floor are a work of art of their own, as is virtually every feature about this ancient place. Smaller irregular shapes fit together to make larger irregular shapes, and the whole suggests the feeling that there were some method or meaning to the pattern; but if there is, you can't ascertain anything about it as you gaze about. <>> * && Almost like a chaotic fractal pattern. Or so I imagine. Comment recorded. <>> dig (with the broken mattock) The stones can't be dug up. The feckless heir inspects the carvings on the columns. <>> x columns The columns are spectacular to behold, each with an overall shape like that of an extremely elongated hourglass, thicker on the bottom end. Their surfaces are carved into wild, outlandish textures: the chiselers responsible had to have been extremely patient craftsmen to work such deeply recessed features over the columns' whole area. <>> x carvings You have a high appreciation for fine workmanship, and could probably enjoy looking over these carvings for hours. <>> climb column You find that the deep, ornate carvings make ideal footholds and fingerholds. You deftly ascend the nearest column... Prince Quisborne remains behind with the gear sack. <> Up a column <> You're clinging comfortably to the carved details of one of the columns, high aloft in the great hall of the temple. Below you is a sea of flagstones, faintly illuminated by the light from the entrance; above you the column continues to ascend into a vast darkness. It doesn't appear as though you have anywhere to go but back down. <>> u The column continues to ascend up into the gloom, but here the carvings cease to provide deep enough fingerholds for you to proceed. <>> x carvings You don't see any carvings in view. <>> x stonework You don't see any stonework in view. <>> x etchings You don't see any etchings in view. <>> jump Just as you wish. We trust that as a grown adult, and a noted knight no less, you have a proper understanding of the effects of gravity, and the physics of hard floors that don't move and all that. That granted, you should evince no surprise when your flesh changes into odd and unnatural shapes upon impact with the ground. These modified shapes do not prove to be as conducive as the originals to circulating vital fluids through your body, especially since most of your vital fluids are spread out on the floor around you. *** We hope this is the ending you were looking for *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “jump”. <> Up a column <> You're clinging comfortably to the carved details of one of the columns, high aloft in the great hall of the temple. Below you is a sea of flagstones, faintly illuminated by the light from the entrance; above you the column continues to ascend into a vast darkness. It doesn't appear as though you have anywhere to go but back down. <>> d <> Temple hall (near end) <> You are in the vast sanctuary of an ancient, forsaken edifice. The varicolored flagstones of the floor are fitted together in all manner of curious and irregular shapes, and columns rise up all around you to a ceiling somewhere lost in gloom. All furnishings have disappeared, though a tall pedestal is in the far north end of the hall. The huge doorway to the exterior, providing the only natural light, is south. The king's son is present and accounted for. The temple is absolutely hushed. <>> e The only direction needful to access a different part of the temple from here would be north. The future monarch of Dwindeldorn takes his own turn climbing up one of the columns to survey the scene from on high. From the dim heights you hear many Quisbornian exclamations of wonder and appreciation, and then the princeling returns to the ground. <>> * && "Quisbornian exclamations" ! That should be an official word for exhilarated outcries of wonder. In rhyme-form, of course. Comment recorded. <>> x pedestal At the north end of the temple, a thick sculpted pillar rises up from the floor. The temple is absolutely hushed. <>> sing Your singing voice really isn't anything to be ashamed of, and you give the prince a serenade of some of your favorite old tunes. The lad seems to be put into a state of reverence by the grandeur of the ancient temple. <>> play song (first taking the dart from the bamboo whistle) You whip out the bamboo whistle and play some simple tunes. <>> load dart into whistle You reload the bamboo with the dart. <>> ask quisborne about temple You decide you can ask your squire about that subject some other time. There is not a sound beyond what you and Quisborne produce. <>> fart You don't consider this as behavior to be exemplified before the prince. <>> * && It would give some awesome reverberating echoes, I think. Quis could learn a thing or two about acoustics... Comment recorded. <>> shout Your voice echoes distantly in the vast open spaces of the temple. The temple is absolutely hushed. <>> l <> Temple hall (near end) <> You are in the vast sanctuary of an ancient, forsaken edifice. The varicolored flagstones of the floor are fitted together in all manner of curious and irregular shapes, and columns rise up all around you to a ceiling somewhere lost in gloom. All furnishings have disappeared, though a tall pedestal is in the far north end of the hall. The huge doorway to the exterior, providing the only natural light, is south. Your companion is present as ever. PQ does some more column-climbing. <>> x flagstones The flagstones that make up the floor are a work of art of their own, as is virtually every feature about this ancient place. Smaller irregular shapes fit together to make larger irregular shapes, and the whole suggests the feeling that there were some method or meaning to the pattern; but if there is, you can't ascertain anything about it as you gaze about. <>> x doorway The entrance to the temple might be one hundred feet tall, and about a fifth of that in width. There are no doors: the temple is always open. The feckless heir inspects the carvings on the columns. There is not a sound beyond what you and Quisborne produce. <>> n <> Temple hall (far end) <> The temple hall is so vast above and around you that the view feels little different at one end from the other. Here at the far end stands one of the only remaining features of the temple besides the structure itself: a thick, sculpted, freestanding pillar of stone, widening into a small platform at its top. Otherwise, the floor at this end is laid in concentric rings around the pillar, with the whitest marbles at the pillar's base, and the stones growing darker in shade as the rings get farther away from it. Worked into the carvings of the stone pillar are some legends, written in an antiquated script. The prince is here. The temple is absolutely hushed. <>> x pedestal The pillar widens at the top, as if meant for supporting people without their having to do any precarious perching. <>> x pillar The pillar is sculpted into the likeness of a thick vine coiling upwards around a core of dense foliage. It looks as though the coiling vine is meant to be a narrow (and somewhat hazardous) ramp up to the pillar's top, which widens a little. The pillar, or pedestal, looks about sixteen feet tall. Worked into the carvings of the stone pillar are some legends, written in an antiquated script. <>> x legends It takes some doing to puzzle through the antiquated spellings, the defunct letter formations, and outmoded words, but you think you can broadly comprehend what is written in the legends. It seems that this sect of worshippers believed they were created by one they called Queen of the Land Beyond the Sky, and that they were on a lifelong journey to reunite with her. They did not believe this could be possible until a man or woman had gone through a grueling, perhaps years- or decades-long conflict with the evil Self that resided within them, and come forth broken, freed, and purified. Then that happy soul might journey to the Mystic Vale, and passing to the Overworld, hope to find life of a magnitude thitherto incomprehensible in the Land Beyond the Sky. The inscription moreover gives the ancient name of this place of worship and soul-searching... the Temple of Enj Trahen. The Mystic Vale! It must surely mean the same sacred spot spoken of by the Phantom of the Dracken Fells. Perhaps then this ancient race indeed had knowledge of reaching that place... There is not a sound beyond what you and Quisborne produce. <>> pray You pause quietly for a few moments of devotion. There is not a sound beyond what you and Quisborne produce. <>> meditate You turn your thoughts inward in the way you think best. The princeling seems to be put into a state of reverence by the grandeur of the ancient temple. <>> bow to pillar That's the kind of thing you know to do at appropriate times, and don't need to be specific about. <>> climb pillar Leaning in to the center, you wind your way up around the pillar... <> On top of the stone pedestal <> You're standing on the top of a sixteen-foot-tall pedestal in the Temple of Enj Trahen, with open space all around you. It seems fair to assume that this was some kind of special spot to perform devotional activities for whoever it was that worshipped or practiced observances in this temple. This pillar, like the temple itself, is carved out of the live rock, and has no joints or seams or separate pieces. As a rule, that is: however, near its center, there is a thin outline under foot, of a rectangular shape, suggesting that a separate slab lies there flush with the rest of the surface. The incumbent to the throne is sharing the limited space with you atop the pillar. <>> x rctangle "Rctangle" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x rectangle You don't see any rectangle in view. <>> x square The handkerchief is a rather large square of cloth, used for wiping one's face or perhaps blowing one's nose. You have sewn the large rip that was in it back together. The handkerchief has been dyed a vibrant reddish-purple. The royal youth does some of his own introspection. <>> x slab The rectangular shape would look exactly like it was part of the pillar, except for the thin outline which betrays its presence. <>> stand on slab You notice that as you step on the slab it gives a little in the form of a rocking motion. <>> push slab You push down firmly on one end of the rectangle. Surprisingly, this is not a vain effort, as the slab yields downward while also popping its opposite end upward. You grab the raised end, remove the loose slab and set it aside. You have uncovered a cavity in the floor. "Pushing! Brilliant, sir! I would've never thought of that! Or maybe "never" is a tad exaggerative, but I certainly would have spent a long time trying to pull it *up*, not down. I find that when I'm journeying with you, I'm frequently being challenged to think more creatively and more actively about things. I like that. I think it will be valuable for me, for a lot longer than just the time spent looking for this crown. You know what, sir? I just really appreciate being with you, all told. I wouldn't trade our adventures – including our hardships – for anything." The prince is about to go on and get mushier, but you shush him up. You haven't even looked in the cavity yet. <>> hug prince You mean well. But you can save the mushy stuff. <>> put all in cavity piece of chalk: You put the piece of chalk in the recessed cavity. iron bar: You put the iron bar in the recessed cavity. pumpkin: You can't fit that in the cavity. honeycomb: You put the honeycomb in the recessed cavity. clay bowl: You put the clay bowl in the recessed cavity. slate: You put the slate in the recessed cavity. broken mattock: There's only so much room in the recessed cavity to put things. basket: You can't fit that in the cavity. your ember box: You put your ember box in the recessed cavity. fishing pole: You can't fit that in the cavity. axe: There's only so much room in the recessed cavity to put things. roll of privy paper: There's only so much room in the recessed cavity to put things. ball: There's only so much room in the recessed cavity to put things. glove: There's only so much room in the recessed cavity to put things. knife: There's only so much room in the recessed cavity to put things. book of utterances: You put the book of utterances in the recessed cavity. sedative: There's only so much room in the recessed cavity to put things. bamboo whistle: There's only so much room in the recessed cavity to put things. sledgehammer head: There's only so much room in the recessed cavity to put things. burlap sack: Let's just keep it simple: you want the sack. You, or the prince, will set it down when and where you need to. And carrying things is really its one claim to fame. handkerchief: There's only so much room in the recessed cavity to put things. brass javelin: You can't fit that in the cavity. loose bark: There's only so much room in the recessed cavity to put things. rectangular slab: (first taking the rectangular slab) There's only so much room in the recessed cavity to put things. <>> l <> On top of the stone pedestal <> You're standing on the top of a sixteen-foot-tall pedestal in the Temple of Enj Trahen, with open space all around you. The pillar, like the temple itself, is carved out of the live rock, and has no joints or seams or separate pieces. A cavity in the center of it has been uncovered. The king-to-be is sharing the limited space with you atop the pillar. Dwindeldorn's future king seems to meditate upon the ancient folk who once sat up here and tried to draw near to Something Higher. <>> x cavity With the slab removed, you can see into a recessed cavity in the top of the pillar. Two thick metal rods span the opening a little below the top surface, which support the covering slab when it's in place. Lying down in the recessed cavity are an ornate wooden case, the piece of chalk, an iron bar, the honeycomb, the clay bowl, a slate, your ember box, and the book of utterances. The bowl is holding the cork. Prince Quisborne looks rapt upon the exotic object. <>> look in cavity With the slab removed, you can see into a recessed cavity in the top of the pillar. Two thick metal rods span the opening a little below the top surface, which support the covering slab when it's in place. Lying down in the recessed cavity are an ornate wooden case, the piece of chalk, an iron bar, the honeycomb, the clay bowl, a slate, your ember box, and the book of utterances. The bowl is holding the cork. Prince Quisborne looks rapt upon the exotic object. <>> x case It is a case, perhaps ten inches long, made of blackwood. All of its edges are rounded over, with scalloped divots evenly spaced along them. Many thin, scrolling lines have been etched into the case and filled with gold. The case has a fine hinge running down the middle of one side. It’s closed. <>> open case It turns out that there is no latch of any kind on the case, yet the two halves of it are fitted together with such a snug seal that it takes a small force to separate them. With wide eyes you realize you are beholding, within the case, the very Artifact of Enj Trahen, nestled there in velvet lining. "We found it, Valkyrian!" hollers the prince. "Won't the Knights of the Eight Spittoons be so pleased! Yahoo!" *** Your score has just gone up by three points *** <>> x artifact This is in truth, the Artifact of Enj Trahen, that long-lost relic of old legend. As an object it is marvelous, but if it does or ever did possess any peculiar powers, you either can't sense them or don't know how to summon them. The Artifact is a figurine of a loathsome serpentine creature which is in fact consuming itself, first having twined itself into a twist. It's only some eight inches long, but it is formed from one extraordinary bar of metal which is solid gold at the serpent's head, common tin at the extremity which is being swallowed, and a smooth gradation of the two alloyed from one end to the other. The metal is worked in exceedingly minute detail, and variously-colored precious stones the size of grape seeds are studded everywhere upon it. The fact that it has been stored in such a well-made airtight case probably has much to do with its remarkable preservation. <>> touch it It's quite heavy and hard, with many tiny contours. The incumbent to the throne tries to show the proper contemplativeness. <>> * && I'm not sure if I'm supposed to take it myself and give it to the Spittoons, or merely inform them of my discovery and let them collect it for themselves. It wouldn't be a satisfactory Quest if they didn't undertake it themselves, would it? Comment recorded. <>> close case You close the artifact case. <>> take all except case from cavity You take the piece of chalk, the iron bar, the honeycomb, the clay bowl, the slate, your ember box, and the book of utterances from the recessed cavity. <>> close cavity The recessed cavity would first need to be both open, and closable. <>> close slab The rectangular slab would first need to be both open, and closable. Dwindeldorn's future king seems to meditate upon the ancient folk who once sat up here and tried to draw near to Something Higher. <>> x slab It's a slab of the same kind of rock the temple was chiseled from, about three quarters of an inch thick and the size of a large book. <>> put slab in cavity You fit the slab back over the cavity. <>> d <> Temple hall (far end) <> The temple hall is so vast above and around you that the view feels little different at one end from the other. Here at the far end stands one of the only remaining features of the temple besides the structure itself: a thick, sculpted, freestanding pillar of stone, widening into a small platform at its top. Otherwise, the floor at this end is laid in concentric rings around the pillar, with the whitest marbles at the pillar's base, and the stones growing darker in shade as the rings get farther away from it. Worked into the carvings of the stone pillar are some legends, written in an antiquated script. Your protegé is sticking nearby. <>> s <> Temple hall (near end) <> You are in the vast sanctuary of an ancient, forsaken edifice. The varicolored flagstones of the floor are fitted together in all manner of curious and irregular shapes, and columns rise up all around you to a ceiling somewhere lost in gloom. All furnishings have disappeared, though a tall pedestal is in the far north end of the hall. The huge doorway to the exterior, providing the only natural light, is south. The lad is present and accounted for. <>> s <> The lost temple of Enj Trahen <> An awe-inspring sight fills your view: you are within the bowels of a massive mound of rock, but the rock has been trenched out all the way to this depth from its very surface by the work of human hands. The belly of the rock has been carved and cut into the form a gigantic, monolithic temple – the lost temple of Enj Trahen. You stand between the temple's entrance to the north, and a small cleft in the rock to the south, which leads back out to the jungle. In the south surface of the shaft, opposite the temple entrance, a tunnel- like fissure leads back into the rock. Nearby, the Prince of Dwindeldorn is pacing around, sack in hand. "I don't mean to be a nag, sir... but how come we're leaving the temple without bringing the Artifact with us? I know you might have your reasons... I'm just perplexed is all. I'm sure our friends the Knights would be elated to have it... and maybe then they'd be able to lead us around the Badland too!" <>> e You take another tour of the temple's exterior, giving due appreciation, but not gaining any new information. <> The lost temple of Enj Trahen <> An awe-inspring sight fills your view: you are within the bowels of a massive mound of rock, but the rock has been trenched out all the way to this depth from its very surface by the work of human hands. The belly of the rock has been carved and cut into the form a gigantic, monolithic temple – the lost temple of Enj Trahen. You stand between the temple's entrance to the north, and a small cleft in the rock to the south, which leads back out to the jungle. In the south surface of the shaft, opposite the temple entrance, a tunnel- like fissure leads back into the rock. Your sidekick is with you like your shadow. The heir to the throne of Dwindeldorn gazes up at the tiny strip of sky above. <>> s <> At the base of a giant landform of rock <> You're back out in the jungle at the base of the rock, which stands to the north. In spite of its size, the height and thickness of the rainforest render it invisible until you are nearly upon it. Otherwise the rainforest is in full bloom around you, and any other direction looks as plausible as another for trekking through. A small fissure – no wider than what you could safely jump over, were there less plant life in the way – appears in the earth here, virtually concealed by plants. It issues out from underneath the rock, and tapers down to nothing another thirty yards away. The young figurehead is hanging around. <>> e <> Surrounded by rainforest, marked 21 <> Rainforest is all around you. Going one way seems about as plausible as another. 21 reddish patches show on one of the trees here. The boy is present and accounted for. A little bit of rain fights its way through the forest foliage and mists you. <>> ne <> Surrounded by rainforest, marked 2 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding any which way is probably about as good as any other. 2 reddish patches show on one of the trees here. The lad is present as ever. <>> e <> Surrounded by rainforest, marked 1 <> Rainforest is all around you. Proceeding one direction seems as plausible as the next. 1 reddish patch shows on one of the trees here. Nearby, Dwindeldorn's future king is ambling around. Squawking birds fill the forest with sound. <>> e <> East edge of the rainforest <> The rainforest has thinned enough to see your surroundings. The Wolds rise east and south of here, signalling the end of the rainforest in those directions. Otherwise the rainforest begins to grow denser in every direction. The boy is here. Your sidekick takes a short break from carrying the sack. <>> s Night is falling as you come out of the rainforest. Prince Quisborne and you make camp for the night, and move on in the morning... <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The future king of Dwindeldorn is sticking nearby. With the sack on his shoulders, Quiz pumps out a few squats. <>> travel to thymeleigh Keeping a lively pace, you make the tiring journey across the Wolds, into the settled areas, and ultimately pick up the road which leads you into Brinekettle... <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. Your ostensible squire is here with you as always. There is a smattering of applause as Lord of the Strings finishes playing 'You're Like Warm Beer on a Hot Day'. <>> ct <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Your companion, Prince Quisborne, is here with you. <>> g You traverse the fruit-filled country, pass through Chiveldrelm, and come to Castle Row... <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see another building project underway at Baultshiffle Castle. Your companion tags along. <>> g <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The Dwindeldornian heir is following you wherever you go. <>> g You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Near by your side is the heir to the throne of Dwindeldorn. <>> g <> Entrance to the grounds of Forthlong Hall <> The road northeast to Darchingcrast converges here with the road you're on, which runs northwest to southeast. The lane leading to Forthlong Hall branches off from this road to the south, crossing a stream by means of a small bridge. Your "squire" is in tow. <>> g ( Nighttime came and went.) <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. Near by your side is your young pal. <>> g You trek eastward into the rugged forested hills. After a fair piece of journeying, you come up a large, broad-topped hill... <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The Knights of the Eight Spittoons are in the area, patrolling around on their horses and trying to seem important. Your protegé comes along. Sir Glancelot is expounding upon the perfections of Vannella Wayfair. <>> g <> Thymeleigh Manor <> You're on a lane wending through the grounds of the pleasant Thymeleigh Manor. The manor hall stands well away from the lane on a rise northeast of you, and the lane is bordered on that side by a low sod-topped stone wall. One particularly massive spreading tree shades the sunken roadway where you stand. The lane goes northwest or southwest, and a faint foot-track passes the tree and crosses the field to the west. Over near the manor, the Knights Arrogant can be seen parading around, dallying with the elegant daughters and nieces of Lord Myrgweth. Quisborne is following you as ever. One of the Knights Arrogant does an acrobatic feat on the lawn for the ladies. <>> sw Once departing the lands belonging to Thymeleigh Manor, you travel southwest over many rugged and forested hills... (Another night passed...) <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The Knights of the Eight Spittoons are in the area, patrolling around on their horses and trying to seem important. Your squire is present and accounted for. The knights have dismounted and are practicing their swordplay upon the sward. <>> greet Spittoons You don't see any spittoons in view. <>> greet knights The knights salute you. "Well met, sirrah," they say. <>> tell knights about temple You must be holding the Artifact of Enj Trahen to do that. <>> tell knights about artifact With just a touch of drama, you produce from your belongings the Artifact of Enj Trahen, and proffer it to the knights. Astounded, Sir Glancelot receives the artifact from you with these remarks: "But never!! It is in very deed, in very truth, the Artifact of Enj Trahen!! You have found it sirrah – how?! Where?! And even thou art willing to give it unto us?! A king among men thou art, noble sir! Your praise we cannot too highly speak. We shall be ever in your debt!" After this oratory, the Knights of the Eight Spittoons cannot restrain themselves from huddling around the long-sought prize and jubilating together. When the initial paroxysms of celebration have subsided, you are addressed again by Sir Loyneberger. "Of riches we have but little to give thee in return, fair sir, but if ever thou desire our aid, our swords are yours; or shouldst thou ever wish our guidance to any place we have been, do thou but say the word. The Badlands we know well." <>> * && I left the Artifact in the Temple precisely so they could do the work for themselves. And now the game throws a bug and acts as if I had the thing in my pocket? Comment recorded. <>> undo Taking back one turn: “tell knights about artifact”. <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The Knights of the Eight Spittoons are nearby, acknowledging your presence. The ubiquitous prince is here. <>> i Between you and your human pack mule, you're in possession of the secret pocket (which contains the magic bean and the needle), the pumpkin, the basket, the fishing pole, the burlap sack, the brass javelin, the broken mattock, the axe, a roll of privy paper, the ball, the glove, the knife, the sedative, the bamboo whistle (loaded with the dart), the sledgehammer head, the handkerchief, some loose bark, the piece of chalk, an iron bar, the honeycomb, the clay bowl, a slate, your ember box, and the book of utterances. The basket contains some sawdust, a block of ice, a bunch of carrots, a bass, and some grubs. The bowl is holding the cork. <>> * && See? No Artifact. Comment recorded. <>> * && I'll see if I can give them this imaginary one with TELL, and then go back to keep the real one for myself. Comment recorded. <>> save Saved. <>> tell knights about artifact You hail the Knights of the Eight Spittoons and they draw up to hearken to your address. With just a touch of drama, you produce from your belongings the Artifact of Enj Trahen, and proffer it to the knights. Astounded, Sir Glancelot receives the artifact from you with these remarks: "But never!! It is in very deed, in very truth, the Artifact of Enj Trahen!! You have found it sirrah – how?! Where?! And even thou art willing to give it unto us?! A king among men thou art, noble sir! Your praise we cannot too highly speak. We shall be ever in your debt!" After this oratory, the Knights of the Eight Spittoons cannot restrain themselves from huddling around the long-sought prize and jubilating together. When the initial paroxysms of celebration have subsided, you are addressed again by Sir Loyneberger. "Of riches we have but little to give thee in return, fair sir, but if ever thou desire our aid, our swords are yours; or shouldst thou ever wish our guidance to any place we have been, do thou but say the word. The Badlands we know well." <>> travel to brinekettle You let the knights know you've got to be on your way. <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up in a rather unorthodox fashion: it doesn't look like any one phase of the building process gets completed before something else is started. The ground around the house looks as the ground at a construction site will usually do... it's covered with mounds of dug-up earth near the footprint of the building, lumber stacks are all about, as are large patches of dried and rutted mud where innumerable carts have come and gone with their loads. The site is snug and shady, thanks to all the nearby tall trees that were left standing, and you can hear the clamor of construction work (and testy old carpenter bellowings) coming from inside. From here a horse track leads north, following the natural topography of the land and dodging around trees and large rock outcroppings. The way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. A little leaning sign peeps out from the weeds by the hamlet lane. Your companion, Dwindeldorn's future king, is here with you. Some country lasses on horseback tramp past you. <>> ct You make the trip back to the junction of the Darchingcrast Road, passing through Crumblegate, Orterleigh Manor, and the grounds of Uxpelcraith Hall, as well as a good deal of country in between... Along the way, evening came and you both camped for the night. <> Entrance to the grounds of Forthlong Hall <> You are at the entrance to the grounds belonging to Forthlong Hall. The road to Darchingcrast converges here with the road you've just traveled. To the northwest the road is wider and well-traveled, and tall hedges of wild shrubbery stretch along its south side. To the southeast the road looks less frequented, winding away among shading trees alongside a gushing stream. The lane leading to Forthlong Hall branches off from this road to the south, crossing the stream by means of a small bridge. Northeast, the road starts gradually uphill towards the city and the castle. Your sidekick comes along. <>> g <> Wratchbunting ferry landing, east side <> The road arrives here from two different directions at the ferry landing: west of you, the lovely Ribbleskinder River flows roughly south-southwest. The western bank is a continuous line of bluffs covered with grass and trees, while the land on this side makes a more gradual descent to the water. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here, at the confluence of the Ribbleskinder and Gloskinfroke rivers. The road travels off to the southeast and to the northeast, in addition to a small lane that follows the riverbank north towards the town. A small, tree-flanked hut standing just up the bank from the ferry landing appears to be a shelter for waiting folk when the ferry crossing is extra busy, and on its side is painted in large decorative lettering: "WRATCHBUNTING FERRIE." The ferry dock extends a short way into the river's waters where the road comes down to it. The ferry floats alongside the dock near you. The prince is hanging around. <>> g Once again you and the prince make a westward crossing over the river on the ferry, he supplying the horsepower. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The princeling tags along. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a small building project underway at Baultshiffle Castle. Quiz is present as ever. <>> g You go west across the fruitful countryside, through Chiveldrelm town, and eventually reach the road's end at a junction... <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Your "squire" is in tow. <>> g <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. The incumbent to the throne tags along. The townsfolk are listening to Earthworm Stampede as they perform 'It Happened Under the Corn-Shucks'. <>> w <> Entering a wild country <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The heir to the throne of Dwindeldorn is following you as ever. The lad is making shrill sounds by blowing on a piece of grass clamped between his thumbs. The wildness of the land fills you with a sense of adventure and uncertainty. <>> n Leaving your airy and elevated position, you strike down towards the Telkmaharn Rainforest.. <> Surrounded by rainforest, marked 20 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling any which way is probably about as reasonable as the next. 20 reddish patches show on one of the trees here. Prince Q is here. <>> nw <> Surrounded by rainforest, marked 19 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one way seems as reasonable as another. 19 reddish patches show on one of the trees here. Quisborne is following you wherever you go. <>> w <> Surrounded by rainforest, marked 18 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going any which way looks as plausible as any other. 18 reddish patches show on one of the trees here. Nearby, Quisborne is ambling around. <>> n <> Surrounded by rainforest, marked 21 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding any which way seems about as reasonable as any other. 21 reddish patches show on one of the trees here. Near by your side is Quiz. The lad pops the rainforest trees with a shot from the dartgun, retrieving the dart afterward. <>> w You cease traveling to get some sleep for the night, sheltered as best as you can manage; in the morning you get right back on your way. <> At the base of a giant landform of rock <> You have found your way back to the base of the giant landform of rock, which stands to the north. In spite of its size, the height and thickness of the rainforest render it invisible until you are nearly upon it. Otherwise the rainforest is in full bloom around you, and any other direction looks as plausible as another for trekking through. A small fissure appears in the earth here, virtually concealed by plants. It issues out from underneath the rock, and tapers down to nothing another thirty yards away. Prince Q is sticking nearby, carrying the sack. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> n A wall of solid rock says 'nay' to your plans of walking north. <>> d You spring down into the fissure, and follow it through the crack running underneath the huge rock... <> The lost temple of Enj Trahen <> An awe-inspring sight fills your view: you are within the bowels of a massive mound of rock, but the rock has been trenched out all the way to this depth from its very surface by the work of human hands. The belly of the rock has been carved and cut into the form a gigantic, monolithic temple – the lost temple of Enj Trahen. You stand between the temple's entrance to the north, and a small cleft in the rock to the south, which leads back out to the jungle. In the south surface of the shaft, opposite the temple entrance, a tunnel- like fissure leads back into the rock. The youth is here with you as always. <>> n <> Temple hall (near end) <> You are in the vast sanctuary of an ancient, forsaken edifice. The varicolored flagstones of the floor are fitted together in all manner of curious and irregular shapes, and columns rise up all around you to a ceiling somewhere lost in gloom. All furnishings have disappeared, though a tall pedestal is in the far north end of the hall. The huge doorway to the exterior, providing the only natural light, is south. Your companion, the boy, is here with you. There is not a sound beyond what you and Quisborne produce. <>> n <> Temple hall (far end) <> The temple hall is so vast above and around you that the view feels little different at one end from the other. Here at the far end stands one of the only remaining features of the temple besides the structure itself: a thick, sculpted, freestanding pillar of stone, widening into a small platform at its top. Otherwise, the floor at this end is laid in concentric rings around the pillar, with the whitest marbles at the pillar's base, and the stones growing darker in shade as the rings get farther away from it. Worked into the carvings of the stone pillar are some legends, written in an antiquated script. The heir to the throne of Dwindeldorn is sticking nearby, with sack slung over his shoulder. <>> u Leaning in to the center, you wind your way up around the pillar... <> On top of the stone pedestal <> You're standing on the top of a sixteen-foot-tall pedestal in the Temple of Enj Trahen, with open space all around you. The pillar, like the temple itself, is carved out of the live rock, and has no joints or seams or separate pieces. The exception is a thin outline under foot, of a rectangular shape, suggesting that a separate slab lies there flush with the rest of the surface. Your squire is sharing the limited space with you atop the pillar. The incumbent to the throne tries to show the proper contemplativeness. <>> push slab Pushing down on the slab, you remove it and set it aside. Lying down in the recessed cavity is the artifact case. <>> open case You open the artifact case. <>> get artifact You don't see any artifact in view. <>> look in case You see nothing unusual in the artifact case. <>> * && Darn! You moved it behind the scenes when I told the knights about it. Comment recorded. <>> * && So now the Spittoons are willing to take me on a guided tour of Mordor? Let's go. (Not Mordor, but you know, that dark mountainous spot on the map which seems very threatening.) Comment recorded. <>> travel to thymeleigh <> Temple hall (far end) <> The temple hall is so vast above and around you that the view feels little different at one end from the other. Here at the far end stands one of the only remaining features of the temple besides the structure itself: a thick, sculpted, freestanding pillar of stone, widening into a small platform at its top. Otherwise, the floor at this end is laid in concentric rings around the pillar, with the whitest marbles at the pillar's base, and the stones growing darker in shade as the rings get farther away from it. Worked into the carvings of the stone pillar are some legends, written in an antiquated script. Prince Quiz is here with you as always. <>> ct <> Temple hall (near end) <> You are in the vast sanctuary of an ancient, forsaken edifice. The varicolored flagstones of the floor are fitted together in all manner of curious and irregular shapes, and columns rise up all around you to a ceiling somewhere lost in gloom. All furnishings have disappeared, though a tall pedestal is in the far north end of the hall. The huge doorway to the exterior, providing the only natural light, is south. The young figurehead tags along. <>> g <> The lost temple of Enj Trahen <> An awe-inspring sight fills your view: you are within the bowels of a massive mound of rock, but the rock has been trenched out all the way to this depth from its very surface by the work of human hands. The belly of the rock has been carved and cut into the form a gigantic, monolithic temple – the lost temple of Enj Trahen. You stand between the temple's entrance to the north, and a small cleft in the rock to the south, which leads back out to the jungle. In the south surface of the shaft, opposite the temple entrance, a tunnel- like fissure leads back into the rock. PQ comes along. <>> g <> At the base of a giant landform of rock <> You're back out in the jungle at the base of the rock, which stands to the north. In spite of its size, the height and thickness of the rainforest render it invisible until you are nearly upon it. Otherwise the rainforest is in full bloom around you, and any other direction looks as plausible as another for trekking through. A small fissure appears in the earth here, virtually concealed by plants. It issues out from underneath the rock, and tapers down to nothing another thirty yards away. The young figurehead is following you as ever. <>> g <> Surrounded by rainforest, marked 18 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one way seems about as reasonable as another. 18 reddish patches show on one of the trees here. The Dwindeldornian prince is present as ever. <>> g <> Surrounded by rainforest, marked 17 <> Rainforest is all around you. Going any which way seems just as plausible as any other. 17 reddish patches show on one of the trees here. Your sidekick is here. <>> g <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The young sprig of royalty is hanging around. <>> g <> Brinekettle village <> You're in the common green of Brinekettle village. The village is rather a quiet one in the absence of the seasonal gala, and even the music stage lies dormant. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Nearby, the future monarch of Dwindeldorn is ambling around. <>> g You go northeast through the Rumpled Napkin country, and after many ups and downs, arrive in the vicinity of Yew Hall and Cobblecork Farm... (Another night passed...) <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The young sprig of royalty is following you wherever you go. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a modest-sized building project underway at Oscalbroyne Castle. Your "squire" is in tow. <>> g <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The boy is present and accounted for. The sun goes behind a cloud, and then reappears. <>> g You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Prince Quiz is sticking about in your general vicinity. <>> g <> Entrance to the grounds of Forthlong Hall <> The road northeast to Darchingcrast converges here with the road you're on, which runs northwest to southeast. The lane leading to Forthlong Hall branches off from this road to the south, crossing a stream by means of a small bridge. Near by your side sticks the Prince of Dwindeldorn. <>> g <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. Your "squire" is in tow. <>> g <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland, from which lower hills roll away below you in every direction until yet higher hills swallow up the horizon. Anywhere to the north, the trees and hedgerows are as plentiful as anywhere in Dwindeldorn, punctuated at two or three points by some high-reaching turret, while to the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The prince is hanging around. <>> g You continue through this region of rugged, forested hills, at length entering the extensive grounds of Thymeleigh Manor... <> Thymeleigh Manor <> You're on a lane wending through the grounds of the pleasant Thymeleigh Manor. The manor hall stands well away from the lane on a rise northeast of you, and the lane is bordered on that side by a low sod-topped stone wall. One particularly massive spreading tree shades the sunken roadway where you stand. The lane goes northwest or southwest, and a faint foot-track passes the tree and crosses the field to the west. The Knights of the Eight Spittoons are milling about Thymeleigh Manor, sporting brand-new gear and countenances of supreme confidence and satisfaction. Sir Glancelot has dispensed with his moustache, and Sir Loyneberger already seems to have begun to lose weight. Sir Enders holds his head high for the first time since you have seen him. The knights have also won the right to woo and escort the lovely ladies of Thymeleigh Manor: Sir Glancelot with Vannella, Sir Loyneberger with Lady Firiuna, and Sir Enders with Lady Lylova. The boy is here. <>> greet knights "What ho! There you are again, sir knight. It will ever give us pleasure to see you in health." <>> ask knights about ladies "It fareth well, sirrah! Who knew womanhood, and the love thereof, could be so tender, so ineffably sweet? 'Tis mystery, yes, wonder! Belike we shall perish for very joy." Sir Loyneberger speaks up. "Another marvel, sirrah: for I observe that since our avid Glancelot hath had a lady of his own to esteem and be esteemed by, he hath given over falling smitten at the sight of every new dame that passes by. And Enders! Why, the brother knight hath never had such confidence in all his life. Truly we have found great blessing herein." <>> ask knights about lady Sylverleigh The knights seem to think things are going well in the courtship of their respective lady loves. <>> * && And Valkyrian's heart? Should the Knights not care about the love of a kindred soul who has yet to take his Lady out for a picnic of bass, carrots, and grubs on ice? Comment recorded. <>> ask knights about artifact "Truth, sir knight, wethinks the lord was mayhap a bit disappointed that the Artifact possessed no such powers as legend had had it. Yet was he pleased with our service and to possess the Artifact withal. Hath he now been apprised of some new antiquity or other, and sent the Knights Arrogant in quest of it. <>> ask knights about knights arrogant "Ha! Those overweening peacocks have gotten their proper deserts. They are now in disgrace with Lord Myrgweth, who hath sent them far abroad in search of his newest fixation in the way of lost antiquities. He hath called them to account for their slackness and lack of industry. No longer does he permit them audience with the members of his household, unless they should reclaim their honor. <>> ask knights about lord This was the knights' answer: "Truth, sir knight, wethinks the lord was mayhap a bit disappointed that the Artifact possessed no such powers as legend had had it. Yet was he pleased with our service and to possess the Artifact withal. Hath he now been apprised of some new antiquity or other, and sent the Knights Arrogant in quest of it. <>> ask knights about temple No need asking them, since you found it before they did. <>> tell knghts about temple "Knghts" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> tell knights about temple The Knights already have their artifact from the temple. <>> * && But I wanted to regale them with my tale of how we found it, so they could spread word of Valkyrian and Quisborne's quest for Enj Traheen around the land! Comment recorded. <>> tell knights about Telkmaharn "Can it be so?" they say. "Indeed!" <>> tell knights about maze What you're trying to tell about is either something you don't know about yet, or else it's not a part of your adventure. <>> x bark You've got some loose strips of bark from a tree of the Telkmaharn Rainforest. It's very dark and waxy. <>> smell it It smells just slightly bitter. <>> * && Can I wrap a dead fish in it? Comment recorded. <>> travel to sawmill ( Nighttime came and went.) <> The Golden Wood of Eshquoke <> This is a region of Dwindeldorn known as The Golden Wood of Eshquoke, where the natural colors of the trees' leaves are blazing yellowy-oranges and golds, occasionally verging into orangey-pink and orange-red. The forest is not so dense but that patches of grass and dandelions are able to grow on the forest floor. The most passable tracks seems to lead west, northeast, and southeast. The Dwindeldornian heir is present and accounted for. <>> ct You travel through the Golden Wood to its western end, and continue on through a mostly roadless grazing country... <> A large dead tree in a meadow <> You're in a rolling meadow, quite in the heart of the realm of Dwindeldorn. Patches of woods rise at varying distances from you in different directions, while the meadow basks under a deep blue sky. There aren't any proper roads here, but the area appears by no means to be unacquainted with the occasional traveler or shepherd. Natural byways lead to the south, the east, and the northwest. The tall dead tree trunk lies prostrate on the ground, with a stump marking the spot where it once stood. Prince Quisborne is sticking nearby. <>> g <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Walrus Tonsils are playing the Impeccable Soap Suds. The grandstands groan with the energy of the seated crowd. Prince Quiz is present as ever. The boomerang proves effective at stopping opponents who break free from the pack towards one of the goals. <>> g <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. Your young pal tags along. <>> g You descend into the woods towards the river bottom... <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The large timber structure stands to the north, and the ground immediately in front of the building – which once would have been grass, or dirt packed hard by wagon wheels – is now covered by low vegetation which suggests that the place has been deserted for some years, but not for decades. Otherwise, tall trees block your view in all directions, and thorny thickets which also bear beautiful blossoms crowd up against the sides of the building. The side of the building facing you is dominated by a wide rolling door. It's slid wide open now, illuminating the interior of the old building. Somewhere off to the west you can hear the plunging of the Ribbleskinder River as it drops several yards of altitude over a short distance. A track leads back up the knoll to the southeast. You see the dead fish here. Prince Quiz is following you wherever you go. The stench of the dead fish is overpowering. <>> wrap dead fish in bark You can’t put anything in the loose bark. The young figurehead is doing some pull-ups. <>> * && "waxy" sounded promising... Comment recorded. <>> travel to thymeleigh The track takes you up out of the woods back to the top of a knoll... <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. Near by your side is Dwindeldorn's future king. You see an opossum waddling under some brush. <>> ct <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. Your squire comes along. <>> g ( Nighttime came and went.) <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is no overlarge one, yet it has garnered some fame abroad on account of its fine cheeses and other products of milkcraft. An old mead-hall sits in the middle of town, and an inn is to the east. To the eye, the town is distinctive for its roofs of various shapes, one and all of which are made from deep live sod. In fact, it is a commonplace sight here to see a sheep or goat contentedly munching grass on the top of a house, for many of the houses' roofs have at least one side which slopes all the way down and blends in to the ground. Quaint as it may be, under your present obligations Chelkwibble plays little more than the role of a crossroads. Dirt streets become roads which emanate from various points of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. Nearby, your protegé is ambling around. <>> g <> The Golden Wood of Eshquoke <> This is a region of Dwindeldorn known as The Golden Wood of Eshquoke, where the natural colors of the trees' leaves are blazing yellowy-oranges and golds, occasionally verging into orangey-pink and orange-red. The forest is not so dense but that patches of grass and dandelions are able to grow on the forest floor. The most passable tracks seems to lead west, northeast, and southeast. The boy is here with you as always. You can hear the song of birds in the distance. <>> g <> Thymeleigh Manor <> You're on a lane wending through the grounds of the pleasant Thymeleigh Manor. The manor hall stands well away from the lane on a rise northeast of you, and the lane is bordered on that side by a low sod-topped stone wall. One particularly massive spreading tree shades the sunken roadway where you stand. The lane goes northwest or southwest, and a faint foot-track passes the tree and crosses the field to the west. The Knights of the Eight Spittoons are milling about Thymeleigh Manor, sporting new gear and countenances of supreme confidence and satisfaction. The knights have also won the right to woo and escort the lovely ladies of Thymeleigh Manor. The king's son is following you as always. <>> x ladies The knights were not mistaken... Lord Myrgweth's daughters and nieces are uncommonly handsome. They now spend much time in the company of the Knights of the Eight Spittoons. <>> woo ladies The six eldest ladies of Thymeleigh Manor play no direct role in your adventure with Quisborne. <>> ask ladies about sylverleigh The six eldest ladies of Thymeleigh Manor play no direct role in your adventure with Quisborne. <>> find horse If you had to guess, the horse would probably return to the Golden Wood or the open country along the North Road. <>> travel to north road <> The Golden Wood of Eshquoke <> This is a region of Dwindeldorn known as The Golden Wood of Eshquoke, where the natural colors of the trees' leaves are blazing yellowy-oranges and golds, occasionally verging into orangey-pink and orange-red. The forest is not so dense but that patches of grass and dandelions are able to grow on the forest floor. The most passable tracks seems to lead west, northeast, and southeast. Your companion, the prince, is here with you. The woods of Eshquoke are beautiful, but there isn't much here since you befriended the horse. <>> ct <> A large dead tree in a meadow <> You're in a rolling meadow, quite in the heart of the realm of Dwindeldorn. Patches of woods rise at varying distances from you in different directions, while the meadow basks under a deep blue sky. There aren't any proper roads here, but the area appears by no means to be unacquainted with the occasional traveler or shepherd. Natural byways lead to the south, the east, and the northwest. The tall dead tree trunk lies prostrate on the ground, with a stump marking the spot where it once stood. Quisborne is here with you as always, bearing the sack. <>> g ( Another night passed...) <> Grimmage field, west end of Squarchminster town <> You're present at a scene of lively activity. Northwards lies the expansive grimmage field of Squarchminster, with its curious sport going at full tilt. Along the eastern border of the field large permanent grandstands have been erected, and immediately north and west of the field boundaries the ground rises in short hillsides, making for other convenient means of spectating. All three of these sides are quite packed with enthusiastic locals, who are filling the air with intermingled boos and cheers. Squads of other-colored players stand in waiting by the south fence, as many games take place in the course of a day. The south fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is the west end of Squarchminster town, represented by a brickmaker's yard, and there is a convergence of roads happening here. One road comes in from the country to the southwest, bending around the back side of the grandstands, and leading off into the country north of here. Two more roads branch off of this, going into Squarchminster either southeast or northeast. Currently on the field, the Team Spear It are playing the Linen Girdles. The grandstands shake with the liveliness of the spectators. Your protegé is following you wherever you go. The ref has just issued a member of Team Spear It a blue card for knocking teeth out in an unsportsmanlike manner. <>> g <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. The future king of Dwindeldorn is present as ever, bearing the sack. <>> g <> The Northern Marches <> It is a chilly and sparsely-populated country here in the Northern Marches, where the inhabited lands of Dwindeldorn border upon the great wilds. There are still to be seen here and there farmers working a field of hardy rye with teams of small woolly oxen, and most of the houses and barns to be seen are at least partially dug into a bank of earth. Gentle cliffs from higher plateaus frequently wall off the view, and many a small ribbon-like waterfall rushes over the edge of these. Most of the trees in sight grow in scattered clusters, and long-haired sheep with their shepherds are plentiful upon the opens. The North Road, upon which you travel, makes its way northwest toward the wilds, and southwest towards the heart of Dwindeldorn. Lady Equanimity is here, eating grass. Your companion, the Dwindeldornian prince, is here with you. Stiff winds rake across the opens. <>> mount You mount up onto Lady Equanimity. Prince Quisborne climbs up behind you. At least seven waterfalls are in view from this spot, and send small, continuous ribbons of water down to the earth below. <>> travel to thymeleigh <> Knoll over the Ribbleskinder valley (riding on Lady Equanimity) <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. <>> ct <> Country roads (riding on Lady Equanimity) <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. <>> g ( There was another overnight camp...) <> Chelkwibble town (riding on Lady Equanimity) <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is noted for its fine cheeses and other products of milkcraft. To the eye, the town is distinctive for its variously-shaped roofs of deep live sod, on which a goat might be seen. There's a mead-hall and an inn, and dirt streets can lead you out of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. The young figurehead rides behind you on Lady Equanimity's back. A barrel-laden wagon plods down the street and turns a corner. <>> g <> The Golden Wood of Eshquoke (riding on Lady Equanimity) <> This is a region of Dwindeldorn known as The Golden Wood of Eshquoke, where the natural colors of the trees' leaves are blazing yellowy-oranges and golds, occasionally verging into orangey-pink and orange-red. The forest is not so dense but that patches of grass and dandelions are able to grow on the forest floor. The most passable tracks seems to lead west, northeast, and southeast. The rich, warm colors of the wood gladden your soul. <>> g Coming out of the Eshquoke woods, and passing through Inchpuddle village, you come by and by to the grounds of Thymeleigh Manor... <> Thymeleigh Manor (riding on Lady Equanimity) <> You're on a lane wending through the grounds of the pleasant Thymeleigh Manor. The manor hall stands well away from the lane on a rise northeast of you, and the lane is bordered on that side by a low sod-topped stone wall. One particularly massive spreading tree shades the sunken roadway where you sit. The lane goes northwest or southwest, and a faint foot-track passes the tree and crosses the field to the west. The Knights of the Eight Spittoons are milling about Thymeleigh Manor, sporting new gear and countenances of supreme confidence and satisfaction. The knights have also won the right to woo and escort the lovely ladies of Thymeleigh Manor. <>> ask knights about quest "Well, sir knight, it appears we are on a quest no longer, our many thanks to you!" <>> ask knights about skelgarn "Yes, 'tis a truth that whenas we were amidst of our searchings, we found the hut of the Sand Witch in that great waste. If you have a notion to go there, we should count ourselves happy to show you the way. We hold ourselves greatly in your debt. What say you, sirrah: shall we fare forth unto this place whereof we speak?" <>> ask knights about sandwich What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask knights about sand witch "Yes, yes, 'tis a truth that we did find her abode whenas we were amidst of our searchings. If you have a notion to go there, we should count ourselves happy to show you the way. We hold ourselves greatly in your debt. What say you, sirrah: shall we fare forth unto this place whereof we speak?" <>> yes "Right then, sirrah! If you'll just stay hard on our trail, we shall lead you to the place. She herself might thou or might thou not encounter there, and what may befall we wot not. But we cannot sufficiently express our gratitude for thy service to us; yea, we do not by this token consider our debt repaid. Come, let us off!" The knights ride off to the southwest, presuming that you will follow. PQ pats Lady Equanimity on the flank. <>> save Saved. <>> sw <> An upland in rugged country (riding on Lady Equanimity) <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The knights are preparing to lead the way southeast into the Badlands, checking to make sure you're keeping up. Your young pal is riding along with you. <>> follow knights Once departing the lands belonging to Thymeleigh Manor, you travel southwest over many rugged and forested hills... <>> g <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into thousands of dizzying mazes, whose edges have been scoured into rounded contours by wind- driven sand. Canyons lie within canyons, sometimes ringing around small, barren, isolated mountains. Here and there some leathery, burgundy-colored plants grow low to the ground, and every once in awhile you may see a short, stunted tree. The earth, when not covered over with ever-changing sand, is hard and parched. All directions are possible for travel, but few promise to permit of finding your way back out. <>> g The last place you saw the Knights of the Eight Spittoons was on the lavender-covered upland. <>> * && Apparently FOLLOW KNIGHTS had the quite opposite effect. I left them in the Uplands. Comment recorded. <>> undo Taking back one turn: “follow knights”. <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Quisborne is sitting behind you on the horse. <>> undo Taking back one turn: “follow knights”. <> An upland in rugged country (riding on Lady Equanimity) <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The knights are preparing to lead the way southeast into the Badlands, checking to make sure you're keeping up. Your protegé is sitting behind you on the horse. <>> se <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into thousands of dizzying mazes, whose edges have been scoured into rounded contours by wind- driven sand. Canyons lie within canyons, sometimes ringing around small, barren, isolated mountains. Here and there some leathery, burgundy-colored plants grow low to the ground, and every once in awhile you may see a short, stunted tree. The earth, when not covered over with ever-changing sand, is hard and parched. All directions are possible for travel, but few promise to permit of finding your way back out. Vultures overhead don't create a welcoming atmosphere. <>> x knights You don't see any knights in view. <>> undo Taking back one turn: “se”. <> An upland in rugged country (riding on Lady Equanimity) <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The knights are preparing to lead the way southeast into the Badlands, checking to make sure you're keeping up. Your protegé rides behind you on Lady Equanimity's back. <>> x knights The Knights of the Eight Spittoons present themselves now in a much more respectable manner than when you first saw them. Sir Glancelot, divested of his moustache, no longer instantly strikes one as ludicrous. Sir Loyneberger has already begun to grow more fit, and Sir Enders carries himself tall and straight, and looks a person in the eye. They are in the process of leading you to the hut of the Sand Witch, provided you follow them. <>> ask knights about sand witch "Contain thyself, good knight! We be going to see her abode even now. As to she herself, that we know not." <>> knights, lead the way "Way" could either be something as yet unknown to you or else a phrasing unknown to us. <>> knights, bring me to sand witch We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> knights, show me sand witch "Fear not, sirrah! We are even upon the trail as we speak; think you we would so soon depart from what we had promised?" <>> follow knights <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into thousands of dizzying mazes, whose edges have been scoured into rounded contours by wind- driven sand. Canyons lie within canyons, sometimes ringing around small, barren, isolated mountains. Here and there some leathery, burgundy-colored plants grow low to the ground, and every once in awhile you may see a short, stunted tree. The earth, when not covered over with ever-changing sand, is hard and parched. All directions are possible for travel, but few promise to permit of finding your way back out. <>> * && Could it be that a scene is missing here? It seems that a farewell and good-luck conversation with the Spittoons is in order. Perhaps a few helpful tips on how to handle myself in these dangerous lands? Comment recorded. <>> save Saved. <>> nw <> An upland in rugged country (riding on Lady Equanimity) <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The knights are leading the way through the Badlands, preparing to head east, and checking to make sure you're keeping up. <>> * && The knights are still here! Comment recorded. <>> Oi, Spitlads! where's we going? You may be trying to use a verb that we weren't instructed how to handle... <>> * && Oh. They want to go East. I thought SE. Comment recorded. <>> e It's not to say that you've never traveled off of the beaten path before, but you may as well just follow the obvious travel routes here. Try going west, north, or northeast. Then there is the Badland to the southeast, if you are so inclined. <>> * && "The knights are leading the way through the Badlands, preparing to head EAST,..." Comment recorded. <>> l <> An upland in rugged country (riding on Lady Equanimity) <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The knights are leading the way through the Badlands, preparing to head east, and checking to make sure you're keeping up. Quisborne is sitting behind you on the horse. <>> nw Not every direction that's physically *possible* to travel in is necessarily practical or sensible. Try going west, north, or northeast. Then there is the Badland to the southeast, if you are so inclined. <>> w <> A construction site (riding on Lady Equanimity) <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. The king-to-be is mounted behind you on Lady Equanimity. PQ seems to have burned up the loose bark at the last campfire. <>> e <> An upland in rugged country (riding on Lady Equanimity) <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The knights are leading the way through the Badlands, preparing to head east, and checking to make sure you're keeping up. <>> e There's a time and place for blazing new trails... now doesn't seem like one of the most compelling. Try going west, north, or northeast. Then there is the Badland to the southeast, if you are so inclined. <>> se <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The future monarch of Dwindeldorn turns away from the wind. <>> n <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Prince Q is sitting behind you on Lady Equanimity's back. <>> ne <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The barren yellowish canyons and rocks are carved into an infinite variety of formations, and yet somehow seem all the same. <>> e <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The wind is nearly the only thing in the Badlands that seems to have life. <>> se <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Quiz is riding along with you. <>> s <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Prince Q chuckles to himself about your awkward meeting with Sylverleigh. <>> sw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into thousands of dizzying mazes, whose edges have been scoured into rounded contours by wind- driven sand. Canyons lie within canyons, sometimes ringing around small, barren, isolated mountains. Here and there some leathery, burgundy-colored plants grow low to the ground, and every once in awhile you may see a short, stunted tree. The earth, when not covered over with ever-changing sand, is hard and parched. All directions are possible for travel, but few promise to permit of finding your way back out. The sand is fretted and tossed by the wind. <>> w <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Prince Quiz is mounted behind you on Lady Equanimity. The prince appears fully content to be venturing through the wilderness. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The sands are blown and sifted in restless motion. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Vultures overhead don't create a welcoming atmosphere. You (to say nothing of the prince) are getting dangerously fatigued from wandering so long in this harsh dry wilderness, and you have no water. You'd better find your way out soon. The prince looks very grave. "We're done for, aren't we, sir? We have no idea how to get back out?" Your silence tells him all he needs to know. If you find the way back out at this point, it will be a miracle. <>> nw You are extremely fortunate to have found your way out of the Badlands after losing your path. The chances were very slim indeed. <> An upland in rugged country (riding on Lady Equanimity) <> There is an abundance of wild lavender fields covering this open upland, from which lower hills roll away below you in every direction until yet higher hills swallow up the horizon. Anywhere to the north, the trees and hedgerows are as plentiful as anywhere in Dwindeldorn, punctuated at two or three points by some high-reaching turret, while to the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The knights are leading the way through the Badlands, preparing to head east, and checking to make sure you're keeping up. PQ is riding along with you. <>> ask knights about badlands "Yea, a fell place be that, as well you know." <>> ask knights about sand witch They've said: "Contain thyself, good knight! We be going to see her abode even now. As to she herself, that we know not." <>> follow knights <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Confident in your leadership, the boy treks through the bleak badland as carelessly as if on a stroll through the park. <>> undo Taking back one turn: “follow knights”. <> An upland in rugged country (riding on Lady Equanimity) <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The knights are leading the way through the Badlands, preparing to head east, and checking to make sure you're keeping up. The royal youth rides behind you on the horse. <>> * && The knights *are* supposed to guide me to the Sand Witch, right? Because they seem to be standing still on the edge of the land they said they were going to lead me through. Comment recorded. <>> ask knights about guide More or less, they say: "In seeking to answer that question, sirrah, we misdoubt the probability of our rendering you any material aid." <>> ask knights about sand witch's house They've said: "Contain thyself, good knight! We be going to see her abode even now. As to she herself, that we know not." <>> ask knights about sand witch's hut They've said: "Contain thyself, good knight! We be going to see her abode even now. As to she herself, that we know not." <>> knights, lead the way "Way" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> knights, lead What do you want the Knights of the Eight Spittoons to lead? < object >> me You didn't specify where you want them to lead you to! <>> sand witch This is one of those times where we may not have covered the verb you're trying to use... <>> knights, lead me to hut "Really, sirrah, you must be in jest. We shall gain our objective ere long." <>> z Time passes... <>> z Time passes... <>> z Time passes... <>> follow knights <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Prince Quisborne spits out some sand. <>> x knights You don't see any knights in view. <>> follow knights The last place you saw the Knights of the Eight Spittoons was on the lavender-covered upland. <>> follow knights The last place you saw the Knights of the Eight Spittoons was on the lavender-covered upland. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Your young pal is mounted behind you on Lady Equanimity's back. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into thousands of dizzying mazes, whose edges have been scoured into rounded contours by wind- driven sand. Canyons lie within canyons, sometimes ringing around small, barren, isolated mountains. Here and there some leathery, burgundy-colored plants grow low to the ground, and every once in awhile you may see a short, stunted tree. The earth, when not covered over with ever-changing sand, is hard and parched. All directions are possible for travel, but few promise to permit of finding your way back out. The barren yellowish canyons and rocks are carved into an infinite variety of formations, and yet somehow seem all the same. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Yet again, a bird on the wing deposits its castings on Prince Quisborne's head. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The king-to-be is riding along with you. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The wind is nearly the only thing in the Badlands that seems to have life. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Prince Quiz is riding along with you. The princeling rubs his eyes. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The sands are blown and sifted in restless motion. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into thousands of dizzying mazes, whose edges have been scoured into rounded contours by wind- driven sand. Canyons lie within canyons, sometimes ringing around small, barren, isolated mountains. Here and there some leathery, burgundy-colored plants grow low to the ground, and every once in awhile you may see a short, stunted tree. The earth, when not covered over with ever-changing sand, is hard and parched. All directions are possible for travel, but few promise to permit of finding your way back out. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The lad rides behind you on the horse. Confident in your leadership, your companion treks through the bleak badland as carelessly as if on a stroll through the park. <>> n <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Vultures overhead don't create a welcoming atmosphere. <>> n <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The sand is fretted and tossed by the wind. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The Dwindeldornian heir is riding along with you. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The king-to-be brushes some sand off his clothing. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into thousands of dizzying mazes, whose edges have been scoured into rounded contours by wind- driven sand. Canyons lie within canyons, sometimes ringing around small, barren, isolated mountains. Here and there some leathery, burgundy-colored plants grow low to the ground, and every once in awhile you may see a short, stunted tree. The earth, when not covered over with ever-changing sand, is hard and parched. All directions are possible for travel, but few promise to permit of finding your way back out. The king-to-be is sitting behind you on Lady Equanimity. <>> w <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. <>> s <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. <>> w <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The royal youth is mounted behind you on the horse. <>> nw <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. <>> se <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The prince squints against the sandy winds. <>> n <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Prince Quiz is riding along with you. Vultures overhead don't create a welcoming atmosphere. <>> e <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into thousands of dizzying mazes, whose edges have been scoured into rounded contours by wind- driven sand. Canyons lie within canyons, sometimes ringing around small, barren, isolated mountains. Here and there some leathery, burgundy-colored plants grow low to the ground, and every once in awhile you may see a short, stunted tree. The earth, when not covered over with ever-changing sand, is hard and parched. All directions are possible for travel, but few promise to permit of finding your way back out. <>> s <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. <>> find knights Which knights do you mean, the nearer figures, the farthest figure, or the Knights of the Eight Spittoons? < distinguish >> nearer figure You saw the spectral figures in the castle Blad Voktorn. Prince Quiz gives Lady Equanimity a scratch. <>> find knights Which knights do you mean, the nearer figures, the farthest figure, or the Knights of the Eight Spittoons? < distinguish >> farthest figure You saw the farthest figure in the castle Blad Voktorn. <>> * && Um... okaay... Comment recorded. <>> find knights Which knights do you mean, the nearer figures, the farthest figure, or the Knights of the Eight Spittoons? < distinguish >> eight spittoons This action is for trying to remember where you left things. <>> restore Restored. <> Somewhere in the Skelgarn Badlands (riding on Lady Equanimity) <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Your squire is sitting behind you on the horse. <>> nw <> An upland in rugged country (riding on Lady Equanimity) <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The knights are leading the way through the Badlands, preparing to head east, and checking to make sure you're keeping up. <>> save Saved. <>> e There's a time and place for blazing new trails... now doesn't seem like one of the most compelling. Try going west, north, or northeast. Then there is the Badland to the southeast, if you are so inclined. <>> * && I'm not sure what to do without the Knights' guidance. Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. -->Restored to an earlier save, so I can do the Artifact Quest in a more straightforward order. <>> l <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The Knights of the Eight Spittoons are in the area, patrolling around on their horses and trying to seem important. The prince is here, with sack slung over his shoulder. The knights recollect specific traits of one of their former fellow-knights. <>> travel to brinekettle <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up in a rather unorthodox fashion: it doesn't look like any one phase of the building process gets completed before something else is started. The ground around the house looks as the ground at a construction site will usually do... it's covered with mounds of dug-up earth near the footprint of the building, lumber stacks are all about, as are large patches of dried and rutted mud where innumerable carts have come and gone with their loads. The site is snug and shady, thanks to all the nearby tall trees that were left standing, and you can hear the clamor of construction work (and testy old carpenter bellowings) coming from inside. From here a horse track leads north, following the natural topography of the land and dodging around trees and large rock outcroppings. The way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. A little leaning sign peeps out from the weeds by the hamlet lane. Your squire is following you wherever you go. <>> ct You make the trip back to the junction of the Darchingcrast Road, passing through Crumblegate, Orterleigh Manor, and the grounds of Uxpelcraith Hall, as well as a good deal of country in between... The travel involved stopping for the night, and starting again in the morning. <> Entrance to the grounds of Forthlong Hall <> You are at the entrance to the grounds belonging to Forthlong Hall. The road to Darchingcrast converges here with the road you've just traveled. To the northwest the road is wider and well-traveled, and tall hedges of wild shrubbery stretch along its south side. To the southeast the road looks less frequented, winding away among shading trees alongside a gushing stream. The lane leading to Forthlong Hall branches off from this road to the south, crossing the stream by means of a small bridge. Northeast, the road starts gradually uphill towards the city and the castle. The Dwindeldornian prince is present as ever. <>> g <> Wratchbunting ferry landing, east side <> The road arrives here from two different directions at the ferry landing: west of you, the lovely Ribbleskinder River flows roughly south-southwest. The western bank is a continuous line of bluffs covered with grass and trees, while the land on this side makes a more gradual descent to the water. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here, at the confluence of the Ribbleskinder and Gloskinfroke rivers. The road travels off to the southeast and to the northeast, in addition to a small lane that follows the riverbank north towards the town. A small, tree-flanked hut standing just up the bank from the ferry landing appears to be a shelter for waiting folk when the ferry crossing is extra busy, and on its side is painted in large decorative lettering: "WRATCHBUNTING FERRIE." The ferry dock extends a short way into the river's waters where the road comes down to it. The ferry floats alongside the dock near you. The young sprig of royalty is here, with sack slung over his shoulder. <>> g Once again you and the prince make a westward crossing over the river on the ferry, he supplying the horsepower. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Nearby, your squire is ambling around. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a small building project underway at Baultshiffle Castle. Prince Quiz is hanging around, carrying the sack. <>> g You go west across the fruitful countryside, through Chiveldrelm town, and eventually reach the road's end at a junction... <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Your companion, the youth, is here with you. <>> g <> Brinekettle village <> You're in the common green of Brinekettle village. In spite of the gala's end, the local music is going strong on the outdoor platform. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Musicians continue to regale the village green even after the gala has come to an end. Albeit smaller, there is still a collection of locals sitting around and listening to the music. The king-to-be is following you as always. Currently the crowd is listening to 'It Happened Under the Corn-Shucks' by Earthworm Stampede. <>> g You're at your intended destination. The prince is making shrill sounds by blowing on a piece of grass clamped between his thumbs. <>> w <> Entering a wild country <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The princeling tags along, sack in hand. PQ seems to have burned up the loose bark at the last campfire. The wildness of the land fills you with a sense of adventure and uncertainty. <>> n Leaving your airy and elevated position, you strike down towards the Telkmaharn Rainforest.. <> Surrounded by rainforest, marked 20 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding any which way seems as good as another. 20 reddish patches show on one of the trees here. Your "squire" is in tow. <>> w <> Surrounded by rainforest, marked 17 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one way seems about as reasonable as the next. 17 reddish patches show on one of the trees here. The future king of Dwindeldorn is sticking nearby. Prince Q pops the rainforest trees with a shot from the dartgun, retrieving the dart afterward. <>> nw <> Surrounded by rainforest, marked 18 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding any which way is probably about as reasonable as the next. 18 reddish patches show on one of the trees here. Nearby, your ostensible squire is ambling around. From an indistinct direction you hear what sounds like a moderately large animal tromping through the forest. <>> n <> Surrounded by rainforest, marked 21 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction is probably as reasonable as another. 21 reddish patches show on one of the trees here. Your ostensible squire comes along. <>> w You cease traveling to get some sleep for the night, sheltered as best as you can manage; in the morning you get right back on your way. <> At the base of a giant landform of rock <> You have found your way back to the base of the giant landform of rock, which stands to the north. In spite of its size, the height and thickness of the rainforest render it invisible until you are nearly upon it. Otherwise the rainforest is in full bloom around you, and any other direction looks as plausible as another for trekking through. A small fissure appears in the earth here, virtually concealed by plants. It issues out from underneath the rock, and tapers down to nothing another thirty yards away. Near by your side sticks the lad. <>> n A wall of solid rock says 'nay' to your plans of walking north. <>> d You spring down into the fissure, and follow it through the crack running underneath the huge rock... <> The lost temple of Enj Trahen <> An awe-inspring sight fills your view: you are within the bowels of a massive mound of rock, but the rock has been trenched out all the way to this depth from its very surface by the work of human hands. The belly of the rock has been carved and cut into the form a gigantic, monolithic temple – the lost temple of Enj Trahen. You stand between the temple's entrance to the north, and a small cleft in the rock to the south, which leads back out to the jungle. In the south surface of the shaft, opposite the temple entrance, a tunnel- like fissure leads back into the rock. The royal youth is here with you as always. <>> n <> Temple hall (near end) <> You are in the vast sanctuary of an ancient, forsaken edifice. The varicolored flagstones of the floor are fitted together in all manner of curious and irregular shapes, and columns rise up all around you to a ceiling somewhere lost in gloom. All furnishings have disappeared, though a tall pedestal is in the far north end of the hall. The huge doorway to the exterior, providing the only natural light, is south. The princeling is present as ever. The prince chuckles to himself about your awkward meeting with Sylverleigh. There is not a sound beyond what you and Quisborne produce. <>> n <> Temple hall (far end) <> The temple hall is so vast above and around you that the view feels little different at one end from the other. Here at the far end stands one of the only remaining features of the temple besides the structure itself: a thick, sculpted, freestanding pillar of stone, widening into a small platform at its top. Otherwise, the floor at this end is laid in concentric rings around the pillar, with the whitest marbles at the pillar's base, and the stones growing darker in shade as the rings get farther away from it. Worked into the carvings of the stone pillar are some legends, written in an antiquated script. The incumbent to the throne is here. The temple is absolutely hushed. <>> climb pillar Leaning in to the center, you wind your way up around the pillar... <> On top of the stone pedestal <> You're standing on the top of a sixteen-foot-tall pedestal in the Temple of Enj Trahen, with open space all around you. The pillar, like the temple itself, is carved out of the live rock, and has no joints or seams or separate pieces. The exception is a thin outline under foot, of a rectangular shape, suggesting that a separate slab lies there flush with the rest of the surface. The future king of Dwindeldorn is sharing the limited space with you atop the pillar. <>> push slab Pushing down on the slab, you remove it and set it aside. Lying down in the recessed cavity is the artifact case. <>> look in cavity With the slab removed, you can see into a recessed cavity in the top of the pillar. Two thick metal rods span the opening a little below the top surface, which support the covering slab when it's in place. Lying down in the recessed cavity is the artifact case. <>> take case You nod at Quisborne to lift the ancient article out of the cavity. <>> open it Inside the case lies an object none other than the Artifact of Enj Trahen. Your young pal fans himself. <>> take artifact You take the Artifact of Enj Trahen. <>> examine it This is in truth, the Artifact of Enj Trahen, that long-lost relic of old legend. As an object it is marvelous, but if it does or ever did possess any peculiar powers, you either can't sense them or don't know how to summon them. The Artifact is a figurine of a loathsome serpentine creature which is in fact consuming itself, first having twined itself into a twist. It's only some eight inches long, but it is formed from one extraordinary bar of metal which is solid gold at the serpent's head, common tin at the extremity which is being swallowed, and a smooth gradation of the two alloyed from one end to the other. The metal is worked in exceedingly minute detail, and variously-colored precious stones the size of grape seeds are studded everywhere upon it. The fact that it has been stored in such a well-made airtight case probably has much to do with its remarkable preservation. <>> d <> Temple hall (far end) <> The temple hall is so vast above and around you that the view feels little different at one end from the other. Here at the far end stands one of the only remaining features of the temple besides the structure itself: a thick, sculpted, freestanding pillar of stone, widening into a small platform at its top. Otherwise, the floor at this end is laid in concentric rings around the pillar, with the whitest marbles at the pillar's base, and the stones growing darker in shade as the rings get farther away from it. Worked into the carvings of the stone pillar are some legends, written in an antiquated script. Your "squire" is in tow. There is not a sound beyond what you and Quisborne produce. <>> s <> Temple hall (near end) <> You are in the vast sanctuary of an ancient, forsaken edifice. The varicolored flagstones of the floor are fitted together in all manner of curious and irregular shapes, and columns rise up all around you to a ceiling somewhere lost in gloom. All furnishings have disappeared, though a tall pedestal is in the far north end of the hall. The huge doorway to the exterior, providing the only natural light, is south. Your protegé is here with you as always. <>> s <> The lost temple of Enj Trahen <> An awe-inspring sight fills your view: you are within the bowels of a massive mound of rock, but the rock has been trenched out all the way to this depth from its very surface by the work of human hands. The belly of the rock has been carved and cut into the form a gigantic, monolithic temple – the lost temple of Enj Trahen. You stand between the temple's entrance to the north, and a small cleft in the rock to the south, which leads back out to the jungle. In the south surface of the shaft, opposite the temple entrance, a tunnel- like fissure leads back into the rock. Your companion, Prince Quisborne, is here with you, sack in hand. <>> u We apologize for the disappointment, but you can't just climb three hundred feet of vertical cut rock. The lad inspects the exterior of the temple. <>> s <> At the base of a giant landform of rock <> You're back out in the jungle at the base of the rock, which stands to the north. In spite of its size, the height and thickness of the rainforest render it invisible until you are nearly upon it. Otherwise the rainforest is in full bloom around you, and any other direction looks as plausible as another for trekking through. A small fissure appears in the earth here, virtually concealed by plants. It issues out from underneath the rock, and tapers down to nothing another thirty yards away. The future king of Dwindeldorn is sticking nearby. The future monarch of Dwindeldorn gets in some pull-ups. <>> travel to thymeleigh <> Surrounded by rainforest, marked 18 <> You've moved from one spot to another one somewhere else in this vast sea of green. Proceeding one direction seems about as reasonable as another. 18 reddish patches show on one of the trees here. The future king of Dwindeldorn is following you as always. <>> ct <> Surrounded by rainforest, marked 17 <> Rainforest is all around you. Going one way seems as reasonable as another. 17 reddish patches show on one of the trees here. Near by your side is Quiz. <>> g <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The royal youth is following you wherever you go. <>> g <> Brinekettle village <> You're in the common green of Brinekettle village. The village is rather a quiet one in the absence of the seasonal gala, and even the music stage lies dormant. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Your squire tags along. Brinekettle is a much quieter place after the Gala. <>> g You go northeast through the Rumpled Napkin country, and after many ups and downs, arrive in the vicinity of Yew Hall and Cobblecork Farm... (There was another overnight camp...) <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The boy comes along. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see another building project underway at Oscalbroyne Castle. Nearby, the king-to-be is ambling around. You see an opossum waddling under some brush. <>> g <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Dwindeldorn's future king is hanging around. <>> g You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Your companion, Dwindeldorn's future king, is here with you. <>> g <> Entrance to the grounds of Forthlong Hall <> The road northeast to Darchingcrast converges here with the road you're on, which runs northwest to southeast. The lane leading to Forthlong Hall branches off from this road to the south, crossing a stream by means of a small bridge. The youth is present and accounted for. Some country lasses on horseback tramp past you. <>> g <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. The young figurehead comes along. <>> g <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The Knights of the Eight Spittoons are in the area, patrolling around on their horses and trying to seem important. The king-to-be is hanging around. The Knights of the Eight Spittoons converse with each other of the many virtues of the daughters and nieces of Lord Myrgweth. <>> g You continue through this region of rugged, forested hills, at length entering the extensive grounds of Thymeleigh Manor... <> Thymeleigh Manor <> You're on a lane wending through the grounds of the pleasant Thymeleigh Manor. The manor hall stands well away from the lane on a rise northeast of you, and the lane is bordered on that side by a low sod-topped stone wall. One particularly massive spreading tree shades the sunken roadway where you stand. The lane goes northwest or southwest, and a faint foot-track passes the tree and crosses the field to the west. Over near the manor, the Knights Arrogant can be seen parading around, dallying with the elegant daughters and nieces of Lord Myrgweth. Your protegé is here. <>> sw ( You both camped for the night.) <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The Knights of the Eight Spittoons are in the area, patrolling around on their horses and trying to seem important. The Prince of Dwindeldorn is sticking nearby, with sack slung over his shoulder. <>> * && I restored to before I told the knights about the artifact, went back and got it for real, and now I'm going to use the normal commands. Comment recorded. <>> give artifact to knights You hail the Knights of the Eight Spittoons and they draw up to hearken to your address. With just a touch of drama, you produce from your belongings the Artifact of Enj Trahen, and proffer it to the knights. Astounded, Sir Glancelot receives the artifact from you with these remarks: "But never!! It is in very deed, in very truth, the Artifact of Enj Trahen!! You have found it sirrah – how?! Where?! And even thou art willing to give it unto us?! A king among men thou art, noble sir! Your praise we cannot too highly speak. We shall be ever in your debt!" After this oratory, the Knights of the Eight Spittoons cannot restrain themselves from huddling around the long-sought prize and jubilating together. When the initial paroxysms of celebration have subsided, you are addressed again by Sir Loyneberger. "Of riches we have but little to give thee in return, fair sir, but if ever thou desire our aid, our swords are yours; or shouldst thou ever wish our guidance to any place we have been, do thou but say the word. The Badlands we know well." <>> ask knights about badlands "Yes, 'tis a truth that whenas we were amidst of our searchings, we found the hut of the Sand Witch in that great waste. If you have a notion to go there, we should count ourselves happy to show you the way. We hold ourselves greatly in your debt. Though we be champing at the bit, so to speak, to return victorious to Lord Myrgweth with his prize, yet would we not forbear to first render you a service in return. What say you, sirrah: shall we fare forth unto this place whereof we speak?" <>> ask knights about sand witch "Yes, yes, 'tis a truth that we did find her abode whenas we were amidst of our searchings. If you have a notion to go there, we should count ourselves happy to show you the way. We hold ourselves greatly in your debt. Though we be champing at the bit, so to speak, to return victorious to Lord Myrgweth with his prize, yet would we not forbear to first render you a service in return. What say you, sirrah: shall we fare forth unto this place whereof we speak?" <>> yes "Right then, sirrah! If you'll just stay hard on our trail, we shall lead you to the place. She herself might thou or might thou not encounter there, and what may befall we wot not. But we cannot sufficiently express our gratitude for thy service to us; yea, we do not by this token consider our debt repaid. Come, let us off!" The knights thunder away to the southeast into the Badlands, leading the way. The boy does some sprinting. <>> se "Best you do keep an eye upon the way which we go," cautions Sir Loyneberger. "It may befall that ye must make your own way back out of this great waste." <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into thousands of dizzying mazes, whose edges have been scoured into rounded contours by wind- driven sand. Canyons lie within canyons, sometimes ringing around small, barren, isolated mountains. Here and there some leathery, burgundy-colored plants grow low to the ground, and every once in awhile you may see a short, stunted tree. The earth, when not covered over with ever-changing sand, is hard and parched. All directions are possible for travel, but few promise to permit of finding your way back out. The knights are leading the way through the Badlands, preparing to head east, and checking to make sure you're keeping up. The princeling marches with you through the badlands. The barren yellowish canyons and rocks are carved into an infinite variety of formations, and yet somehow seem all the same. <>> e The knights continue on ahead of you... <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The knights plod steadily along, and turn towards the southwest. Your ostensible squire is with you as always. <>> sw The knights lead the way ahead... You're getting seriously thirsty. You'd better hope there's more water wherever you're heading... <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The knights keep pushing ahead, and turn towards the south. Your ostensible squire follows faithfully. <>> s The Knights of the Eight Spittoons guide you forward through the Badlands... <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Night has begun to fall. Your whole company is obliged to take shelter for the night in a deep recess of the rock, mostly protected from blowing sand. You are off again with the sunrise... The knights lead ahead, and prepare to go upward, by means of a ledged rock face. The heir to the throne of Dwindeldorn marches with you through the badlands. The wind is nearly the only thing in the Badlands that seems to have life. <>> u With some peril, the knights on their horses pick their way up the rock by a steep series of ascending ledges. You and the prince follow... <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The knights continue the march, and turn towards the northeast. The prince follows faithfully. The king-to-be brushes some sand off his clothing. <>> ne The knights continue on ahead of you... <> At the Sand Witch's hut <> Here, deep in the Skelgarn Badlands, a low hut is sequestered beneath looming walls of sandy rock. It is altogether cheerless-looking, yet it is the only thing for many leagues around that betokens any sign of human life. There's a crude well in the yard. The door lies east, and is closed. Otherwise, the desolate world of maze and sand spreads featureless around you; in no direction does the horizon lie at any great distance. Southwest is the most navigable way of returning towards Dwindeldorn. The knights stop, beckoning to the hut. "No further do we go, sirrah... we must now be back to the Manor. May you find good fortune, and spare not to seek us out if ever again you wish our aid." With this, the knights gallop off to the southwest in a cloud of dust. Your squire is present as ever. Your protegé continues to improve his pushup abilities. [A reminder of the directions through the badlands have been added to the REMEMBER command.] You are in dire need of water after your journeys through the badland. *** Your score has just gone up by five points *** <>> save Saved. <>> * && I think the knighhts got confused because I didn't immediately jump at their proposal to lead me through the badlands. I went back and forth to the Temple again before asking their help. They were already partying with the Thymeleigh Ladies by then.. Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> At the Sand Witch's hut <> Here, deep in the Skelgarn Badlands, a low hut is sequestered beneath looming walls of sandy rock. It is altogether cheerless-looking, yet it is the only thing for many leagues around that betokens any sign of human life. There's a crude well in the yard. The door lies east, and is open. Otherwise, the desolate world of maze and sand spreads featureless around you; in no direction does the horizon lie at any great distance. Southwest is the most navigable way of returning towards Dwindeldorn. The Dwindeldornian prince is here with you as always. The Dwindeldornian prince kicks at the sand. <>> x well The well is nothing very picturesque: it's quite primitive. It's merely a well-proportioned ring of mortared beige stones rising to about knee-height from the sandy ground. You can only see about twenty-five feet down before shadow obscures the shaft, and the water level is somewhere farther down than that. A chain, anchored to the side of the well, dangles down into the darkness. <>> climb down well Is this some proof of bravado? You rappel down into the well by grasping the chain and bracing your feet against the wall. There's only a small circle of light above you when you hit the water level. Sadly, this valorous exploit does not afford you any discoveries or advancement of any kind. It takes all of your well-developed forearm muscles to pull yourself back up the chain. Prince Quisborne sings your praises without any regard to the pointlessness of the excursion. <>> push quisborne You have plenty of ways to make the prince's life difficult without being a hooligan about it. The future monarch of Dwindeldorn tries climbing a nearby rock formation. <>> throw quisborne in well Well, that's not very kind. Prince Quisborne makes a big splash, as it were, somewhere down there in the darkness. What's this? You had already pulled the chain and pail up out of the well? Tough for Quisborne... it looks like he's never climbing out. *** You made a wish, and you got it *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “throw quisborne in well”. <> At the Sand Witch's hut <> Here, deep in the Skelgarn Badlands, a low hut is sequestered beneath looming walls of sandy rock. It is altogether cheerless-looking, yet it is the only thing for many leagues around that betokens any sign of human life. There's a crude well in the yard. The door lies east, and is open. Otherwise, the desolate world of maze and sand spreads featureless around you; in no direction does the horizon lie at any great distance. Southwest is the most navigable way of returning towards Dwindeldorn. Your squire is present and accounted for. <>> put all in well burlap sack: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. pumpkin: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. basket: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. fishing pole: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. brass javelin: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. broken mattock: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. axe: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. roll of privy paper: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. ball: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. glove: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. knife: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. sedative: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. bamboo whistle: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. sledgehammer head: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. handkerchief: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. piece of chalk: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. iron bar: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. honeycomb: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. clay bowl: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. slate: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. your ember box: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. book of utterances: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. artifact case: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. leash: Are you trying to make a wish? It is perfectly plausible, of course, to throw things into an open well, but we just don't need to. <>> x bucket The copper pail is down in the well. <>> get it The copper pail is down in the well. <>> pull chain You pull the chain and pail up from the well, drink what you need, and lower them back down. <>> get chain You pull the chain and pail up from the well, drink what you need, and lower them back down. <>> l <> At the Sand Witch's hut <> Here, deep in the Skelgarn Badlands, a low hut is sequestered beneath looming walls of sandy rock. It is altogether cheerless-looking, yet it is the only thing for many leagues around that betokens any sign of human life. There's a crude well in the yard. The door lies east, and is open. Otherwise, the desolate world of maze and sand spreads featureless around you; in no direction does the horizon lie at any great distance. Southwest is the most navigable way of returning towards Dwindeldorn. The ubiquitous prince is here. The king's son peers down into the well. <>> n There is no merit in exploring the badland further. If you have no more business at the hut, you should return to the southwest. <>> s There is no merit in exploring the badland further. If you have no more business at the hut, you should return to the southwest. <>> e <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The Dwindeldornian heir comes in with you. The royal youth twitches. <>> x beams There is only a ceiling over the southern half of the hut: the rest is open to the underside of the roof. The beams supporting the ceiling are so low that you have to just slightly cock your head to walk under them. <>> x loft If you're interested in the loft, just go up the ladder. <>> x ladder The ladder's rungs are flattened like steep steps. It leans up to the loft, which is barely above the height of your head. <>> x herbs You could never identify all the herbs and other ingredients here. They're clearly for the Witch's use in her brewing. <>> search herbs You don't know what to do with any of these herbs, and there doesn't seem to be any important need for them. The Dwindeldornian heir sniffs some herbs. <>> x jars You could never identify all the herbs and other ingredients here. They're clearly for the Witch's use in her brewing. <>> search jars You don't know what to do with any of these herbs, and there doesn't seem to be any important need for them. <>> l <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The Dwindeldornian heir is sticking about in your general vicinity. <>> x hook (the hook) It's a simple iron hook embedded in a mortar joint of the wall. <>> hang quisborne on hook Prince Quisborne probably wouldn’t like that. Prince Quiz noses about. <>> hang sack on hook Let's just keep it simple: you want the sack. You, or the prince, will set it down when and where you need to. And carrying things is really its one claim to fame. <>> hang glove on hook You hang the glove on the hook. <>> get glove You take the glove. <>> pull hook You will now have lasting memories to cherish of your experience pulling on the fishhook. <>> study hook (the hook) You watch the hook for awhile. It's not especially instructive. <>> turn hook (the hook) The hook doesn't turn. The lad runs a hand over the cauldron. <>> push it Pushing the hook has no outstanding effects. <>> x enclosure The enclosure is built against the back wall up to the height of the loft floor, under which a part of it runs; it has a door opening into the room you're in, stuck off of center to the south. Suspended from a rope, over a slot midway in the top of the enclosure, is a kind of partition panel. A crank mounted on the side of the enclosure is connected to the partition via the rope and a pulley in the rafters. Also built onto the top of the enclosure right against the loft floor is something like a vat with a funnel leading into it. A large, dog-legging lever comes down from the vat to within reach. The enclosure door is shut. <>> * && Hmm... The partition seals off one side so a person can enter through the door safely. The vat is for food-sludge. Comment recorded. <>> x vat The vat is a drum-shaped container above the enclosure, that could be supposed to hold the contents of whatever has been made in the cauldron. In fact it could probably hold a couple of cauldrons full. It has a small chamber on top, fed by a funnel, as if to keep some activating ingredients separate until the moment the magic brew is meant to be unleashed upon the contents of the enclosure below. Prince Q thumps on the wooden enclosure. <>> x lever The lever enters a chamber between the funnel and the vat, and bends down over the top of the enclosure within reach. <>> pull lever You give the lever a pull... Nothing at all seems to happen. But given that this equipment seems to be linked to a vat of witch's brew, perhaps the reason is that the brew isn't fully prepared. "Well, bugs!!" exclaims Prince Q. "That's disappointing! I wonder if we can find any clues around here about why this isn't working?" <>> push vat Trying to push the vat doesn't achieve anything to speak of. <>> tip vat ['Tilt' and 'tip' are not employed in this game.] <>> turn vat The vat doesn't seem especially turnable. The lad almost knocks something off a rack. <>> x funnel The funnel is made of tin or some other metal, and serves to expedite adding substances into the vat. <>> * && The "active" ingredients are stored in a separate chamber via the funnel. Pulling the lever drops them in the main vat. Comment recorded. <>> * && This is a Coke&Mentos Fountain machine! Comment recorded. <>> x pulley An ingenious device which reverses the direction of an applied force. It is responsible for allowing the partition to be raised from the ground. <>> x partition The partition isn't of use except to lower into or raise up from the enclosure. <>> * && Does it seem strong? Are there claw-marks on it? Dents? Writing or a scribbled calendar? Comment recorded. <>> x crank There is a crank handle mounted on the side of the enclosure, attached to the rope that goes up to a pulley. The crank is currently wound all the way up. <>> turn crank By turning the crank for several revolutions, you lower the dividing gate into the enclosure. <>> x enclosure The enclosure is built against the back wall up to the height of the loft floor, under which a part of it runs; it has a door opening into the room you're in, stuck off of center to the south. A dividing partition has been lowered into the enclosure by a rope. A crank mounted on the side of the enclosure is connected to the partition via the rope and a pulley in the rafters. Also built onto the top of the enclosure right against the loft floor is something like a vat with a funnel leading into it. A large, dog-legging lever comes down from the vat to within reach. The enclosure door is shut. <>> x partition The partition isn't of use except to lower into or raise up from the enclosure. The Dwindeldornian heir sniffs some herbs. <>> * && Direct observation of the partition should at least say if it's up or down. Comment recorded. <>> * && It is mentioned in the more general enclosure description, but I like layers of X. Comment recorded. <>> turn crank Turning the crank in the other direction, you raise the dividing gate from between the two compartments of the enclosure. <>> x door Which door do you mean, the enclosure door, the back door, or the front door? < distinguish >> x enclosure door The door to the enclosure looks like the rest of the enclosure: vertical wooden slats. It’s currently closed. <>> open it You open the enclosure, revealing nothing more remarkable than the inside of it. <>> enter enclosure The gate to the outside yard is closed, and there's no point in dawdling inside the enclosure. Prince Q thumps on the wooden enclosure. <>> * && What does the gate to the outside yard have to do with anything? Or does that open *from* the enclosure into the yard? Comment recorded. <>> x enclosure The enclosure is built against the back wall up to the height of the loft floor, under which a part of it runs; it has a door opening into the room you're in, stuck off of center to the south. Suspended from a rope, over a slot midway in the top of the enclosure, is a kind of partition panel. A crank mounted on the side of the enclosure is connected to the partition via the rope and a pulley in the rafters. Also built onto the top of the enclosure right against the loft floor is something like a vat with a funnel leading into it. A large, dog-legging lever comes down from the vat to within reach. The enclosure door stands open. <>> x gate Which gate do you mean, the southern gate, or the northern gate? < distinguish >> southern The gate is raisable to connect the enclosure with the yard outside. It’s closed. <>> * && These gates are not mentioned in the enclosure description Comment recorded. <>> l <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The boy is hanging around. <>> * && Nor are they in the room description. When I said I like layers of X, this is not quite what I meant... Comment recorded. <>> open gate Which gate do you mean, the southern gate, or the northern gate? < distinguish >> southern The gates don't appear to be openable from the inside. <>> x enclosure The enclosure is built against the back wall up to the height of the loft floor, under which a part of it runs; it has a door opening into the room you're in, stuck off of center to the south. Suspended from a rope, over a slot midway in the top of the enclosure, is a kind of partition panel. A crank mounted on the side of the enclosure is connected to the partition via the rope and a pulley in the rafters. Also built onto the top of the enclosure right against the loft floor is something like a vat with a funnel leading into it. A large, dog-legging lever comes down from the vat to within reach. The enclosure door stands open. <>> x northern gate The gate is raisable to connect the enclosure with the yard outside. It’s closed. The lad runs a hand over the cauldron. <>> close enclosure door You close the enclosure. <>> * && Visual: a cage that can be divided into two parts. Two gates to the yard, each for one part. A vat for medicine/magic that can be poured (?) onto what/whoever is in the cage. Comment recorded. <>> x leash It is a lead rope about eight feet long, attached to a couple of very simple leather straps that look like they could fasten around something. <>> x straps It is a lead rope about eight feet long, attached to a couple of very simple leather straps that look like they could fasten around something. <>> wear leash Okay, that was fun. Now let's have some dignity again. <>> put leash on quisborne Prince Quisborne is now securely restrained. But not really. You don't need to be demeaning to your little protegé. <>> ha,g leash on hook We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> hang leash on hook You hang the leash on the hook. The lad almost knocks something off a rack. <>> get leash You take the leash. <>> l <> Hut of the Sand Witch <> This is the humble one-room hut of the Sand Witch. It is dim, the floor is bare, surfaces are smoky and grimy, and everything here has a lonely and forlorn air about it. The northern half of the hut lacks any ceiling; within this space a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof, which serves as the only form of a chimney. The southern half of the hut does have beams running across, making a very low ceiling below, as well as a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, and bump up out of the thatch roof on the back side. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The princeling is with you like your shadow. <>> u <> Loft of the Witch's hut <> Somewhat less than half of the hut has a floor in the rafter space, making a low loft, which is where you are. It appears to be the Witch's personal quarters. A railing guards the open edge of the loft, stopping short of the back wall so that one could reach the funnel running into the vat of the large enclosure. The only way to go is back down the ladder you came up. The witch's bed rests in the corner, with a none-too-comfortable-looking pillow at the head. Next to it is a side table, on which is a novel, 'The Joys of Misanthropy', and an empty candlestick. Quiz is following you wherever you go. <>> * && I feel really uncomfortable going through a ladies things without her permission. Of course, it's what adventurers *do*, but that's an out-game motivation. I actually don't know very much about the Witch, certainly not anything that would Comment recorded. <>> * && justify rummaging through her personal space, or perhaps even stealing stuff. Comment recorded. <>> x railing The railing is but a few barkless limbs of wood lashed together to prevent accidental spills from off of the loft. It runs along the open north edge of the loft, with a gap at the west side for a ladder and a gap at the east side to reach the top of the large enclosure. Your young pal is idly stacking your inventory. <>> x funnel The funnel is made of tin or some other metal, and serves to expedite adding substances into the vat. <>> put grubs in funnel Be warned: anything you throw down the funnel may not be retrievable. The incumbent to the throne peeks under the bed. <>> put grubs in funnel The grubs go down the funnel and disappear from view into the chamber. <>> d <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The Dwindeldornian prince follows you down. <>> pull lever You give the lever a pull... Nothing at all seems to happen. But given that this equipment seems to be linked to a vat of witch's brew, perhaps the reason is that the brew isn't fully prepared. <>> look in vat You search the vat. Your findings are disappointingly unenlightening. The boy plays around with the ball. <>> x vat The vat is a drum-shaped container above the enclosure, that could be supposed to hold the contents of whatever has been made in the cauldron. In fact it could probably hold a couple of cauldrons full. It has a small chamber on top, fed by a funnel, as if to keep some activating ingredients separate until the moment the magic brew is meant to be unleashed upon the contents of the enclosure below. <>> * && My grubs are gone? I thought they'd fall into the vat when I pulled the lever connecting the chamber to the main vat. Comment recorded. <>> u <> Loft of the Witch's hut <> Somewhat less than half of the hut has a floor in the rafter space, making a low loft, which is where you are. It appears to be the Witch's personal quarters. A railing guards the open edge of the loft, stopping short of the back wall so that one could reach the funnel running into the vat of the large enclosure. The only way to go is back down the ladder you came up. The witch's bed rests in the corner, with a none-too-comfortable-looking pillow at the head. Next to it is a side table, on which is a novel, 'The Joys of Misanthropy', and an empty candlestick. The boy is present and accounted for. <>> x bed It's just a crude but heavy wooden frame, with sheets of old linen sewn together and stuffed with straw for a mattress. On the bed is a coarse pillow. <>> look under bed There is some mundane miscellanea of the Witch's under the bed, but nothing that piques your interest. <>> g There is some mundane miscellanea of the Witch's under the bed, but nothing that piques your interest. <>> x sheets The mattress is made of linen sheets stuffed with straw. It provides a soft surface for the pursuit of sleeping. The youth thumbs through a book. <>> x pillow The pillow is a misshapen thing covered in a coarse pillowcase. Better than nothing... probably. It's lumpy to begin with, but it seems to bump out in a strange shape for all that. <>> fluff up pillow You may be trying to use a verb that we weren't instructed how to handle... <>> search pillow Stuffed inside the pillowcase is what appears to be a journal. The prince remarks: "Kind of ironic, eh, sir? That the Witch would even take the trouble to hide her journal, living alone in a place like this?" <>> read journal (first taking the Witch's journal) The witch has either just finished a previous volume, or only recently begun to keep a journal, for there are no more than a few pages at the beginning filled with writing. There are no dates, and the entries seem to be sporadic. You start to read: "My progress has been gratifying. I believe I have hit upon the necessary ingredient proportions for inducing the preliminary phase of corporeal synthesis. My brew must steep overnight... tomorrow I shall test it on the wombat and the aardvark. I have been too preoccupied to write consistently. I have had the first glimmers of success! My brew for initializing the amalgamation process was correct, as far as it went... only incomplete, as I expected. For a fleeting moment I saw the unmistakable formation of a womvark taking place, but the quiddities of the individual specimens rebounded and arrested the transformation before it could fully take hold. Now I must discover the key to suppressing this reaction. Well, toads are not the answer. I didn't expect them to be: far too conventional for this kind of finesse work. But I thought it couldn't hurt to do a couple of experiments. More experiments with things I still have on hand. Starting simple by just adding single ingredients at a time to my brew (with the proper preparations and incantations, of course). No luck with arlevoil, scarlet phrygdalis, or Anjarkian apharox root. Most likely this will require a more complex solution than a simple additive." It goes on. (1/5) <>> read page 2 "Page 2" could either be something as yet unknown to you or else a phrasing unknown to us. <>> read journal You read from where you left off: "Bless my broomsticks! What a surprise I've had today. I decided to make one last simple experiment with an extract of sorbelia. Instead of getting no reaction whatsoever, it caused an alteration in the composition of the brew. Curious, I brought in the wombat and aardvark again to test it on them. When I managed to keep them in proximity long enough to conjure the makeshift brew into activation and direct its force at them, the two animals whirled together before my eyes, and then burst (that's the only word I can think of) into a furry owl! He seemed to become immediately attached to me, and seeing as his wings are covered in fur instead of feathers, he can't fly away. I find that I don't want to try to undo this accident... I think I have a new pet! The colorations and markings on his face make him look for all the world like a scholar with spectacles on his big round eyes. I shall call him Doctor Hoo. Granted, this was all a mistake and no help towards achieving my next objective – to integrate and fuse the characteristics of two (or more) animals into one creature – so the sorbelia extract is a dead end. Will have to regroup and find a fresh approach. (Note: Handling both animals while trying to apply brew in necessary manner is toilsome. Need to build a setup that makes test applications more convenient.) Doctor Hoo seems content to share my food. What a relief! Now I don't have to worry about catching mice and bugs for him. Made a journey to the seaside, and took Doctor Hoo with me. Gathered some seaweeds and mushy creatures useful for magical purposes. Everything was so bright and fresh, for a little while I was struggling to remember why I hated the rest of the world so much. I'm only fifty-eight... could there still be a life of happiness for me somewhere out there?" (2/5) <>> read journal You read from where you left off: "Started work today on an enclosure in the hut to expedite future experiments. Chanced to come across a ne'er-do-well wanderer on my morning walk in the Badlands. Was able to make a deal with him where he'd do most of the building work in exchange for me casting a spell at his request. Gribbitch has proved quite handy with the few tools that I have at my disposal. I've had to send him for some metal parts and a good log or two. I'm going to try putting the brew in a vat above the enclosure, with a lever to simultaneously activate it and dispense it onto the two subjects. Gribbitch is gone, and the new experimenting setup is finished. Now if only I had a potent brew formula to be using it with... Fiends of the Netherworld!! The zebra got loose today and I had left the back door open. She stampeded all around the hut in a frenzy and dumped the whole cauldron of synthesis-initializing brew all over the floor! It will take weeks for me just to recreate what I had. Been working really long hours the last several days. Doctor Hoo hasn't been very happy about my making so much noise in the daylight hours when he's trying to sleep. Plotting revenge on the whole world is taxing on an old woman! My furry companion hoots his sympathies." (3/5) <>> read journal You read from where you left off: "A breakthrough! I believe I've discovered the key to concocting the quiddity suppressant! It must be prepared separately from the synthesis initializer and then methodically combined with it. The resulting brew's powers then remain latent until the moment the scrogweed is added as a catalyst. Once I have established that I can successfully combine two common animals, then I can enter the final phase: developing the trait amplifiers, growth accelerators and distorters that will act in conjunction with the synthesis brew and allow me to take any number of animals, and create of them a hideous and magnified integration, a chimaera, the perfect unstoppable beast that I will unleash upon the world! Of course I would be all out of scrogweed just when I'm on the cusp of such a milestone. Bah! I shall have to make the repugnant journey all the way through Dwindeldorn just to forage a new supply. It will be two weeks at least before I can even run my first test with the completed synthesis brew and the new applicator setup. What's worse, I shall have to travel many many miles through a whole countryful of accursed people. I'll do my best to travel at night, but I'm bound to encounter a few of the loathsome swine in any case. Took care of remaining steps to refining and finalizing the combined brew. Once done, I went ahead and loaded the vat with everything I've made. There should be enough in there for a good many synthesis experiments. Nothing left to do but put the scrogweed in the chamber, once I've collected it. Incidentally, I suspect that this same brew will have the power to decouple an amalgamated creature thus created. Found myself putting off the trip through Dwindeldorn. I think I might just take another furlough to the seaside with my little owl friend. He loved it so much last time. I never knew I could grow so fond of a creature." (4/5) <>> * && Dr Hoo. Of course. Comment recorded. <>> read journal You read from where you left off: "We had a grand time at the seaside again. Doctor Hoo looked to me like he wished he could be flying up and soaring over the crashing surf. It has me thinking about whether I couldn't convert his wing fur into feathers. I've spent the whole day working on a potion for changing fur to feathers. I've actually had some promising results practicing on some unincorporated fur. I shall pursue this further... the chimaera can wait. Doctor Hoo acts like he knows what I'm trying to do and watches with interest. What have I done?! I have turned my only friend into a heap of ashes! The potion was behaving so convincingly effectively in every one of the tests I subjected it to. And so I gave it to him... poor Doctor Hoo!! I would be absolutely beside myself, except for my hope in the well-reputed stenchberry juice. I shall have to make yet another long journey to procure some, but there is strong reason to believe that its powers can reverse the effect of what I've done. All of my other plans and designs are as nought to me: I must get my little owl back. I shall prepare to go south in search of the stenchberry without delay. Gribbitch has already agreed to come now and then to take care of my pen animals for me in exchange for another spell. The dimwit wasted his last one on a juvenile retaliation over some petty dispute." Here the writing stops. <>> read journal You flip back to the beginning of the journal and read: "My progress has been gratifying. I believe I have hit upon the necessary ingredient proportions for inducing the preliminary phase of corporeal synthesis. My brew must steep overnight... tomorrow I shall test it on the wombat and the aardvark. I have been too preoccupied to write consistently. I have had the first glimmers of success! My brew for initializing the amalgamation process was correct, as far as it went... only incomplete, as I expected. For a fleeting moment I saw the unmistakable formation of a womvark taking place, but the quiddities of the individual specimens rebounded and arrested the transformation before it could fully take hold. Now I must discover the key to suppressing this reaction. Well, toads are not the answer. I didn't expect them to be: far too conventional for this kind of finesse work. But I thought it couldn't hurt to do a couple of experiments. More experiments with things I still have on hand. Starting simple by just adding single ingredients at a time to my brew (with the proper preparations and incantations, of course). No luck with arlevoil, scarlet phrygdalis, or Anjarkian apharox root. Most likely this will require a more complex solution than a simple additive." <>> l <> Loft of the Witch's hut <> Somewhat less than half of the hut has a floor in the rafter space, making a low loft, which is where you are. It appears to be the Witch's personal quarters. A railing guards the open edge of the loft, stopping short of the back wall so that one could reach the funnel running into the vat of the large enclosure. The only way to go is back down the ladder you came up. The witch's bed rests in the corner, with a none-too-comfortable-looking pillow at the head. Next to it is a side table, on which is a novel, 'The Joys of Misanthropy', and an empty candlestick. The boy is present as ever. Prince Quisborne leans over the railing. <>> put journal in pillow You put the Witch's journal in the coarse pillow. <>> x side table The table is just a few billets of wood nailed together to create a surface and four legs. On the side table are a novel and 'The Joys of Misanthropy'. Quisborne the Feckless checks out the vat. <>> * && On the table is also an empty candlestick. Comment recorded. <>> look under table The view under the table is clear, and it is a view without anything warranting special remarks. <>> x novel It's a witch's romance called "The Brew That Was Blue." <>> read it It seems to be a tale of predictable love triangles and quadrangles involving witches and wizards, with the creation of a brew from certain forbidden ingredients (that were blue) providing several key plot twists. <>> search novel There’s nothing unusual in the novel. <>> x table The table is just a few billets of wood nailed together to create a surface and four legs. On the side table are the novel and 'The Joys of Misanthropy'. Quiz gives his hair a twirl. <>> get candle stick "Candle stick" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> get candlestick The Witch's candlestick isn't pertinent to the grand scheme of things. <>> x it This object will probably never serve any purpose beyond holding candles by the Witch's bed. <>> x book (the book of utterances) It is an ornate and heavy volume entitled "Utteraunces of Ubzugajir the Unfoolyshe." It doesn't specify whether Ubzugajir actually originated or merely collected the sayings, but apparently he at least uttered them. <>> x joys The title suggests the red-colored book to be some author's take on the advantages of having no friends and making as many enemies as possible. <>> read it You flip a few pages, but the content is suited to the title, and there is little to gain from the book's viewpoint other than sympathy for the author. "Fizz, Valkyrian... that makes me feel sad for the Witch. What a gloomy way to live!" <>> l <> Loft of the Witch's hut <> Somewhat less than half of the hut has a floor in the rafter space, making a low loft, which is where you are. It appears to be the Witch's personal quarters. A railing guards the open edge of the loft, stopping short of the back wall so that one could reach the funnel running into the vat of the large enclosure. The only way to go is back down the ladder you came up. The witch's bed rests in the corner, with a none-too-comfortable-looking pillow at the head. Next to it is a side table, on which is the novel, 'The Joys of Misanthropy', and the empty candlestick. Your companion, PQ, is here with you. Prince Quisborne tries to plump up the pillow. <>> x vat The vat is a drum-shaped container above the enclosure, that could be supposed to hold the contents of whatever has been made in the cauldron. In fact it could probably hold a couple of cauldrons full. It has a small chamber on top, fed by a funnel, as if to keep some activating ingredients separate until the moment the magic brew is meant to be unleashed upon the contents of the enclosure below. <>> x funnel The funnel is made of tin or some other metal, and serves to expedite adding substances into the vat. The young figurehead adjusts the candlestick. <>> look in funnel You can't see very far down the tunnel. <>> * && "...down the Tunnel." ?? Comment recorded. <>> dig (with the broken mattock) This doesn't seem like a prime place to be digging. Your companion does some squats, with the burlap sack for weight. <>> l <> Loft of the Witch's hut <> Somewhat less than half of the hut has a floor in the rafter space, making a low loft, which is where you are. It appears to be the Witch's personal quarters. A railing guards the open edge of the loft, stopping short of the back wall so that one could reach the funnel running into the vat of the large enclosure. The only way to go is back down the ladder you came up. The witch's bed rests in the corner, with a none-too-comfortable-looking pillow at the head. Next to it is a side table, on which is the novel, 'The Joys of Misanthropy', and the empty candlestick. Your young pal is sticking nearby. <>> * && It sounds as if the novel's title is "The Joys of Misanthropy". Maybe "a novel, a book, and an empty candlestick." and put the titles in the object descriptions? Or put both titles in the Loft description. Comment recorded. <>> d <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The king's son follows you down. <>> e <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. A llama, a young zebra, a skunk, a unicorn, a small hippopotamus, a kangaroo, a crocodile, an armadillo, and a porcupine are cooped up in their respective pens. A not-so-tame-looking panther is roaming freely about the animal yard, the door of its pen standing open as if it has forced or otherwise found its way out. Your companion, the Dwindeldornian prince, is here with you. <>> x panther The panther is black, not enormous, but large enough to look plenty dangerous. It is prowling about the animal yard, looking for a way out. Quiz takes the makeshift dart gun and fires a shot at the back door. Afterwards, he retrieves the dart. <>> * && Excellent idea, dear Quis. Comment recorded. <>> open gate (the yard gate) Whether you meant to try to let the panther escape, or simply thought that opening the gate into a wild panther pen is always a good idea, the result is the same: the panther is lightning-quick to see both a chance of escape and also a meal for the road. *** You are the meal and the prince is dessert *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “open gate”. <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. A llama, a young zebra, a skunk, a unicorn, a small hippopotamus, a kangaroo, a crocodile, an armadillo, and a porcupine are cooped up in their respective pens. A not-so-tame-looking panther is roaming freely about the animal yard, the door of its pen standing open as if it has forced or otherwise found its way out. The king's son is sticking about in your general vicinity. <>> x small yard You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. A llama, a young zebra, a skunk, a unicorn, a small hippopotamus, a kangaroo, a crocodile, an armadillo, and a porcupine are cooped up in their respective pens. A not-so-tame-looking panther is roaming freely about the animal yard, the door of its pen standing open as if it has forced or otherwise found its way out. The heir to the throne of Dwindeldorn is present as ever, carrying the sack. <>> x animal yard Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side. Currently the northern gate is shut and the southern gate is shut. A llama, a young zebra, a skunk, a unicorn, a small hippopotamus, a kangaroo, a crocodile, an armadillo, and a porcupine are cooped up in their respective pens. A not-so-tame-looking panther is roaming freely about the animal yard, the door of its pen standing open as if it has forced or otherwise found its way out. The royal youth leaps backward as the panther charges up to the fence near you. <>> x panther's pen It's an animal pen of woven branches, with a smattering of litter across the ground and a rough mounted trough for water and food. The panther pen has a caged top, where some of the others don't. It’s open. <>> blow dart at panther You motion for Quisborne to be silent, and the two of you keep still, pressed up against the yard fence. The slats are spaced plenty far apart for you to get a good look through. Inside, the panther continues its prowl. You wait patiently for the right moment... sooner or later it's bound to patrol this corner of the yard, looking for an escape. When the panther does in fact make another round over to the yard gate, you whip the bamboo whistle into action. Plugging all of its lateral holes with your fingers, you poke it through the slats and give a mighty puff on the mouthpiece end. The dart flies out the other end with surprising rapidity, considering the makeshift nature of your blowgun. Your aim is good – not that it required great skill to hit a target at that range. The dart pierces the panther's hide, and the panther springs in the air, more from surprise than pain, performing a half-revolution in the process. Moments after touching down, the animal shakes its head, and takes a few aimless steps that quickly turn into staggers. Slumping down to the ground, it looks confusedly around out of half-closed eyes, until the eyes do in fact close, and the beast lolls completely motionless. It appears that your homemade tranquilizing dart gun has proven effective! "You got him, Valkyrian! Way to go!" The prince's eyes remain wide and transfixed. "Are we... sure, though? That he's not going to just... you know, pop back up once we're in there?" You doubt highly that the panther could have ever staggered and slumped like that unless he was going to stay down for the count. PQ takes as much heart as he can from your confidence. *** Your score has just gone up by six points *** <>> open gate (the yard gate) You open the yard gate. <>> enter animal yard <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is shut and the southern gate is shut. A llama, a young zebra, a skunk, a unicorn, a small hippopotamus, a kangaroo, a crocodile, an armadillo, and a porcupine are cooped up in their respective pens. A panther is slumped motionless on the ground in a heavy artificial sleep, with a dart sticking out of its hide. Near by your side is your ostensible squire, sack in hand. The young zebra stares at the sand. <>> * && Is there a synonym for "yard" you could use for the animal corral ? It's a bit confusing to have two yards right next to each other, one of which has a deadly panther. Comment recorded. <>> opopen southern gate We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> open southern gate You swing the southern gate open, revealing the interior of the enclosure that's inside the hut. The kangaroo moves forward a little, then stops. <>> open northern gate You swing the northern gate open, revealing the interior of the enclosure that's inside the hut. <>> enter northern gate You enter the hut via the wall gate and the enclosure... <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The youth comes in with you. Prince Quiz noses about. <>> turn crank You turn the crank in the direction necessary to lower the partition. <>> enter enclosure Ducking through the enclosure and out the gate, you end up in the animal yard... <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is open and the southern gate is open. A llama, a young zebra, a skunk, a unicorn, a small hippopotamus, a kangaroo, a crocodile, an armadillo, and a porcupine are cooped up in their respective pens. A panther is slumped motionless on the ground in a heavy artificial sleep, with a dart sticking out of its hide. Nearby, Prince Quiz is ambling around. <>> s You don't need directions to get around the animal yard, and the only break in the fence is north, through the yard gate. Prince Quisborne watches the animals. <>> n <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. A llama, a young zebra, a skunk, a unicorn, a small hippopotamus, a kangaroo, a crocodile, an armadillo, and a porcupine are cooped up in their respective pens. Inside the yard, a tranquilized panther is splayed out on the ground. Your "squire" is in tow. <>> w <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The young figurehead comes in with you. <>> close enclosure door The enclosure is already closed. <>> x enclosure The enclosure is built against the back wall up to the height of the loft floor, under which a part of it runs; it has a door opening into the room you're in, stuck off of center to the south. A dividing partition has been lowered into the enclosure by a rope. A crank mounted on the side of the enclosure is connected to the partition via the rope and a pulley in the rafters. Also built onto the top of the enclosure right against the loft floor is something like a vat with a funnel leading into it. A large, dog-legging lever comes down from the vat to within reach. The enclosure door is shut. <>> e <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. A llama, a young zebra, a skunk, a unicorn, a small hippopotamus, a kangaroo, a crocodile, an armadillo, and a porcupine are cooped up in their respective pens. Inside the yard, a tranquilized panther is splayed out on the ground. Your protegé is following you wherever you go. <>> s <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is open and the southern gate is open. A llama, a young zebra, a skunk, a unicorn, a small hippopotamus, a kangaroo, a crocodile, an armadillo, and a porcupine are cooped up in their respective pens. A panther is slumped motionless on the ground in a heavy artificial sleep, with a dart sticking out of its hide. Quiz comes along. The heir to the throne of Dwindeldorn walks around the yard. <>> pull dart Pulling on the the dart may not be the most effective means of trying to shape the prince's destiny. <>> get dart You take the dart. Prince Q marks time with some pushups. <>> x it It's just your typical savage-made dart for booby-trapping unwary intruders. A thin, lightweight shaft that might be made out of bone, with some feathers stuck on the back end. <>> push panther through southern gate The panther is tranquilized... on to other things. The small hippopotamus puts its nose to the yard fence, and looks through blankly. <>> put panther in pen (the panther pen) The panther is tranquilized... on to other things. <>> * && Rather safe than sorry. Quis has a point, wild cats wake up fast and angry from sedatives. If I can't put him into the enclosure for experiments, at least I'd like to put him into his pen and lock him up. Comment recorded. <>> nozzle panther's belly This is one of those times where we may not have covered the verb you're trying to use... <>> kiss panther The panther is tranquilized... on to other things. <>> pull panther's tail The panther does not appear to have any such thing. <>> * && Poor thing. Comment recorded. <>> dip dart in sedative You re-coat the dart in the bottle of sedative. <>> load pipe with dart You don't see any pipe in view. <>> load whistle with dart You reload the bamboo with the dart. <>> blow dart at llama Come on... does the poor little llama really deserve that? Prince Q seems on edge, expecting the panther to wake at any time. <>> * && The panther didn't either, did he? He was just in my way. I wanted to tranq the llama and put him beside the panther as a breakfast apology gesture. Comment recorded. <>> l <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is open and the southern gate is open. A llama, a young zebra, a skunk, a unicorn, a small hippopotamus, a kangaroo, a crocodile, an armadillo, and a porcupine are cooped up in their respective pens. A panther is slumped motionless on the ground in a heavy artificial sleep. Nearby, your squire is ambling around. The crocodile seems to be lost in empty thoughts. <>> x llama What you have here is basically a shaggy camel without a hump. These are found in abundance in the land of Azhgaloth to the west. The poor fellow looks none-too-well groomed: its fur is a matted, shedding mess. It also looks like it might have occasionally gotten the notion to spit in your face if it hadn't already lost all its pluck. It is standing in the llama pen. <>> get wool (first opening the llama pen, then entering it) You plunder the llama of its shedding wool, and come up with a big clump of it. The llama shuffles around a little, then grows still again. <>> close llama pen You close the llama pen. <>> lock it The llama pen is not a lockable object. <>> x zebra What you have here is a young horse called a zebra, covered in black-and- white stripes. It looks like it could run fast and blend in well to its surroundings... if you could find a field of black and white grass. Neither you nor the prince have seen such an animal in person, but you've read that they inhabit various places in the Southlands. It is standing in the zebra pen. The princeling plays with the crocodile. <>> * && Is Quis going to ask if the Zebra is black with white stripes or the other way around? Comment recorded. <>> x unicorn There is in fact a unicorn here: only the second or third that you have ever seen. Unicorns are rare creatures, and secretive in their habits, usually living in dense forests and out-of-the-way places. On account of their rarity they have come to be associated with mythos and magical powers amongst the common folk, and are frequently portrayed as such in the folk and fairy tales. Nonetheless, they are quite earthly creatures after all. It is a smallish horse of a bluish gray color, with a long straight horn coming out of its forehead. It looks as if it would never deign to be ridden by anyone. It is standing in the unicorn pen. The llama looks around as if it can't remember what its purpose was. <>> get horn The horn is of course interesting and unique, but not relevant in any way that we can see to what you need to do. The porcupine puts its nose to the yard fence, and looks through blankly. <>> x skunk What you have here is a furry black critter with a bushy tail and a white stripe down its back. It can spray a mighty foul-smelling musk if it doesn't want someone to come too close. It is standing in the skunk pen. <>> * && Skunk stink! Comment recorded. <>> get skunk (first opening the llama pen, then getting out of it, then opening the skunk pen, then entering it) We won't be carrying any animals around on our shoulders today, and probably not tomorrow either. The small hippopotamus seems to be lost in empty thoughts. <>> * && No stinky spray? Comment recorded. <>> kiss Pepe Le Pew "Pepe" could either be something as yet unknown to you or else a phrasing unknown to us. <>> kiss skunk The beast probably wouldn't understand your goodwill. The youth examines the cages. <>> out You get back out of the skunk pen. <>> close pen Which pen do you mean, the panther pen, the skunk pen, or the llama pen? < distinguish >> skunk You close the skunk pen. <>> close all pens You go around the animal yard and close the two pens that weren't already closed. <>> open all pens You go around the animal yard and open all of the pens. The llama plods out the open pen door and into the animal yard. <>> open gate Which gate do you mean, the southern gate, or the northern gate? < distinguish >> southern Not content that the southern gate is already opened, you open it all over again. As the skunk finds the door to its pen open, it feels at liberty to trudge out into the animal yard, so it can sit out there just as listlessly as in the pen. <>> n <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The young zebra, the unicorn, a small hippopotamus, a kangaroo, a crocodile, an armadillo, and a porcupine are cooped up in their respective pens. The llama and the skunk are wandering aimlessly about the animal yard. Inside the yard, a tranquilized panther is splayed out on the ground. Quiz is present and accounted for. <>> open fence The fence does not open in any ordinary sense of the word. Prince Q looks into the animal yard. <>> open gate You open the yard gate. <>> s <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is open and the southern gate is open. The young zebra, the unicorn, a small hippopotamus, a kangaroo, a crocodile, an armadillo, and a porcupine are cooped up in their respective pens. The llama and the skunk are wandering aimlessly about the animal yard. A panther is slumped motionless on the ground in a heavy artificial sleep. The youth is here. The armadillo shuffles around a little, then grows still again. The kangaroo plods out the open pen door and into the animal yard. As the unicorn finds the door to its pen open, it feels at liberty to trudge out into the animal yard, so it can stand out there just as listlessly as in the pen. Finding the pen door open, the young zebra decides it may as well stand listlessly out in the animal yard as in the pen. <>> shoo animals We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> x leash It is a lead rope about eight feet long, attached to a couple of very simple leather straps that look like they could fasten around something. As the porcupine finds the door to its pen open, it feels at liberty to trudge out into the animal yard, so it can sit out there just as listlessly as in the pen. <>> put leash on unicorn You manage to secure the leash around the unicorn in such a way that you would be able to lead it around. [You can try to 'lead (animal) into (something)'.] The armadillo looks around as if it can't remember what its purpose was. The armadillo plods out the open pen door and into the animal yard. As the crocodile finds the door to its pen open, it feels at liberty to crawl out into the animal yard, so it can sit out there just as listlessly as in the pen. The small hippopotamus plods out the open pen door and into the animal yard. <>> remove leash You remove the leash from the unicornYou take the leash off the unicorn. The porcupine moves forward a little, then stops. <>> * && Double trigger for REMOVE LEASH Comment recorded. <>> put leash on skunk You cinch the leash around the skunk's neck. <>> lead skunk n You should be able to 'lead [animal] into [something]'... Your young pal ever so cautiously pokes the sleeping panther. <>> n <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the skunk, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are wandering aimlessly about the animal yard. Inside the yard, a tranquilized panther is splayed out on the ground. Your "squire" is in tow. <>> s <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is open and the southern gate is open. The llama, the young zebra, the skunk, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are wandering aimlessly about the animal yard. A panther is slumped motionless on the ground in a heavy artificial sleep. The youth is following you as ever. Seeing the yard gate open, the llama ambles out of it. It, however, remains in the backyard of the hut. <>> get leash You remove the leash from the skunk The Dwindeldornian heir tiptoes past the panther. The skunk sees the yard gate open, and takes its opportunity to amble on out to the north. <>> undo Taking back one turn: “get leash”. <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is open and the southern gate is open. The llama stands outside of the animal yard without giving any indication of wanting to run away. The young zebra, the skunk, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are wandering aimlessly about the animal yard. A panther is slumped motionless on the ground in a heavy artificial sleep. PQ is with you like a second shadow. <>> x skunk What you have here is a furry black critter with a bushy tail and a white stripe down its back. It can spray a mighty foul-smelling musk if it doesn't want someone to come too close. Around the skunk's neck is the leash. The princeling pets the llama. <>> lead skunk into backyard The poor brute is accustomed to captivity, and mindlessly lets you lead it into the backyard. Once done, you remove the leash from the skunk. [You no longer need to enter 'put leash on (animal)' before leading it, provided you're holding the leash.] <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama stands outside of the animal yard, but seems to have no intentions of going anywhere. The skunk sits outside of the animal yard listlessly. The young zebra, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are wandering aimlessly about the animal yard. Inside the yard, a tranquilized panther is splayed out on the ground. Your companion is hanging around. <>> lead skunk south You should be able to 'lead [animal] into [something]'... <>> lead skunk into animal yard The skunk goes right along with you as you lead it into the animal yard after you've fastened the leash to it. Once done, you remove the leash from the skunk. <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is open and the southern gate is open. The llama stands outside of the animal yard, but seems to have no intentions of going anywhere. The young zebra, the skunk, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are wandering aimlessly about the animal yard. A panther is slumped motionless on the ground in a heavy artificial sleep. Nearby, the young sprig of royalty is ambling around. The crocodile stares at the sand. The porcupine sees the yard gate open, and takes its opportunity to amble on out to the north. Seeing the yard gate open, the unicorn ambles out of it. It, however, remains in the backyard of the hut. <>> lead skunk into enclosure Which enclosure do you mean, the southern gate, or the northern gate? < distinguish >> southern The skunk shows no special resistance to being led around by you. You lead it into the southern compartment after you've fastened the leash to it. Once done, you remove the leash from the skunk. The young zebra sees the yard gate open, and takes its opportunity to amble on out to the north. Seeing the yard gate open, the kangaroo ambles out of it. It, however, remains in the backyard of the hut. <>> out <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The unicorn stands outside of the animal yard listlessly. The porcupine sits outside of the animal yard without giving any indication of wanting to run away. The young zebra stands outside of the animal yard, but is just staying put. The kangaroo squats outside of the animal yard without giving any indication of wanting to run away. The llama stands outside of the animal yard, but seems to have no intentions of going anywhere. The small hippopotamus, the crocodile, and the armadillo are wandering aimlessly about the animal yard. Inside the yard, a tranquilized panther is splayed out on the ground. Your squire is sticking nearby. The crocodile sees the yard gate open, and takes its opportunity to crawl on out to the north. <>> in <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The princeling comes in with you. The king's son deposits the sack on the ground temporarily. <>> close southern gate You don't see any southern gate in view. <>> out <> At the Sand Witch's hut <> Here, deep in the Skelgarn Badlands, a low hut is sequestered beneath looming walls of sandy rock. It is altogether cheerless-looking, yet it is the only thing for many leagues around that betokens any sign of human life. There's a crude well in the yard. The door lies east, and is open. Otherwise, the desolate world of maze and sand spreads featureless around you; in no direction does the horizon lie at any great distance. Southwest is the most navigable way of returning towards Dwindeldorn. Your companion, Prince Quiz, is here with you. <>> e <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. Quiz comes in with you. Prince Quisborne is distracted with trying to make a new limerick. <>> e <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The young zebra stands outside of the animal yard, but is just staying put. The unicorn stands outside of the animal yard, but seems to have no intentions of going anywhere. The kangaroo squats outside of the animal yard, but is just staying put. The crocodile sits outside of the animal yard without giving any indication of wanting to run away. The porcupine sits outside of the animal yard, but seems to have no intentions of going anywhere. The llama stands outside of the animal yard without giving any indication of wanting to run away. The small hippopotamus and the armadillo are wandering aimlessly about the animal yard. Inside the yard, a tranquilized panther is splayed out on the ground. The Prince of Dwindeldorn is here with you as always, carrying the sack. Seeing the yard gate open, the small hippopotamus ambles out of it. It, however, remains in the backyard of the hut. The armadillo sees the yard gate open, and takes its opportunity to amble on out to the north. As the skunk finds an open door leading from its compartment, it feels no obligation to remain in confinement, and wanders out of the enclosure back into the yard. <>> s <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is open and the southern gate is open. The crocodile sits outside of the animal yard, but is just staying put. The kangaroo squats outside of the animal yard listlessly. The small hippopotamus stands outside of the animal yard, but is just staying put. The armadillo sits outside of the animal yard without giving any indication of wanting to run away. The skunk is out of its pen, but aimlessly sauntering around the animal yard. The llama stands outside of the animal yard, but seems to have no intentions of going anywhere. The young zebra stands outside of the animal yard, but is just staying put. The porcupine sits outside of the animal yard listlessly. The unicorn stands outside of the animal yard without giving any indication of wanting to run away. A panther is slumped motionless on the ground in a heavy artificial sleep. The lad tags along. <>> lead skunk into southern gate The captive beast submits meekly to being led into the southern compartment after you've fastened the leash to it. Once done, you remove the leash from the skunk. <>> close southern gate You close the southern gate. The prince talks to the armadillo. <>> n <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The kangaroo squats outside of the animal yard, but seems to have no intentions of going anywhere. The young zebra stands outside of the animal yard without giving any indication of wanting to run away. The crocodile sits outside of the animal yard, but is just staying put. The small hippopotamus stands outside of the animal yard listlessly. The armadillo sits outside of the animal yard, but seems to have no intentions of going anywhere. The llama stands outside of the animal yard without giving any indication of wanting to run away. The unicorn stands outside of the animal yard listlessly. The porcupine sits outside of the animal yard, but seems to have no intentions of going anywhere. Inside the yard, a tranquilized panther is splayed out on the ground. Near by your side sticks the lad, sack in hand. <>> w <> Hut of the Sand Witch <> This is the humble one-room hut of the Sand Witch. It is dim, the floor is bare, surfaces are smoky and grimy, and everything here has a lonely and forlorn air about it. The northern half of the hut lacks any ceiling; within this space a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof, which serves as the only form of a chimney. The southern half of the hut does have beams running across, making a very low ceiling below, as well as a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, and bump up out of the thatch roof on the back side. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The princeling comes in with you. <>> x enclosure The enclosure is built against the back wall up to the height of the loft floor, under which a part of it runs; it has a door opening into the room you're in, stuck off of center to the south. A dividing partition has been lowered into the enclosure by a rope. A crank mounted on the side of the enclosure is connected to the partition via the rope and a pulley in the rafters. Also built onto the top of the enclosure right against the loft floor is something like a vat with a funnel leading into it. A large, dog-legging lever comes down from the vat to within reach. The enclosure door is shut. <>> enter enclosure Ducking through the enclosure and out the gate, you end up in the animal yard... <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is open and the southern gate is shut. The kangaroo squats outside of the animal yard listlessly. The young zebra stands outside of the animal yard, but seems to have no intentions of going anywhere. The crocodile sits outside of the animal yard without giving any indication of wanting to run away. The small hippopotamus stands outside of the animal yard, but is just staying put. The armadillo sits outside of the animal yard, but seems to have no intentions of going anywhere. The llama stands outside of the animal yard, but is just staying put. The unicorn stands outside of the animal yard without giving any indication of wanting to run away. The porcupine sits outside of the animal yard listlessly. A panther is slumped motionless on the ground in a heavy artificial sleep. The Prince of Dwindeldorn is present as ever. <>> undo Taking back one turn: “enter enclosure”. <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. Your companion, the king's son, is here with you. <>> x enclosure The enclosure is built against the back wall up to the height of the loft floor, under which a part of it runs; it has a door opening into the room you're in, stuck off of center to the south. A dividing partition has been lowered into the enclosure by a rope. A crank mounted on the side of the enclosure is connected to the partition via the rope and a pulley in the rafters. Also built onto the top of the enclosure right against the loft floor is something like a vat with a funnel leading into it. A large, dog-legging lever comes down from the vat to within reach. The enclosure door is shut. <>> x south gate You don't see any south gate in view. <>> x southern gate You don't see any southern gate in view. <>> open enclosure door You swing open the door of the enclosure. The skunk is situated in the southern compartment. <>> * && I had imagined the enclosure as a cage, with bars I could see between. Comment recorded. <>> close enclosure door You close the enclosure. The lad runs a hand over the cauldron. <>> e <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The kangaroo squats outside of the animal yard without giving any indication of wanting to run away. The young zebra stands outside of the animal yard listlessly. The crocodile sits outside of the animal yard, but seems to have no intentions of going anywhere. The small hippopotamus stands outside of the animal yard without giving any indication of wanting to run away. The armadillo sits outside of the animal yard listlessly. The llama stands outside of the animal yard, but is just staying put. The unicorn stands outside of the animal yard listlessly. The porcupine sits outside of the animal yard, but is just staying put. Inside the yard, a tranquilized panther is splayed out on the ground. Your protegé is present as ever, with sack slung over his shoulder. <>> kangaroo You may be trying to use a verb that we weren't instructed how to handle... <>> x kangaroo What you have here is a funny-looking critter with big ears, a snout, a long heavy tail and giant hind legs. It is called a kangaroo, and is known to inhabit some of the semi-arid regions on the outskirts of the Skelgarn Badlands. It can bound really far or high when it wants to. PQ looks like he wants to keep moving. <>> put leash on panther For a moment you amuse yourself with having a sleeping panther on a leash, then you make an end of the sport. <>> x porcupine What you have here is a little four-legged critter all covered with sharp quills. <>> * && The Gargontosaur seems to enjoy mauling adventure heroes. I'd say unicorns fall in, if not the same, then at leas an adjacent category. So I'd like to make a foul-smelling fairy-beast with a rainbow horn and a fart like mustard gas. Comment recorded. <>> lead unicorn into corral "Corral" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> lead unicorn into animal yard The unicorn goes right along with you as you lead it into the animal yard after you've fastened the leash to it. Once done, you remove the leash from the unicorn. <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is open and the southern gate is shut. The crocodile sits outside of the animal yard listlessly. The kangaroo squats outside of the animal yard without giving any indication of wanting to run away. The small hippopotamus stands outside of the animal yard listlessly. The armadillo sits outside of the animal yard without giving any indication of wanting to run away. The unicorn is out of its pen, but aimlessly sauntering around the animal yard. The llama stands outside of the animal yard listlessly. The young zebra stands outside of the animal yard without giving any indication of wanting to run away. The porcupine sits outside of the animal yard, but seems to have no intentions of going anywhere. A panther is slumped motionless on the ground in a heavy artificial sleep. Your young pal is following you wherever you go. The unicorn shuffles around a little, then grows still again. <>> lead unicorn into northern gate The captive beast submits meekly to being led into the northern compartment after you've fastened the leash to it. Once done, you remove the leash from the unicorn. One of the animals moves forward a little, then stops. <>> close northern gate You close the northern gate. Quisborne practices his dart-firing aim, using the yard gate as a target. <>> n <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The crocodile sits outside of the animal yard without giving any indication of wanting to run away. The kangaroo squats outside of the animal yard, but is just staying put. The small hippopotamus stands outside of the animal yard listlessly. The armadillo sits outside of the animal yard without giving any indication of wanting to run away. The llama stands outside of the animal yard listlessly. The young zebra stands outside of the animal yard, but seems to have no intentions of going anywhere. The porcupine sits outside of the animal yard, but is just staying put. Inside the yard, a tranquilized panther is splayed out on the ground. Your sidekick is hanging around. <>> w <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The youth comes in with you. <>> open enclosure You swing open the door of the enclosure. The skunk is sitting in the southern compartment. <>> turn crank Turning the crank in the other direction, you raise the dividing gate from between the two compartments of the enclosure. The occupants of the enclosure seem none too pleased at having to share the same space with each other. <>> x enclosure The enclosure is built against the back wall up to the height of the loft floor, under which a part of it runs; it has a door opening into the room you're in, stuck off of center to the south. Suspended from a rope, over a slot midway in the top of the enclosure, is a kind of partition panel. A crank mounted on the side of the enclosure is connected to the partition via the rope and a pulley in the rafters. Also built onto the top of the enclosure right against the loft floor is something like a vat with a funnel leading into it. A large, dog-legging lever comes down from the vat to within reach. The enclosure door stands open. The skunk is contained in the southern compartment. The unicorn is standing in the northern compartment. <>> close partition You turn the crank in the direction necessary to lower the partition. The occupants of the enclosure seem gratified to have some space to themselves. The royal youth gives your embers a gentle blow. <>> close enclosure You close the enclosure. <>> * && What was it? Scrogweed as catalyst? Comment recorded. <>> x herbs You could never identify all the herbs and other ingredients here. They're clearly for the Witch's use in her brewing. <>> search herbs You don't know what to do with any of these herbs, and there doesn't seem to be any important need for them. You know that none of them are going to be scrogweed, or else the Witch wouldn't have had to leave in search of it. <>> search scrogweed You don't see any scrogweed in view. <>> find scrogweed (the patch of blue wildflowers) You saw the patch of blue wildflowers in the Spurnwharking Forest. <>> * && Did I just hack the FIND command? Comment recorded. <>> s <> Loft of the Witch's hut <> Somewhat less than half of the hut has a floor in the rafter space, making a low loft, which is where you are. It appears to be the Witch's personal quarters. A railing guards the open edge of the loft, stopping short of the back wall so that one could reach the funnel running into the vat of the large enclosure. The only way to go is back down the ladder you came up. The witch's bed rests in the corner, with a none-too-comfortable-looking pillow at the head. Next to it is a side table, on which is the novel, 'The Joys of Misanthropy', and the empty candlestick. Your companion, the heir to the throne of Dwindeldorn, is here with you, sack in hand. <>> d <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The future king of Dwindeldorn follows you down. The Dwindeldornian heir sniffs some herbs. <>> e <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The crocodile sits outside of the animal yard without giving any indication of wanting to run away. The kangaroo squats outside of the animal yard listlessly. The small hippopotamus stands outside of the animal yard, but seems to have no intentions of going anywhere. The armadillo sits outside of the animal yard listlessly. The llama stands outside of the animal yard, but seems to have no intentions of going anywhere. The young zebra stands outside of the animal yard listlessly. The porcupine sits outside of the animal yard without giving any indication of wanting to run away. Inside the yard, a tranquilized panther is splayed out on the ground. The young sprig of royalty is here with you as always. <>> lead animals into animal yard You can’t use multiple objects there. <>> hug crocodile You stroke the crocodile in a friendly manner. It probably appreciated it according to its capacity for appreciating. <>> pet hippo The swamp-cow acknowledges you as a friend with a little droop of its head. <>> * && Of course, a big fat hippopotaskunk blubbering forth its odorous gases while twirling its tiny tail would also be a great Gargontosaurus-repellant. Comment recorded. <>> save Saved. <>> read journal You don't see any journal in view. <>> w <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The Dwindeldornian heir comes in with you. <>> u <> Loft of the Witch's hut <> Somewhat less than half of the hut has a floor in the rafter space, making a low loft, which is where you are. It appears to be the Witch's personal quarters. A railing guards the open edge of the loft, stopping short of the back wall so that one could reach the funnel running into the vat of the large enclosure. The only way to go is back down the ladder you came up. The witch's bed rests in the corner, with a none-too-comfortable-looking pillow at the head. Next to it is a side table, on which is the novel, 'The Joys of Misanthropy', and the empty candlestick. Nearby, the princeling is pacing around. <>> read journal (first taking the Witch's journal) You read from where you left off: "Bless my broomsticks! What a surprise I've had today. I decided to make one last simple experiment with an extract of sorbelia. Instead of getting no reaction whatsoever, it caused an alteration in the composition of the brew. Curious, I brought in the wombat and aardvark again to test it on them. When I managed to keep them in proximity long enough to conjure the makeshift brew into activation and direct its force at them, the two animals whirled together before my eyes, and then burst (that's the only word I can think of) into a furry owl! He seemed to become immediately attached to me, and seeing as his wings are covered in fur instead of feathers, he can't fly away. I find that I don't want to try to undo this accident... I think I have a new pet! The colorations and markings on his face make him look for all the world like a scholar with spectacles on his big round eyes. I shall call him Doctor Hoo. Granted, this was all a mistake and no help towards achieving my next objective – to integrate and fuse the characteristics of two (or more) animals into one creature – so the sorbelia extract is a dead end. Will have to regroup and find a fresh approach. (Note: Handling both animals while trying to apply brew in necessary manner is toilsome. Need to build a setup that makes test applications more convenient.) Doctor Hoo seems content to share my food. What a relief! Now I don't have to worry about catching mice and bugs for him. Made a journey to the seaside, and took Doctor Hoo with me. Gathered some seaweeds and mushy creatures useful for magical purposes. Everything was so bright and fresh, for a little while I was struggling to remember why I hated the rest of the world so much. I'm only fifty-eight... could there still be a life of happiness for me somewhere out there?" (2/5) <>> read journal You read from where you left off: "Started work today on an enclosure in the hut to expedite future experiments. Chanced to come across a ne'er-do-well wanderer on my morning walk in the Badlands. Was able to make a deal with him where he'd do most of the building work in exchange for me casting a spell at his request. Gribbitch has proved quite handy with the few tools that I have at my disposal. I've had to send him for some metal parts and a good log or two. I'm going to try putting the brew in a vat above the enclosure, with a lever to simultaneously activate it and dispense it onto the two subjects. Gribbitch is gone, and the new experimenting setup is finished. Now if only I had a potent brew formula to be using it with... Fiends of the Netherworld!! The zebra got loose today and I had left the back door open. She stampeded all around the hut in a frenzy and dumped the whole cauldron of synthesis-initializing brew all over the floor! It will take weeks for me just to recreate what I had. Been working really long hours the last several days. Doctor Hoo hasn't been very happy about my making so much noise in the daylight hours when he's trying to sleep. Plotting revenge on the whole world is taxing on an old woman! My furry companion hoots his sympathies." (3/5) <>> read journal You read from where you left off: "A breakthrough! I believe I've discovered the key to concocting the quiddity suppressant! It must be prepared separately from the synthesis initializer and then methodically combined with it. The resulting brew's powers then remain latent until the moment the scrogweed is added as a catalyst. Once I have established that I can successfully combine two common animals, then I can enter the final phase: developing the trait amplifiers, growth accelerators and distorters that will act in conjunction with the synthesis brew and allow me to take any number of animals, and create of them a hideous and magnified integration, a chimaera, the perfect unstoppable beast that I will unleash upon the world! Of course I would be all out of scrogweed just when I'm on the cusp of such a milestone. Bah! I shall have to make the repugnant journey all the way through Dwindeldorn just to forage a new supply. It will be two weeks at least before I can even run my first test with the completed synthesis brew and the new applicator setup. What's worse, I shall have to travel many many miles through a whole countryful of accursed people. I'll do my best to travel at night, but I'm bound to encounter a few of the loathsome swine in any case. Took care of remaining steps to refining and finalizing the combined brew. Once done, I went ahead and loaded the vat with everything I've made. There should be enough in there for a good many synthesis experiments. Nothing left to do but put the scrogweed in the chamber, once I've collected it. Incidentally, I suspect that this same brew will have the power to decouple an amalgamated creature thus created. Found myself putting off the trip through Dwindeldorn. I think I might just take another furlough to the seaside with my little owl friend. He loved it so much last time. I never knew I could grow so fond of a creature." (4/5) <>> * && She writes in her diary that scrogweed grows in Dwindeldorn. That would be in agreement with the parser pointing to the blue wildflowers as synonym to scrogweed. Perhaps I can LOOK UP SCROGWEED in tyhe library. Comment recorded. <>> read journal You read from where you left off: "We had a grand time at the seaside again. Doctor Hoo looked to me like he wished he could be flying up and soaring over the crashing surf. It has me thinking about whether I couldn't convert his wing fur into feathers. I've spent the whole day working on a potion for changing fur to feathers. I've actually had some promising results practicing on some unincorporated fur. I shall pursue this further... the chimaera can wait. Doctor Hoo acts like he knows what I'm trying to do and watches with interest. What have I done?! I have turned my only friend into a heap of ashes! The potion was behaving so convincingly effectively in every one of the tests I subjected it to. And so I gave it to him... poor Doctor Hoo!! I would be absolutely beside myself, except for my hope in the well-reputed stenchberry juice. I shall have to make yet another long journey to procure some, but there is strong reason to believe that its powers can reverse the effect of what I've done. All of my other plans and designs are as nought to me: I must get my little owl back. I shall prepare to go south in search of the stenchberry without delay. Gribbitch has already agreed to come now and then to take care of my pen animals for me in exchange for another spell. The dimwit wasted his last one on a juvenile retaliation over some petty dispute." Here the writing stops. <>> * && And this explains why I shouldn't worry about the witch coming home and turning me into a newt. (Until the plot calls for it, of course...) Comment recorded. <>> w Your options for travel are: back down. The young figurehead sits for a moment on the bed. <>> d <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The Prince of Dwindeldorn follows you down. <>> w <> At the Sand Witch's hut <> Here, deep in the Skelgarn Badlands, a low hut is sequestered beneath looming walls of sandy rock. It is altogether cheerless-looking, yet it is the only thing for many leagues around that betokens any sign of human life. There's a crude well in the yard. The door lies east, and is open. Otherwise, the desolate world of maze and sand spreads featureless around you; in no direction does the horizon lie at any great distance. Southwest is the most navigable way of returning towards Dwindeldorn. Near by your side sticks the Dwindeldornian prince. The future monarch of Dwindeldorn turns away from the wind. <>> Silence can also be a virtue. <> At the Sand Witch's hut <> Here, deep in the Skelgarn Badlands, a low hut is sequestered beneath looming walls of sandy rock. It is altogether cheerless-looking, yet it is the only thing for many leagues around that betokens any sign of human life. There's a crude well in the yard. The door lies east, and is open. Otherwise, the desolate world of maze and sand spreads featureless around you; in no direction does the horizon lie at any great distance. Southwest is the most navigable way of returning towards Dwindeldorn. Your companion is present and accounted for. <>> * && Can I TRAVEL from here? Comment recorded. <>> save Saved. <>> travel to library Before leaving, you put the Witch's journal and the leash back where they belong. Before you leave the Witch's hut, you double-check that the yard gate is left open. That way, the panther can escape to freedom when it revives. This seems better for the panther and for anybody else that may want to go back into the yard. <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The royal youth is with you as always. Vultures overhead don't create a welcoming atmosphere. <>> ct <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The boy marches with you through the badlands. <>> g <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into thousands of dizzying mazes, whose edges have been scoured into rounded contours by wind- driven sand. Canyons lie within canyons, sometimes ringing around small, barren, isolated mountains. Here and there some leathery, burgundy-colored plants grow low to the ground, and every once in awhile you may see a short, stunted tree. The earth, when not covered over with ever-changing sand, is hard and parched. All directions are possible for travel, but few promise to permit of finding your way back out. Quisborne follows faithfully. <>> g <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Prince Quisborne is with you as always. The sand is fretted and tossed by the wind. <>> g <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Your sidekick follows faithfully. <>> g <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The future king of Dwindeldorn is sticking nearby. <>> g <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. The Dwindeldornian prince is following you as ever. <>> g <> Entrance to the grounds of Forthlong Hall <> The road northeast to Darchingcrast converges here with the road you're on, which runs northwest to southeast. The lane leading to Forthlong Hall branches off from this road to the south, crossing a stream by means of a small bridge. The youth is present as ever. <>> g <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Prince Quisborne tags along, sack in hand. <>> g Once again you and the prince make a westward crossing over the river on the ferry, as he mans the crank. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The future monarch of Dwindeldorn is hanging around. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a modest-sized building project underway at Oscalbroyne Castle. The future monarch of Dwindeldorn is present and accounted for. Construction work is in progress at Lord Oscalbroyne's castle. <>> g <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Indeed, you cannot see a single house or building which looks like another, and this has every appearance of being on purpose. Perfect taste does not seem to be the primary goal so much as uniqueness, and the buildings of Chedderwicket display almost any variation imaginable of shape, or color, or choice of building materials. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is the junk drop-off, an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the alternately charming and curious buildings of Chedderwicket. Dwindeldorn's future king comes along. <>> g ( You both camped for the night.) <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. Your "squire" is in tow. <>> g You and Prince Q take the path that circles around the butte, and arrive at the lake's edge... <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. The turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below, and on the horizon you can see the dim blue of the lands beyond the Water. The base of Dyss Butte is just north of the rim, with moss-covered protrusions and outcroppings that make a regular ascent upward. Traveling the trail northeast will lead back around the butte and to the road. The Prince of Dwindeldorn is here. <>> g You are able to pick your way with comparative ease from ledge to ledge up the steep side of the butte... <> Halfway up Dyss Butte <> You're somewhat over halfway up the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. The natural mossy steps continue towards the top of the butte. Under the limbs of the trees, a moss-covered section of the side of the butte is actually a camouflaged door leading into the earth. Your "squire" is in tow. <>> g You pull open the door in the side of the butte, and enter in. <> Library of the Wizard of Aahh!'s <> The Wizard's library might in fact be more expansive than those found in kings' castles. The ceiling is higher here than any chamber of the butte you've yet been in, with large and handsome wooden ribs all converging towards the center. Nowhere in the room is its underground location betrayed, save perhaps for the minimum of natural lighting, for all surfaces are covered in finished woodwork, flagging, or plaster. The room is shaped a little like a rounded-out hourglass, creating a sort of west wing and east wing, and the walls are solidly covered to surprising heights with shelves full of books, punctuated every now and then by tall draped alcoves in the wall. Light comes through angling skylights in the high ceiling, and there is a rail ringing the room near the height of the tallest shelves, which guides and supports a rolling ladder. The great doors through which you first entered the library are to the north; to the south, a small passage flanked and overarched by bookshelves burrows through to another door some ways back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The poetry section contains Grenchmola's poems, et cetera. The northwest section has a copy of a reptilian reference and a treatise on flowering plants, among other things. The southwest section has a copy of "A Condensd Historie of the House of Dubious Renowne." Nearby, the young figurehead is pacing around, bearing the sack. After you pass through, the camouflaged door shuts itself. The Wizard hurries into the room and straightaway starts poring over something on his desk. <>> ask wizard about unicorn You try to ask the Wizard a question, but just as he opens his mouth to answer, he remembers something and dashes off to another part of the room. The boy slings the sack over his opposite shoulder. <>> x library The Wizard's library might in fact be more expansive than those found in kings' castles. The walls of the hourglass-shaped room are solidly covered to surprising heights with shelves full of books, punctuated with an occasional draped alcove. A rolling ladder on a rail provides access to the many books which sit out of arm's reach. The great doors from the Wizard's domains are to the north; to the south, a small passage burrows through the butte wall to another door further back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The poetry section contains Grenchmola's poems, et cetera. The northwest section has a copy of a reptilian reference and a treatise on flowering plants, among other things. The southwest section has a copy of "A Condensd Historie of the House of Dubious Renowne." The Wizard is lost in thought over something at his desk. The prince spends every free moment glued to a book. <>> x treatise This book is tall but rather thin. Its cover reads: "A Treatyse upon those Flowerynge Herbaceous Plaunts with Medicinall or Alchemick Propertyes Compyld and Illoustrated by Squambert and Fuggs" <>> look up scrogweed in treatise "SCROGWEED: Founde in isolayted Reegions of Vatterdelm, Blykanfarth and Crindarwald. In Dwindeldorn its Raynge seems to be restrickted to the Expaunses of the Spurnwharking Forrest. With its multitude of tinye blue Blossomes, it ressembles a noumber of other ordinarie Wyldeflowerrs, which are commonlie mistaken for it. It has frequentlie been describd as havynge a syrupie Fragraunce. Historicallie, Scrogweed has the Reputationne of beynge a Catalyste of magicall Potionnes and Concoctionnes. However, the prackticers of such Artes as invoulve Scrogweed have growne fewe in reecent Centuryes, and such as remayne are inherentlie secretive about their Methodes. Thus while Litterature aboundes with Accountes of its use, empiricall Evidence verifiynge its magicall Propertyes is scaurce. One may, however, finde goode Success in curynge Wartes with a scrogweed-basd Tinckture. Prepayre the Scrogweed by thoroughlie driynge it over a smokynge Fyre of greene marblewood Shavynges under a wanynge Moon..." Squambert and Fuggs proceed to lay out a detailed process of how to cure one's warts. Prince Quisborne takes in the information with you as you read. <>> * && Blue flowers! Comment recorded. <>> find scrogweed (the patch of blue wildflowers) You saw the patch of blue wildflowers in the Spurnwharking Forest. The princeling flips through a volume of history. In a jiffy, the Wizard is off out of the library to the north. <>> find blue flowers Which blue flowers do you mean, the patch of blue wildflowers, the plucked blue wildflowers, the , the patch of blue wildflowers, the patch of blue wildflowers, or the patch of blue wildflowers? < distinguish >> second The blue wildflowers cannot be located. <>> * && Three "patches", one "plucked", and a single "the" all on its own... Comment recorded. <>> * && Sorry. 4 "patches" Comment recorded. <>> find the (in the treatise on flowering plants) Squambert and Fuggs don't have an entry for that. <>> find patch Which patch do you mean, the patch of blue wildflowers, the patch of blue wildflowers, the patch of blue wildflowers, the shelf in the mountainside, the pool of water, the lush-looking weeds, the tall patch of grass, the cabbage field, the patch of blue wildflowers, the trees, or the dry rutted mud? < distinguish >> third You saw the patch of blue wildflowers in the Spurnwharking Forest. Dwindeldorn's future king takes a short break from carrying the sack. <>> find plucked (plucked wildflowers) The blue wildflowers cannot be located. <>> * && Wildflowers it is! And then a Skunicork chimaera! Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> travel to spurkwharning "Spurkwharning" could either be something as yet unknown to you or else a phrasing unknown to us. <>> travel to spurkwharking "Spurkwharking" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> travel to spurnwharking You may try to travel to one of the following locations: -Forthlong Hall -Blatterfarthing (smithy) -Squarchminster (playing field) -the ferry -Kinterole (construction site) -the sawmill -Gramblefork -the North Road -the quarry -Cobblecork Farm -Brinekettle -Thymeleigh Manor -Chedderwicket -Sprokemabble -the seashore -the lonely tower -the Wizard's library -the Fastness -Azh Bansilkris -the temple rock -the monastery -the Witch's hut -Uzumbung harbor The Wizard barges into the room and immediately starts poring over something on his desk. <>> travel to sprokemabble (first opening the exit door) After you pass through the library door, it swings shut. <> Halfway up Dyss Butte <> You're not quite halfway down the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. The natural mossy steps lead both upwards and downward. Under the limbs of the trees, a moss-covered section of the side of the butte is actually a camouflaged door leading into the earth, from which you have emerged. The boy is present as ever. <>> ct <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. As far as you can see to the east or the west, the turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below. At certain points on the horizon, you can see the dim blue of the lands beyond the Water. The base of Dyss Butte pushes out of the ground within a few dozen paces north of the cliff's edge, and the butte creates a spectacular backdrop to the view before you. Traveling the trail northeast will lead back around the butte and to the road, but due to thick woods and absence of paths, other directions seem impractical for traveling in. Moss-covered protrusions, outcroppings, and other small flat spots make a regular ascent up this side of the butte. The heir to the throne of Dwindeldorn is here, sack in hand. <>> g The trail takes you through woods around the butte to the road. <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. Quisborne comes along. <>> g <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is the junk drop-off, an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. The future monarch of Dwindeldorn is following you as ever. <>> g You make the substantial journey from Chedderwicket to Castle Row, passing through the mining towns of Kirtlesnock and Bromhoven, bending to the north, and following the river... <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see another building project underway at Skrolpingale Castle. The Prince of Dwindeldorn is sticking nearby. <>> g The road north leads into the troubled northern shires, and through to Wrottingham town... You found a suitable place to make camp for the night during the travel. <> Wrottingham town <> Wrottingham town is a somber-looking place in the northwest of Dwindeldorn, lying on the outskirts of Spurnwharking Forest. Most of the buildings are constructed of dark gray stone, and evidence little attempt towards decoration or cheer; the streets are drab and dirty. Wrottingham Jail dominates the center of town, being the largest such facility for locking up lawbreakers in the realm. Wrottingham town is notorious for being the center of a region in Dwindeldorn whose lords are predictably corrupt, and whose common people suffer exploitation on account of the monarchy's chronic weakness and unwillingness to interfere. You are at the conjunction of four roads, each of which travel away from the town after having traversed it. These roads go south, southwest, west, and east. A fifth road takes you to the northwest edge of town, whence the Spurnwharking Forest commences. Prince Quisborne is present and accounted for. The jail frowns down upon the unhappy town. <>> n The roads lead west, northwest, east, south, and southwest. The youth is more silent than usual. Some lavishly-dressed lords ride by on dandied-up horses, laughing raucously amongst themselves. <>> nw The northwest road passes through a partial wall at the edge of Wrottingham town and comes very soon to the Spurnwharking Forest... <> In the Spurnwharking Forest <> Here where the forest lies nearest to Wrottingham and the last outlying villages of Dwindeldorn, the trees are not quite so dense as deeper in. Sky can be seen in small patches, and little glades appear amidst the trees. Nonetheless, the forest still broods and murmurs around you. The closest thing that Spurnwharking Forest has to being called a path runs southeast, towards Wrottingham. Although nothing else in the forest qualifies as a road or even a path, the directions which the forest most readily permits for travel are west, north, or northeast. The Sheriff of Wrottingham has a camp of men set up here, and seems to be keeping a steady patrol on the region from here back towards that town. Prince Quiz tags along. Some of the men while away camp time with dice play. <>> e The lie of the land and the disposition of the trees, limbs, roots, and other forest obstructions leave only certain directions as plausible for traveling. Try going southeast, west, north, or northeast. Men in the camp seem to be having some personal disputes. <>> ne <> In the Spurnwharking Forest <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. The forest discourages you from trying to go off in any direction save southwest, northwest, or north. A patch of blue flowers grows here. Near by your side sticks the Dwindeldornian prince. You really don't like the thought of meeting wolves in these close woods. <>> x flowers In spite of the denseness of the ancient trees, there is still a healthy growth of pretty, colorful flowers populating the forest floor. There seem to be a few different varieties, some of which look very similar. The lad marks time with a really hard run to a distant point and back. <>> smell flowers The flowers just smell like the ordinary agreeable scent of wildflowers. The royal youth is doing some pull-ups. His current best is thirty-three in a set. <>> w The lie of the land and the disposition of the trees, limbs, roots, and other forest obstructions leave only certain directions as plausible for traveling. Try going southwest, northwest, or north. <>> n <> In the Spurnwharking Forest <> The massive, gnarled trees of Spurnwharking Forest close you in. Attenuated light filters down from above, but nowhere is there a clear patch of blue sky overhead. The undergrowth is minimal, and moss grows rampant in huge carpets and mounds amongst the myriads of fallen leaves. Roots enormous enough to impede your path rise from and fall into the earth like ghastly serpents. The limbs of the trees are likewise huge, splitting off low to the ground from their trunks and intertwining with neighboring branches, such that in almost every direction you are required to duck, squeeze, or climb in order to make headway. Ivy and hanging moss make curtains and wreaths amongst the trees, and the forest itself lies upon a land which churns up and down like the frozen waves of a restless sea. Wandering off in any direction but south or west would involve more difficulty than it's worth. Many blue wildflowers cover the forest floor. The Dwindeldornian prince is hanging around. <>> smell flowers The flowers just smell like the ordinary agreeable scent of wildflowers. <>> w <> In the Spurnwharking Forest, near the labyrinth entrance <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. Not far to the west is The Impasse, and at its foot the concealed entrance to the ancient labyrinth. The forest, though hushed and secluded, is a little more conducive to travel here than at other points. Without too much trouble you could go southeast, east, northeast, west or northwest. The heir to the throne of Dwindeldorn is following you wherever you go. <>> ne Wolves are spotted from your overnight camp, but they do not approach the fire, where you and the prince both stand holding burning brands. The morning comes... <> In the Spurnwharking Forest <> The Spurnwharking Forest enfolds you in its mysterious bowels – a hushed netherworld of gnarled limbs, serpentine roots, and mossy gloom. The forest, always in shadow, darkens here into downright gloom. A sickly bluish-green light seems to emanate rather from the bowels of the forest than from any clear, open sky within a world's distance away. Returning to the southwest is the only reasonable plan. This area is brightened by the presence of thickly growing blue wildflowers. The Prince of Dwindeldorn is here with you as always. <>> smell flowers You begin to "search" the nearby flower patches by smell, and Quisborne follows your lead. You both crawl around, sniffing, until the youth utters an exclamation. "Hey, sir! Some of these flowers I smell have a fragrance like Squambert and Fuggs were describing in their treatise on medicinal and alchemic plants! Syrupy sweet! These flowers would surely be that stuff called scrogweed, right?!" <>> * && Syrup scent! Indeed, my dear Quis. Comment recorded. <>> Pat Quisborne on head You see no quisborne in the sledgehammer head. <>> * && Um... Comment recorded. <>> pick scrogweed You pick some of the scrogweed, distinguishing it from other similar blue flowers by its distinctive odor. If you're not mistaken, you have what you need to activate whatever it is the Witch left brewed in the vat. *** Your score has just gone up by three points *** <>> save Saved. <>> travel to witch's hut <> In the Spurnwharking Forest, near the labyrinth entrance <> All around you are the ancient, twisted trees of Spurnwharking Forest, closing out the sky and the greater portion of its diffusing light. Monstrous roots and contorted limbs craze the mossy forest floor, making travel a laborious undertaking in all directions. Not far to the west is The Impasse, and at its foot the concealed entrance to the ancient labyrinth. The forest, though hushed and secluded, is a little more conducive to travel here than at other points. Without too much trouble you could go southeast, east, northeast, west or northwest. Your companion, the Prince of Dwindeldorn, is here with you. <>> ct <> In the Spurnwharking Forest <> The massive, gnarled trees of Spurnwharking Forest close you in. Attenuated light filters down from above, but nowhere is there a clear patch of blue sky overhead. The undergrowth is minimal, and moss grows rampant in huge carpets and mounds amongst the myriads of fallen leaves. Roots enormous enough to impede your path rise from and fall into the earth like ghastly serpents. The limbs of the trees are likewise huge, splitting off low to the ground from their trunks and intertwining with neighboring branches, such that in almost every direction you are required to duck, squeeze, or climb in order to make headway. Ivy and hanging moss make curtains and wreaths amongst the trees, and the forest itself lies upon a land which churns up and down like the frozen waves of a restless sea. The forest discourages you from trying to go off in any direction save southwest, northwest, or north. There are lots of blue flowers growing here. Quiz tags along. <>> g <> In the Spurnwharking Forest <> Here where the forest lies nearest to Wrottingham and the last outlying villages of Dwindeldorn, the trees are not quite so dense as deeper in. Sky can be seen in small patches, and little glades appear amidst the trees. Nonetheless, the forest still broods and murmurs around you. The closest thing that Spurnwharking Forest has to being called a path runs southeast, towards Wrottingham. Although nothing else in the forest qualifies as a road or even a path, the directions which the forest most readily permits for travel are west, north, or northeast. The Sheriff of Wrottingham has a camp of men set up here, and seems to be keeping a steady patrol on the region from here back towards that town. The heir to the throne of Dwindeldorn is following you wherever you go. One of the hounds lets out an obnoxious bay, just for the thrill of it. <>> g <> Wrottingham town <> Wrottingham town is a drab, somber-looking place in the northwest of Dwindeldorn, lying on the outskirts of Spurnwharking Forest. Wrottingham Jail dominates the center of town. The town is notorious for being the center of a region in Dwindeldorn whose lords are predictably corrupt, and whose common people suffer regular exploitation. You are at the conjunction of four roads, which go south, southwest, west, and east. A fifth road takes you to the northwest edge of town, whence the Spurnwharking Forest commences. The incumbent to the throne is sticking nearby. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open, and only a little lower than the tops of the bluffs themselves, which nevertheless hide the river and anything beyond it from view. The locality from here to a little ways south along these bluffs of the river is known as Castle Row; no subtlety was involved in the naming of the place, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road which lies a third of a mile to the west of the blufftop castles; this road winds away into the country in both of those directions. To the northeast, a smaller road descends into a cleft in the bluffs, which you know to lead to the ferry landing. You can also turn west a short way up the road, where another road intersects this one. A fair country rolls in every direction away from the river, studded with cottages, fences, and other signs of domesticity. You can see a small building project underway at Skrolpingale Castle. Your companion, the Dwindeldornian heir, is here with you. <>> g <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The king's son is following you as always. <>> g You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. The princeling tags along, carrying the sack. <>> g Passing the junction of the Chelderfaulk Road, you continue on until you come to the entrance of Forthlong Hall... <> Entrance to the grounds of Forthlong Hall <> The road northeast to Darchingcrast converges here with the road you're on, which runs northwest to southeast. The lane leading to Forthlong Hall branches off from this road to the south, crossing a stream by means of a small bridge. The royal youth is present as ever. <>> g ( Nighttime came and went.) <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. The prince is here with you as always, carrying the sack. <>> g <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. Nearby, the lad is ambling around, with sack slung over his shoulder. <>> g <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The prince marches with you through the badlands. <>> g <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The boy is with you as always. <>> g <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Prince Quisborne follows faithfully. The sands are blown and sifted in restless motion. <>> g You find the rock niche where you spent the night with the knights, and pass the night there. Then you continue on... <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The young figurehead is with you as always. <>> g <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into thousands of dizzying mazes, whose edges have been scoured into rounded contours by wind- driven sand. Canyons lie within canyons, sometimes ringing around small, barren, isolated mountains. Here and there some leathery, burgundy-colored plants grow low to the ground, and every once in awhile you may see a short, stunted tree. The earth, when not covered over with ever-changing sand, is hard and parched. All directions are possible for travel, but few promise to permit of finding your way back out. Your sidekick marches with you through the badlands. <>> g <> At the Sand Witch's hut <> Here, deep in the Skelgarn Badlands, a low hut is sequestered beneath looming walls of sandy rock. It is altogether cheerless-looking, yet it is the only thing for many leagues around that betokens any sign of human life. There's a crude well in the yard. The door lies east, and is open. Otherwise, the desolate world of maze and sand spreads featureless around you; in no direction does the horizon lie at any great distance. Southwest is the most navigable way of returning towards Dwindeldorn. Near by your side sticks your squire, carrying the sack. <>> e <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. Hanging on the hook is the leash. The Prince of Dwindeldorn comes in with you. Your sidekick pops the front door with a shot from the dartgun, retrieving the dart afterward. <>> u <> Loft of the Witch's hut <> Somewhat less than half of the hut has a floor in the rafter space, making a low loft, which is where you are. It appears to be the Witch's personal quarters. A railing guards the open edge of the loft, stopping short of the back wall so that one could reach the funnel running into the vat of the large enclosure. The only way to go is back down the ladder you came up. The witch's bed rests in the corner, with a none-too-comfortable-looking pillow at the head. Next to it is a side table, on which is the novel, 'The Joys of Misanthropy', and the empty candlestick. The royal youth is present and accounted for. <>> put scrogweed in funnel The scrogweed go down the funnel and disappear from view into the chamber. *** Your score has just gone up by three points *** <>> * && Is "weed" plural? In some antiquated form? Because "scrogweed go down tunnel and disappear" sounds off. Comment recorded. <>> d <> Hut of the Sand Witch <> This is the humble one-room hut of the Sand Witch. It is dim, the floor is bare, surfaces are smoky and grimy, and everything here has a lonely and forlorn air about it. The northern half of the hut lacks any ceiling; within this space a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof, which serves as the only form of a chimney. The southern half of the hut does have beams running across, making a very low ceiling below, as well as a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, and bump up out of the thatch roof on the back side. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. Hanging on the hook is the leash. Your companion follows you down. <>> look in enclosure (first opening the enclosure) You poke your head into the enclosure and glance around... mostly it's just the insides of all the slats that close it in. The partition is lowered, closing off the northern compartment, and the gate through the wall of the southern compartment is shut. There's nothing in it. <>> open enclosure door The enclosure is already open. <>> turn crank Turning the crank in the other direction, you raise the dividing gate from between the two compartments of the enclosure. <>> open enclosure door The enclosure is already open. Prince Quiz noses about. <>> look in enclosure You poke your head into the enclosure and glance around... mostly it's just the insides of all the slats that close it in. The inside would be divided into two compartments (a northern and a southern) if the partition were lowered, and each of them has a gate that goes through the back wall, both of which are shut. There's nothing in it. <>> * && Darn! I left the door open! Comment recorded. <>> * && How did the animal on the other side of the partition get away, though? I'm sure I had the panel in the downward position. Comment recorded. <>> e <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. It seems that the panther eventually woke up and made its escape... it's nowhere in sight. The llama, the young zebra, the skunk, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The princeling comes along. <>> * && Now that wasn't me for sure. I asked myself if I should lock up the animals before I left, and I decided to give them some time in the open. None of them looked like they were going anywhere anyway. Comment recorded. <>> s <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is shut and the southern gate is shut. The llama, the young zebra, the skunk, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The youth is here. <>> save Saved. <>> open southern gate You swing the southern gate open, revealing the interior of the enclosure that's inside the hut. <>> open northern gate You swing the northern gate open, revealing the interior of the enclosure that's inside the hut. The young zebra stares at the sand. <>> lead unicorn in southern gate Without being leashed, the animal refuses to go where you intend. The princeling pets the llama. <>> put leash on unicorn You don't see any leash in view. <>> n <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the skunk, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. Your "squire" is in tow. <>> <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the skunk, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The Prince of Dwindeldorn is here with you as always, carrying the sack. <>> w <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. Hanging on the hook is the leash. The king's son comes in with you. <>> get leash You take the leash. <>> e <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the skunk, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The future king of Dwindeldorn is hanging around. <>> s <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is open and the southern gate is open. The llama, the young zebra, the skunk, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. Your "squire" is in tow. Prince Quisborne watches the animals. <>> lead unicorn in southern gate (first opening the unicorn pen, then entering it) The poor brute is accustomed to captivity, and mindlessly lets you lead it into the southern compartment after you've fastened the leash to it. Once done, you remove the leash from the unicorn. The skunk seems to be lost in empty thoughts. <>> close southern gate You close the southern gate. <>> lead skunk in northern gate (first opening the skunk pen, then entering it) You have no trouble leading the skunk through the opening into the northern compartment, but a moment later you find your purposes thwarted on account of the animal spatting with the animal that's in the other compartment of the enclosure, and then making a huffy exit. <>> lead skunk in pen Which pen do you mean, the skunk pen, the panther pen, or the unicorn pen? < distinguish >> skunk pen The skunk shows no special resistance to being led around by you. You lead it into the skunk pen after you've fastened the leash to it. Once done, you remove the leash from the skunk. <>> close skunk pen You close the skunk pen. <>> close northern door You don't see any northern door in view. <>> close northern gate You close the northern gate. The princeling plays with the crocodile. <>> n <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the skunk, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The boy is following you wherever you go. <>> w <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The unicorn is contained in the southern compartment. Your protegé comes in with you. The youth does some squats with the sack on his shoulders. <>> look in enclosure You poke your head into the enclosure and glance around... The inside would be divided into two compartments if the partition were lowered, and each of them has a gate that goes through the back wall, both of which are shut. There's nothing in it. The unicorn is in the southern compartment. <>> * && "There's nothing in it." "The unicorn is in the southern compartment." Comment recorded. <>> lower panel You turn the crank in the direction necessary to lower the partition. <>> e <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the skunk, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. Prince Quisborne is here. <>> s <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is shut and the southern gate is shut. The llama, the young zebra, the skunk, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. Your companion, the young figurehead, is here with you. <>> open northern gate You swing the northern gate open, revealing the interior of the enclosure that's inside the hut. The young zebra puts its nose to the yard fence, and looks through blankly. <>> lead skunk in northern gate (first opening the skunk pen, then entering it) The skunk goes right along with you as you lead it into the northern compartment after you've fastened the leash to it. Once done, you remove the leash from the skunk. The small hippopotamus looks around as if it can't remember what its purpose was. <>> close northern gate You close the northern gate. The prince talks to the armadillo. <>> n <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The future king of Dwindeldorn comes along. <>> w <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The unicorn is situated in the southern compartment. Prince Quisborne comes in with you. <>> look in enclosure You poke your head into the enclosure and glance around... The partition is lowered, closing off the northern compartment, and the gate through the wall of the southern compartment is shut. There's nothing in it. The unicorn is contained in the southern compartment. <>> raise partition Turning the crank in the other direction, you raise the dividing gate from between the two compartments of the enclosure. The occupants of the enclosure seem none too pleased at having to share the same space with each other. <>> look in enclosure You poke your head into the enclosure and glance around... The inside would be divided into two compartments if the partition were lowered, and each of them has a gate that goes through the back wall, both of which are shut. There's nothing in it. The skunk is sitting in the northern compartment. The unicorn is in the southern compartment. <>> save Saved. <>> * && XYZZY ! Comment recorded. <>> pull levert "Levert" could either be something as yet unknown to you or else a phrasing unknown to us. <>> pull lever (first closing the enclosure door) You give the lever a pull... A faint hissing sound begins, then grows louder into a sound as of whooshing, rushing wind. The enclosure quivers alarmingly! A form of spectral light emerges from the interstices of the enclosure, and you sense a powerful implosion that somehow seems to take place outside of the physical plane. Immediately everything grows still again. You hear a slight shuffling sound from inside the enclosure. <>> listen It is the sound of a living creature moving about inside. <>> smell You smell nothing out of the ordinary. Prince Q thumps on the wooden enclosure. <>> look in enclosure (first opening the enclosure) The door of the enclosure being opened, your eyes are met by the sight of a marvel: The skunk and the unicorn that you led into this enclosure have been integrated and transformed into a single, entirely new creature, which steps out from the enclosure. "Frog frocks and rooster socks, Valkyrian!!" your dependable commentator blusters. "Look what we made! It's a skunkicorn!" The fantastical beast looks knowingly at you, and seems to implicitly recognize you as its master. You feel sure it is prepared to follow you and try to comply with your commands. You poke your head into the enclosure and glance around... mostly it's just the insides of all the slats that close it in. The inside would be divided into two compartments if the partition were lowered, and each of them has a gate that goes through the back wall, both of which are shut. There's nothing in it. <>> x hybrid What you have here is a critter like a skunk with a long straight horn coming out of its forehead. It seems intent upon following you and aiding you in your aims unless you should explicitly send it away. The lad almost knocks something off a rack. <>> x chimaera What you have here is a critter like a skunk with a long straight horn coming out of its forehead. It seems intent upon following you and aiding you in your aims unless you should explicitly send it away. <>> x skunk What you have here is a critter like a skunk with a long straight horn coming out of its forehead. It seems intent upon following you and aiding you in your aims unless you should explicitly send it away. <>> x unicorn What you have here is a critter like a skunk with a long straight horn coming out of its forehead. It seems intent upon following you and aiding you in your aims unless you should explicitly send it away. The lad almost knocks something off a rack. <>> pet skunkicorn You stroke the skunkicorn in a friendly manner. It probably appreciated it according to its capacity for appreciating. <>> name skunkicorn We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> w The skunkicorn moves once you start moving, viewing you as its master. <> At the Sand Witch's hut <> Here, deep in the Skelgarn Badlands, a low hut is sequestered beneath looming walls of sandy rock. It is altogether cheerless-looking, yet it is the only thing for many leagues around that betokens any sign of human life. There's a crude well in the yard. The door lies east, and is open. Otherwise, the desolate world of maze and sand spreads featureless around you; in no direction does the horizon lie at any great distance. Southwest is the most navigable way of returning towards Dwindeldorn. The skunkicorn has come along behind you, looking as if it wants to be of service. Your young pal is here with you as always. The princeling rubs his eyes. <>> give carrots to skunk The skunkicorn eats up the bunch of carrots, primarily to be obedient. <>> give bass to skunk The skunkicorn seems to think you want it to eat the fish, and so it does. <>> undo Taking back one turn: “give bass to skunk”. <> At the Sand Witch's hut <> Here, deep in the Skelgarn Badlands, a low hut is sequestered beneath looming walls of sandy rock. It is altogether cheerless-looking, yet it is the only thing for many leagues around that betokens any sign of human life. There's a crude well in the yard. The door lies east, and is open. Otherwise, the desolate world of maze and sand spreads featureless around you; in no direction does the horizon lie at any great distance. Southwest is the most navigable way of returning towards Dwindeldorn. Before you, and looking knowingly at you, is what could only be called a skunkicorn. It seems to implicitly recognize you as its master. The ever-present prince is here. <>> undo Taking back one turn: “give carrots to skunk”. <> At the Sand Witch's hut <> Here, deep in the Skelgarn Badlands, a low hut is sequestered beneath looming walls of sandy rock. It is altogether cheerless-looking, yet it is the only thing for many leagues around that betokens any sign of human life. There's a crude well in the yard. The door lies east, and is open. Otherwise, the desolate world of maze and sand spreads featureless around you; in no direction does the horizon lie at any great distance. Southwest is the most navigable way of returning towards Dwindeldorn. Before you, and looking knowingly at you, is what could only be called a skunkicorn. It seems to implicitly recognize you as its master. The ever-present prince is here. <>> travel to brinekettle Before leaving, you put the leash back where it belongs. The skunkicorn starts following immediately. <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The skunkicorn has kept up. The incumbent to the throne is with you as always. <>> ct The skunkicorn follows you unquestioningly. <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The skunkicorn has stuck with you. Your companion marches with you through the badlands. <>> g The skunkicorn moves once you start moving, viewing you as its master. <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The skunkicorn is still following close by. The boy follows faithfully. <>> g The skunkicorn follows you unquestioningly. <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The skunkicorn has stuck with you. Your squire marches with you through the badlands. <>> g The skunkicorn starts following immediately. <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The skunkicorn is still following close by. The royal youth is with you as always. <>> g The skunkicorn moves once you start moving, viewing you as its master. <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The skunkicorn has come along behind you. Near by your side sticks the Dwindeldornian prince. <>> g <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. The skunkicorn has kept up. The incumbent to the throne is present as ever. <>> pick up skunk On all accounts life will be simpler if we let the skunkicorn use its own feet. The young sprig of royalty drops and knocks out some pushups. <>> ct The skunkicorn follows you unquestioningly. <> Entrance to the grounds of Forthlong Hall <> The road northeast to Darchingcrast converges here with the road you're on, which runs northwest to southeast. The lane leading to Forthlong Hall branches off from this road to the south, crossing a stream by means of a small bridge. The skunkicorn is still following close by. The future king of Dwindeldorn is following you as always. The lively stream gurgles and rushes. <>> g <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. The skunkicorn has kept up. Your companion tags along. <>> g Once again you and the prince make a westward crossing over the river on the ferry, powered by the prince's cranking. Your magically-created friend accompanies you. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The skunkicorn is on standby. Near by your side sticks the royal youth. <>> g The skunkicorn starts following immediately. <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a modest-sized building project underway at Skrolpingale Castle. The skunkicorn has come along behind you. The lad is sticking nearby. <>> g <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The skunkicorn has stuck with you. Your sidekick is present and accounted for. <>> g <> Brinekettle village <> You're in the common green of Brinekettle village. The village is rather a quiet one in the absence of the seasonal gala, and even the music stage lies dormant. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. The skunkicorn has kept up. Nearby, the boy is ambling around. <>> w Westward from Brinekettle you go, at some point leaving behind the last of the villages and farmsteads. Together you continue journeying through the Wolds of the Western Marches... (You passed the night en route...) <> Entering a wild country <> From your elevated position, you can behold the convergence of three great land regions at once. Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where, merging into the bogs at its border, spreads the choking green expanse of the Telkmaharn Rainforest. Far, far to the north, the faintest blue of mountains serrates the skyline. You could try journeying in almost any direction. The skunkicorn is still following close by. The king-to-be is hanging around. PQ throws himself down on the ground for a minute, and then gets back up. Vapors seem to rise in the west, where the great bogs stretch for miles. <>> w The skunkicorn moves once you start moving, viewing you as its master. Descending from the wolds, you broach the outermost reaches of the murky bogs of Nenduul... <> Deep in the fenland <> You have penetrated into the Great Bogs of Nenduul, where the land is one great sea of differing kinds of unstable ground: quicksands, bottomless sludge, miry muck and marshes thicker than porridge. Swamp mangroves and banyans grow plentifully, throwing out wide-spreading branches, and making occasional islands with the abundance of their tangled and high-rising roots. A landbridge of matted mangrove roots, barely elevated above the boggy waters, seems to be the only possible way westward. East is the way through the fens back toward Dwindeldorn. Maddeningly, the gargontosaurus is loafing in nearly the very spot you saw him last. This must be one of his favorite spots to hang around and wait for a swamp-cow to come along. The skunkicorn has come along behind you, looking as if it wants to be of service. The Dwindeldornian prince stoutly accompanies you into the gargontosaurus' vicinity. <>> skunk, attack lizard Believing that maybe the magically-created beast will have some kind of magically-enhanced strength as well, you send it to vanquish the horrible gargontosaurus. Valiantly, the skunkicorn makes a charge, and plants its horn squarely into the monster's hide. Disappointingly, the skunkicorn can not reach much higher than the gargontosaurus' leg, and even with its momentum it is unable to pierce the monster's armor-like skin. Only with exceptional alertness and agility does the skunkicorn avoid the swift swoop of the gargontosaurus' jaws, and scramble back to you, cowed and defeated. <>> skunk, fart Counting on the magically-created creature being able to understand you, you order it to spray the gargontosaurus with its skunkish musk. The skunkicorn looks an acknowledgement at you, and approaches the gargontosaurus on the landbridge. Finding just the right balance between staying out of the monster's reach and maximizing the musk's effectuality, the skunkicorn turns and lets loose a blast of noxious spray. The giant reptile recoils as though dealt a lethal blow, and buckles to its knees. However, the gargontosaurus is very tall, and most of the skunkicorn's musk has hit its feet and lower legs. Upon buckling to the soggy ground, a good deal of the overpowering stench has been neutralized by the muck. The gargontosaurus seems to be recovering and is angrier than ever. <>> throw skunk at gargontosaur That is an action that you will probably never find a use for in conjunction with a creature like this. You'd better clear out of here: by now the beast looks fully convinced that charging after you will be a worthwhile endeavor. The princeling squishes in the muck. <>> z Time passes... <>> z Time passes... The monster is cocking its head and pawing the groud as if preparing to charge. Your protegé stands at the ready. <>> fart in gargontosaur's general direction This is one of those times where we may not have covered the verb you're trying to use... <>> fart at lizard You consider the likelihood of whether farting on the monster will be effectual in driving it out of your path. In the end, you reckon that for the farting process to have any effect, you would need to place yourself within easy reach of the monster's predatory faculties, and you're not sure if you could fart on demand anyway. <>> z Time passes... The monster has been provoked past the limit of passivity. Enraged, it leaves its customary post on the landbridge and charges at you, reaching surprising speeds once its momentum gets going. As it has the advantage of being able to cut across portions of the bog, and you and PQ must flee along the winding routes of ground that are firm enough to support you, the gargontosaurus catches up to you both and summarily collects you in its gullet. You really should've heeded the monster's warning signs. *** It all comes to an end in a pool of reptilian digestive juices *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> restore Restored. <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The unicorn is standing in the southern compartment. The skunk is in the northern compartment. Near by your side sticks your sidekick. <>> * && I really want the skunk, but apparently the only thing the unicorn contributed was its horn. Now if it had been its long legs... Comment recorded. <>> e <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. Near by your side is Prince Quiz. <>> s <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is shut and the southern gate is shut. The llama, the young zebra, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. Your protegé tags along. The youth examines the cages. <>> open southern gate You swing the southern gate open, revealing the interior of the enclosure that's inside the hut. The unicorn is contained in the southern compartment. The armadillo puts its nose to the yard fence, and looks through blankly. <>> s You don't need directions to get around the animal yard, and the only break in the fence is north, through the yard gate. The heir to the throne of Dwindeldorn walks around the yard. <>> n <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The Prince of Dwindeldorn is hanging around. <>> w <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The unicorn is standing in the southern compartment. The skunk is situated in the northern compartment. The prince comes in with you. <>> get leash You've already got the leash among your things. <>> * && Did I manage to take it out of the hut when I traveled to the gargontodaur? Comment recorded. <>> e <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The lad is here with you as always, sack in tow. As the skunk finds an open door leading from its compartment, it feels no obligation to remain in confinement, and wanders out of the enclosure back into the yard. <>> s <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is shut and the southern gate is open. The llama, the young zebra, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The skunk is out of its pen, but aimlessly sauntering around the animal yard. The unicorn is standing in the southern compartment. The young sprig of royalty is present and accounted for. The young zebra moves forward a little, then stops. <>> * && A jumping fart? Comment recorded. <>> lead unicorn into unicorn pen The captive beast submits meekly to being led into the unicorn pen after you've fastened the leash to it. Once done, you remove the leash from the unicorn. The armadillo shuffles around a little, then grows still again. <>> in You enter the hut via the wall gate and the enclosure... <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. Your squire comes in with you. Prince Q thumps on the wooden enclosure. <>> out <> At the Sand Witch's hut <> Here, deep in the Skelgarn Badlands, a low hut is sequestered beneath looming walls of sandy rock. It is altogether cheerless-looking, yet it is the only thing for many leagues around that betokens any sign of human life. There's a crude well in the yard. The door lies east, and is open. Otherwise, the desolate world of maze and sand spreads featureless around you; in no direction does the horizon lie at any great distance. Southwest is the most navigable way of returning towards Dwindeldorn. Nearby, the Dwindeldornian prince is ambling around. <>> lead kangaroo into northern gate You don't see any northern gate in view. <>> e <> Hut of the Sand Witch <> This is the humble one-room hut of the Sand Witch. It is dim, the floor is bare, surfaces are smoky and grimy, and everything here has a lonely and forlorn air about it. The northern half of the hut lacks any ceiling; within this space a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof, which serves as the only form of a chimney. The southern half of the hut does have beams running across, making a very low ceiling below, as well as a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, and bump up out of the thatch roof on the back side. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The young sprig of royalty comes in with you. PQ drops and knocks out some pushups. <>> e <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The skunk is out of its pen, but aimlessly sauntering around the animal yard. Your ostensible squire is sticking nearby. <>> s <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is shut and the southern gate is open. The llama, the young zebra, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The skunk is out of its pen, but aimlessly sauntering around the animal yard. The lad is following you as always. Finding the pen door open, the unicorn decides it may as well stand listlessly out in the animal yard as in the pen. <>> lead kangaroo into northern gate (first opening the kangaroo pen, then entering it) You can’t do that because the northern gate is closed. <>> open northern gate You swing the northern gate open, revealing the interior of the enclosure that's inside the hut. <>> lead kangaroo into northern gate (first entering the kangaroo pen) The poor brute is accustomed to captivity, and mindlessly lets you lead it into the northern compartment after you've fastened the leash to it. Once done, you remove the leash from the kangaroo. <>> close northern gate You close the northern gate. The heir to the throne of Dwindeldorn walks around the yard. <>> n <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the small hippopotamus, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The skunk and the unicorn are wandering aimlessly about the animal yard. The prince is present as ever, sack in hand. <>> w <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The kangaroo is situated in the northern compartment. Prince Q comes in with you. <>> raise panel The partition is raised all the way up. <>> look in enclosure You poke your head into the enclosure and glance around... The inside would be divided into two compartments if the partition were lowered, and each of them has a gate that goes through the back wall, of which the south gate is open and the other is shut. There's nothing in it. The kangaroo is squatting in the northern compartment. <>> lower panel You turn the crank in the direction necessary to lower the partition. PQ brings up the subject of Sylverleigh. <>> e <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the small hippopotamus, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The skunk sits outside of the animal yard, but is just staying put. The unicorn is out of its pen, but aimlessly sauntering around the animal yard. Nearby, your squire is ambling around. As the kangaroo finds an open door leading from its compartment, it feels no obligation to remain in confinement, and hops out of the enclosure back into the yard. <>> undo Taking back one turn: “e”. <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The ever-present prince is here. <>> close enclosure door You close the enclosure. <>> e <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the small hippopotamus, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The skunk sits outside of the animal yard, but is just staying put. The unicorn and the kangaroo are wandering aimlessly about the animal yard. Nearby, Prince Q is ambling around. The unicorn sees the yard gate open, and takes its opportunity to amble on out to the north. <>> s <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is shut and the southern gate is open. The llama, the young zebra, the small hippopotamus, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The unicorn stands outside of the animal yard, but seems to have no intentions of going anywhere. The kangaroo is out of its pen, but aimlessly sauntering around the animal yard. The skunk sits outside of the animal yard, but is just staying put. Your companion, the incumbent to the throne, is here with you. <>> open northern gate You swing the northern gate open, revealing the interior of the enclosure that's inside the hut. <>> lead kangaroo into northern gate The kangaroo shows no special resistance to being led around by you. You lead it into the northern compartment after you've fastened the leash to it. Once done, you remove the leash from the kangaroo. The small hippopotamus seems to be lost in empty thoughts. <>> close northern gate You close the northern gate. Prince Quisborne watches the animals. <>> open southern gate Not content that the southern gate is already opened, you open it all over again. The llama stares at the sand. <>> lead skunk into southern gate You'll have to get out of the animal yard for that. <>> n <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the small hippopotamus, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The unicorn stands outside of the animal yard without giving any indication of wanting to run away. The skunk sits outside of the animal yard, but is just staying put. The Prince of Dwindeldorn is following you wherever you go. <>> lead skunk into southern gate The poor brute is accustomed to captivity, and mindlessly lets you lead it into the southern compartment after you've fastened the leash to it. Once done, you remove the leash from the skunk. <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is shut and the southern gate is open. The llama, the young zebra, the small hippopotamus, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The unicorn stands outside of the animal yard listlessly. The skunk is situated in the southern compartment. Prince Q is sticking nearby, carrying the sack. <>> close northern gate It is difficult to close the northern gate when it is already closed. The small hippopotamus looks around as if it can't remember what its purpose was. <>> close southern gate You close the southern gate. The princeling plays with the crocodile. <>> n <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the small hippopotamus, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The unicorn stands outside of the animal yard without giving any indication of wanting to run away. Your "squire" is in tow. <>> w <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. Prince Q comes in with you. <>> look in enclosure (first opening the enclosure) You poke your head into the enclosure and glance around... The partition is lowered, closing off the northern compartment, and the gate through the wall of the southern compartment is shut. There's nothing in it. The skunk is in the southern compartment. <>> close enclosure You close the enclosure. <>> turn crank Turning the crank in the other direction, you raise the dividing gate from between the two compartments of the enclosure. The occupants of the enclosure seem none too pleased at having to share the same space with each other. <>> pull lever You give the lever a pull... A faint hissing sound begins, then grows louder into a sound as of whooshing, rushing wind. The enclosure quivers alarmingly! A form of spectral light emerges from the interstices of the enclosure, and you sense a powerful implosion that somehow seems to take place outside of the physical plane. Immediately everything grows still again. You hear a slight shuffling sound from inside the enclosure. <>> look in enclosure (first opening the enclosure) The door of the enclosure being opened, your eyes are met by the sight of a marvel: The kangaroo and the skunk that you led into this enclosure have been integrated and transformed into a single, entirely new creature, which steps out from the enclosure. "Frog frocks and rooster socks, Valkyrian!!" your dependable commentator blusters. "Look what we made! It's a skungaroo!" The fantastical beast looks knowingly at you, and seems to implicitly recognize you as its master. You feel sure it is prepared to follow you and try to comply with your commands. You poke your head into the enclosure and glance around... mostly it's just the insides of all the slats that close it in. The inside would be divided into two compartments if the partition were lowered, and each of them has a gate that goes through the back wall, both of which are shut. There's nothing in it. <>> lower partition You turn the crank in the direction necessary to lower the partition. The lad almost knocks something off a rack. <>> w The skungaroo moves once you start moving, viewing you as its master. <> At the Sand Witch's hut <> Here, deep in the Skelgarn Badlands, a low hut is sequestered beneath looming walls of sandy rock. It is altogether cheerless-looking, yet it is the only thing for many leagues around that betokens any sign of human life. There's a crude well in the yard. The door lies east, and is open. Otherwise, the desolate world of maze and sand spreads featureless around you; in no direction does the horizon lie at any great distance. Southwest is the most navigable way of returning towards Dwindeldorn. The skungaroo has come along behind you, looking as if it wants to be of service. Quisborne tags along, sack in hand. <>> travel to brinekettle Before leaving, you put the leash back where it belongs. The skungaroo starts following immediately. <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The skungaroo has kept up. The lad is with you as always. <>> ct The skungaroo follows you unquestioningly. <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The skungaroo has stuck with you. The princeling follows faithfully. <>> g The skungaroo moves once you start moving, viewing you as its master. <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The skungaroo is still following close by. The Prince of Dwindeldorn marches with you through the badlands. <>> g The skungaroo starts following immediately. <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The skungaroo has come along behind you. The Dwindeldornian heir is with you as always. The sands are blown and sifted in restless motion. <>> g The skungaroo follows you unquestioningly. <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The skungaroo has stuck with you. Your companion marches with you through the badlands. <>> g The skungaroo starts following immediately. <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The skungaroo is still following close by. The boy is present as ever, bearing the sack. <>> g <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. The skungaroo has kept up. The future king of Dwindeldorn is here, sack in tow. A wagon goes on by, soon disappearing from view. <>> g <> Entrance to the grounds of Forthlong Hall <> The road northeast to Darchingcrast converges here with the road you're on, which runs northwest to southeast. The lane leading to Forthlong Hall branches off from this road to the south, crossing a stream by means of a small bridge. The skungaroo is still following close by. The future ruler of the land is here with you as always. <>> g The skungaroo moves once you start moving, viewing you as its master. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. The skungaroo has kept up. The youth comes along. You can hear the song of birds in the distance. <>> g Once again you and the prince make a westward crossing over the river on the ferry, powered by the prince's cranking. Your magically-created friend accompanies you. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Before you, and looking knowingly at you, is what could only be called a skungaroo. It seems to implicitly recognize you as its master. Quiz is here. <>> g The skungaroo follows you unquestioningly. <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a modest-sized building project underway at Skrolpingale Castle. The skungaroo has come along behind you. Near by your side sticks the king's son, sack in hand. <>> g The skungaroo starts following immediately. <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The skungaroo has stuck with you. The heir to the throne of Dwindeldorn is hanging around. <>> g <> Brinekettle village <> You're in the common green of Brinekettle village. The village is rather a quiet one in the absence of the seasonal gala, and even the music stage lies dormant. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. The skungaroo has kept up. The king-to-be is following you as always. <>> w The skungaroo follows you unquestioningly. Westward from Brinekettle you go, at some point leaving behind the last of the villages and farmsteads. Together you continue journeying through the Wolds of the Western Marches... (You passed the night en route...) <> Entering a wild country <> From your elevated position, you can behold the convergence of three great land regions at once. Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where, merging into the bogs at its border, spreads the choking green expanse of the Telkmaharn Rainforest. Far, far to the north, the faintest blue of mountains serrates the skyline. You could try journeying in almost any direction. The skungaroo has stuck with you. Your protegé is present and accounted for. The young sprig of royalty keeps up his sprinting practice. <>> w The skungaroo moves once you start moving, viewing you as its master. Descending from the wolds, you broach the outermost reaches of the murky bogs of Nenduul... <> Deep in the fenland <> You have penetrated into the Great Bogs of Nenduul, where the land is one great sea of differing kinds of unstable ground: quicksands, bottomless sludge, miry muck and marshes thicker than porridge. Swamp mangroves and banyans grow plentifully, throwing out wide-spreading branches, and making occasional islands with the abundance of their tangled and high-rising roots. A landbridge of matted mangrove roots, barely elevated above the boggy waters, seems to be the only possible way westward. East is the way through the fens back toward Dwindeldorn. Maddeningly, the gargontosaurus is loafing in nearly the very spot you saw him last. This must be one of his favorite spots to hang around and wait for a swamp-cow to come along. The skungaroo has come along behind you, looking as if it wants to be of service. Your companion stoutly accompanies you into the gargontosaurus' vicinity. <>> w To the west stands a fearsome monster that looks as if it would love few things better than to be picking bits of you out of its teeth. We consider it our narratorial duty to recommend against walking right towards it. <>> skungaroo, fart You look straight into the eyes of your fantastic beast, trusting that the magic that created it can also help it to understand you. You give it an order to charge the gargontosaurus and spray the monster with its foul musk, using its jumping strength to aim as close as possible to the monster's head. The skungaroo keeps eye contact with you long enough as if to say "I understand, master!" The creature turns toward the landbridge and the gargontosaurus, and begins to bound towards it, gaining speed rapidly. At just the right point in time, the intelligent chimaera makes a mighty upward bound, aiming its backside at the loathsome reptile, and unloads a huge volume of noxious spray in its face. The gargontosaurus looks like it has been thrown into the throes of death – its shriekings and writhings are horrific to behold. Moments pass, and the brute crashes its way off the landbridge and into the swamp. Still roaring with rage and misery, it wallows off to the southwest, continuing on until its noise gradually dies away altogether. You and the prince congratulate your heroic pet with rubs, pats, and kind words, and it seems to bask in the appreciation. With such service having been performed, you feel the beast is worthy of an honorable discharge. There is a discussion between you and Quisborne as to what to do with the animal for its future happiness, and whether you should try to restore the original skunk and kangaroo, when – we do not pretend to know how you know it – the animal sticks its nose in and seems to say "Don't worry, master! I'm happy as I am!" As if to reassure you that you can rest easy on its account, the skungaroo makes a few happy little capers and starts bounding confidently along the firm paths to the east, back toward the western marches of Dwindeldorn. The prince is just a trifle misty-eyed as he watches it disappear. "If I find that crown and become a great king, Valkyrian, I'll always owe part of it to our little friend Jumpelstinkskin, the skungaroo." That's the first you've heard of the creature's name, but the way west across the landbridge is clear. Slimy plants droop from tree boughs down to the sludge below. *** Your score has just gone up by nine points *** <>> save Saved. <>> * && Jumpelstinkskin! Haaa! Comment recorded. <>> * && That was really fun! I'm a bit proud that I found the right combination so soon, and a bit sad that I didn't see all the other combinations. Comment recorded. <>> * && Know what? I'll put a save here for the express purpose of making more chimaeras Comment recorded. <>> save Saved. <>> * && But now... Comment recorded. <>> w Although you have succeeded in dispelling the gargontosaurus, your troubles in the Great Bogs are by no means over. The bogs are very extensive, and you have to fight for good footing all the way. Many times you nearly give yourselves up for lost, and you have to spend more than one night perched in the limbs of a mangrove tree, hoping no untoward beasts discover you while you sleep. Before reaching the end of the bogs, your journey has included no less than two additional gargontosaurus sightings. These, thankfully, were seen at some distance, and the creatures were not situated such as to impede your progress westward; you were able to pass by undetected. With much joy between yourselves, you both slog out of the last reaches of the muck and the fog onto the firm ground of a far western wilderness... The journey goes on, and the wild land alternates time and again from wood to glade, hill to dale. It is utterly uninhabited by humankind, but rife with wild creatures large and small. It is well for Quisborne that he has had so much conditioning prior to this time, for it takes every last ounce of his strength to evade the charge of an angered aurochs. With little time to spare, he dashes between two trees growing close together, whereupon the pursuing animal's forward motion is abruptly arrested by its massive horns colliding with the trunks on either side. The aurochs being momentarily dazed, and with all of its great mass being brought to a standstill, Prince Quisborne gains a healthy lead on the animal before it entertains notions of looking for him again. By then, you and the boy are able to get clear of the area without the aurochs trying to initiate another stampede. Several nights are passed in journeying, but we shall hasten on through this part of our prince's story. The Phantom had foretold that you would need to travel west beyond great gulfs in the earth, before turning northwest and north to pursue the Regions of Eternal Night. And so you find it to be, for as you bear northwest, you come upon an immense canyon, into which you dare not descend. You are obliged to travel westward following the south rim of this enormous canyon for two more days, until by following the rim you have begun to point in a northwestern direction. Further, and you have left the canyon behind in the east... <> Far into the western wastes <> Your little band has negotiated the Great Bogs of Nenduul, and pushed west and then northwest through the wastes till you have circumvented the impassable canyonlands which prevented you from choosing a northward course sooner. Now it is time to turn fully to the north, and brave your way with the prince towards the Regions of Eternal Night, somewhere out amongst which your ultimate destination lies. Dead ahead of you sprawls a strange and outlandish sight: a large expanse of mud pits, boiling and churning from the primal fires within the earth. You have seen boiling mud pits on a very small scale before, in the land neighboring your own, where they are called the Grimes of Crindarwald – but nothing like this. The boiling mud lies in depressed ground about a half-mile wide, and stretches northward as far as the eye can see. To make northward progress you will have to pass by it on one side or the other by choosing to go northeast or northwest. Traveling southeast will take you on the most direct path to return towards Dwindeldorn. The sky looks ominous in the northwest. PQ comes along. The mud churns noisily. There is a sulfurous odor in the air. Rushing noises come from the northeast. <>> save Saved. <>> smell The smell of sulfur fills the air. Prince Quisborne is petting a toad. In the northeast, over a low rise, you think you see a spray of water rise into the air and fall back down. <>> jump You exercise your enviable physical prowess by making a grand leap into the air. A large mud bubble collapses with a clapping sound. Sulfurous smells emanate from the mud pits. <>> bathe in mudpit We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> swim The only thing around here liquid enough to swim in is the mud pits, and we assume you don't wish to be boiled in mud? Your young pal seems more restless than usual, as if anticipating the final stages of your journey. <>> boil quisborne in mud This is one of those times where we may not have covered the verb you're trying to use... <>> push quisborne You have plenty of ways to make the prince's life difficult without being a hooligan about it. Rumblings come from the northwest. The mud pits glop and bubble. Sulfurours odors fill your nostrils. <>> drown quisborne There's no water near at hand that's suitable for drowning purposes. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Far into the western wastes <> You are far west of the Great Bogs of Nenduul, and the impassable canyonlands beyond them. Sprawling dead north of you is a strange and outlandish sight: a large expanse of mud pits, boiling and churning from the primal fires within the earth. The boiling mud lies in depressed ground about a half-mile wide, and stretches northward as far as the eye can see. To make northward progress you will have to pass by it on one side or the other by choosing to go northeast or northwest; otherwise the most direct way to begin a journey towards Dwindeldorn is southeast. The royal youth is present as ever. A large mud bubble collapses with a clapping sound. The smell of sulfur fills the air. The skies in the northwest flicker with light. <>> put bass in mud puddle "Mud puddle" could either be something as yet unknown to you or else a phrasing unknown to us. <>> put bass in mud pit It's silly to cast potentially useful items into the boiling mud. Your protegé thinks he sees a hammer in the clouds. <>> x mud pits Dead north of you sprawls a strange and outlandish sight: a large expanse of mud pits, boiling and churning from the primal fires within the earth. You have seen boiling mud pits on a very small scale before – but nothing like this. The boiling mud lies in depressed ground about a half-mile wide, and stretches northward as far as the eye can see. The mud pits emit a continual glopping, bubbling sound. The mud pits smell of sulfur. <>> n Directly north is highly discouraged as a travel route. You will sink in mud and be boiled. Unless you like that kind of thing. <>> n It seems that you are bent on entering the mud. It turns out to go more or less how we predicted... you sink in the mud and are boiled. *** We're not saying "We told you so", but, you're dead, and we're obligated to tell you so *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “n”. <> Far into the western wastes <> You are far west of the Great Bogs of Nenduul, and the impassable canyonlands beyond them. Sprawling dead north of you is a strange and outlandish sight: a large expanse of mud pits, boiling and churning from the primal fires within the earth. The boiling mud lies in depressed ground about a half-mile wide, and stretches northward as far as the eye can see. To make northward progress you will have to pass by it on one side or the other by choosing to go northeast or northwest; otherwise the most direct way to begin a journey towards Dwindeldorn is southeast. The youth is present and accounted for. The mud pits glop and bubble. There is a sulfurous odor in the air. <>> fl <> Far into the western wastes <> You are far west of the Great Bogs of Nenduul, and the impassable canyonlands beyond them. Sprawling dead north of you is a strange and outlandish sight: a large expanse of mud pits, boiling and churning from the primal fires within the earth. The boiling mud lies in depressed ground about a half-mile wide, and stretches northward as far as the eye can see. To make northward progress you will have to pass by it on one side or the other by choosing to go northeast or northwest; otherwise the most direct way to begin a journey towards Dwindeldorn is southeast. The youth is here with you as always. The stillness is only broken by the bubbling of the mud. Sulfurours odors fill your nostrils. <>> nw <> A bleak and stormy moor <> The land west of the mud pits turns to a bleak moor. Dark clouds linger in the sky, as if they were stationed here permanently. The clouds give off an unceasing succession of flashings and rumblings around you, and you begin to see bolts shooting out and striking the earth ahead. The darkened moor rolls on in all directions. The young figurehead closely follows your lead. The menacing sky almost seems to know you are here, and to be thinking about how to make your life difficult, not to say short. You could be struck by lightning at any second... take heed! <>> nw Lightning flashes ominously around you. <>> nw *KABOOMMM*... The stormclouds nearly blast your eardrums in. <>> nw The horizon dances with fire from the sky... <>> nw A bolt of lightning strikes the earth approximately forty yards away from you. <>> nw Tragic! After all this way, the prince has suddenly been terminated by an unscrupulous bolt of lightning! *** The prince's new look is a pile of ashes *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo There have recently arisen some complications which may or may not put the game in danger of becoming unwinnable. To be safe, we are undoing moves to a point just before the complications. <> Far into the western wastes <> You are far west of the Great Bogs of Nenduul, and the impassable canyonlands beyond them. Sprawling dead north of you is a strange and outlandish sight: a large expanse of mud pits, boiling and churning from the primal fires within the earth. The boiling mud lies in depressed ground about a half-mile wide, and stretches northward as far as the eye can see. To make northward progress you will have to pass by it on one side or the other by choosing to go northeast or northwest; otherwise the most direct way to begin a journey towards Dwindeldorn is southeast. The ubiquitous prince is here. The mud churns noisily. Sulfurous smells emanate from the mud pits. <>> nw <> A bleak and stormy moor <> The land west of the mud pits turns to a bleak moor. Dark clouds linger in the sky, as if they were stationed here permanently. The clouds give off an unceasing succession of flashings and rumblings around you, and you begin to see bolts shooting out and striking the earth ahead. The darkened moor rolls on in all directions. Dwindeldorn's future king closely follows your lead. The menacing sky almost seems to know you are here, and to be thinking about how to make your life difficult, not to say short. You could be struck by lightning at any second... take heed! <>> raise spear You raise the javelin upright so that it rests on the ground. <>> raise spear There is a deafening *CRACK* from nearby... <>> raise spear Yikes! That bolt struck close. <>> raise spear A lightning bolt strikes the earth approximately thirty-five yards away from you. <>> n <> A bleak and stormy moor <> The whole landscape is a bleak and undulating moor, overhung by lowering black clouds. Bolts of lightning hitting the ground appear with dangerous frequency. The moor spreads in all directions. The king-to-be closely follows your lead. <>> nw Lightning strikes! The bolt is attracted to your uplifted javelin and travels down it towards the ground, but it finds your gripping hand to be another convenient pathway to get there, and so you experience impressive amounts of energy coursing through your tissues. After that, you're dead. *** You just proved that you don't serve well for a lightning rod *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo There have recently arisen some complications which may or may not put the game in danger of becoming unwinnable. To be safe, we are undoing moves to a point just before the complications. <> Far into the western wastes <> You are far west of the Great Bogs of Nenduul, and the impassable canyonlands beyond them. Sprawling dead north of you is a strange and outlandish sight: a large expanse of mud pits, boiling and churning from the primal fires within the earth. The boiling mud lies in depressed ground about a half-mile wide, and stretches northward as far as the eye can see. To make northward progress you will have to pass by it on one side or the other by choosing to go northeast or northwest; otherwise the most direct way to begin a journey towards Dwindeldorn is southeast. Your squire is sticking about in your general vicinity. The stillness is only broken by the bubbling of the mud. Sulfurours odors fill your nostrils. <>> nw <> A bleak and stormy moor <> The land west of the mud pits turns to a bleak moor. Dark clouds linger in the sky, as if they were stationed here permanently. The clouds give off an unceasing succession of flashings and rumblings around you, and you begin to see bolts shooting out and striking the earth ahead. The darkened moor rolls on in all directions. PQ closely follows your lead. The menacing sky almost seems to know you are here, and to be thinking about how to make your life difficult, not to say short. You could be struck by lightning at any second... take heed! <>> raise spear You raise the javelin upright so that it rests on the ground. <>> raise spear There is a deafening *CRACK* from nearby... <>> jab spear in ground You may be trying to use a verb that we weren't instructed how to handle... <>> put spear in ground You're already holding the javelin upright and resting on the ground. The incumbent to the throne is on the alert. <>> put spear in ground *KABOOMMM*... The stormclouds nearly blast your eardrums in. <>> release spear You drop the brass javelin. <>> release spear Lightning flashes ominously around you. <>> release spear The danger has been realized. The clouds have just sent a thunderbolt through your thorax! *** You can't sustain a lightning bolt, evidently *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo There have recently arisen some complications which may or may not put the game in danger of becoming unwinnable. To be safe, we are undoing moves to a point just before the complications. <> Far into the western wastes <> You are far west of the Great Bogs of Nenduul, and the impassable canyonlands beyond them. Sprawling dead north of you is a strange and outlandish sight: a large expanse of mud pits, boiling and churning from the primal fires within the earth. The boiling mud lies in depressed ground about a half-mile wide, and stretches northward as far as the eye can see. To make northward progress you will have to pass by it on one side or the other by choosing to go northeast or northwest; otherwise the most direct way to begin a journey towards Dwindeldorn is southeast. The young sprig of royalty is hanging around, sack in hand. A large mud bubble collapses with a clapping sound. There is a sulfurous odor in the air. <>> x spear This javelin is extremely long and heavy. It looks as though it must have been wielded by a bygone race of huge stature. It's simply a plain shaft of pure brass, tapering to a point without flaring out at all. You carry it tucked horizontally under your arm, since that's easiest. <>> x glove It's a long, rough leather glove, that covers over the wrist as well as the hand. The future king of Dwindeldorn watches the skies in the northwest. <>> wear glove Okay, you’re now wearing the glove. <>> nw <> A bleak and stormy moor <> The land west of the mud pits turns to a bleak moor. Dark clouds linger in the sky, as if they were stationed here permanently. The clouds give off an unceasing succession of flashings and rumblings around you, and you begin to see bolts shooting out and striking the earth ahead. The darkened moor rolls on in all directions. Your companion closely follows your lead. The menacing sky almost seems to know you are here, and to be thinking about how to make your life difficult, not to say short. You could be struck by lightning at any second... take heed! <>> raise spear You raise the javelin upright so that it rests on the ground. <>> raise spear The horizon dances with fire from the sky... <>> n <> A bleak and stormy moor <> The whole landscape is a bleak and undulating moor, overhung by lowering black clouds. Bolts of lightning hitting the ground appear with dangerous frequency. The moor spreads in all directions. The royal youth closely follows your lead. <>> n Lightning strikes! With your javelin being raised upright, the powerful force is attracted to the tall brass rod as a means for travel into the earth. As you are holding the javelin with a thick leather glove and resting the butt of it on the ground, the lightning passes through the conductor and into the earth, knocking the both of you off your feet in the process. You've just been struck by lightning and have survived... At last, you and the prince seem to have reached the northern limit of the perpetual lightning storm. The sky clears, but it is not radiant with light. Orange and deep blue mingle the heavens with a kind of fading glory. You have come into the Twilight Border Lands, where the earth creeps ever closer to the Regions of Eternal Night. Grass and some fir trees have reappeared, but they seem to huddle as if in uncertainty. The prince's rhyming career has not yet come to an end, as he churns out another limerick in honor of the occasion: "Me and Valkyrian entered the lightning. It flashed and it crashed and it was very frightening. We raised up a javelin So we could keep travelin', But though we are past it our prospects aren't brightening." Three more days you both continue northward, the twilight ever deepening with your progress... <> Bridge gatehouse <> Your small company has been traveling through the wilds for a long way now: so far, and so wild, that perhaps no one now living has set foot where you have trodden. Yet as you stride forward over one last rise, only now do you first feel that you are probing into a land altogether otherworldly... sinister, and forbidding. The sky has been steadily darkening as you have made northward progress through the Twilight Border Lands, and now, though it should yet be daytime by the reckoning of a clock, there remains nothing of the light beside a narrow band of less-dark following the horizon to the south. Stars show through, but they look sick and tired, as if the sky were one oppressive sheet of black, through which they must struggle to pierce. You are upon the very fringe of that dire country, the Regions of Eternal Night, whose bounds no legend has ever purported to know, and whose name is spoken only in fearful whisperings. The light or lack thereof, while very dark, is not cave-dark: spreading across your darkened view to the north the earth falls in horribly contorted jags into a void of full blackness, the backdrop of which appears to be the dark form of nearby mountains beyond. This is the Rift of Dumendos, a titanic rupture in the earth stretching untold miles to the west and east-northeast, unknown whether existent from the formation of the world, or caused by an ancient cataclysm of incomprehensible magnitude. More immediately to your north, perched upon a small peninsula of rock that pushes out from the edge of this rift, is an immense edifice – an arching stone bridge – which plunges out into the darkness and is there lost to view. Built over this end of the bridge is an exceedingly crude but large stone house of sorts, seeming to close off any access to the bridge except through its doors. The house sits astride something like a spine of ground that runs from the rise on the southern horizon (and indeed, along which you have come near it) and dies abruptly into the chasm; only narrow strips of treacherous ground run around the sides of the house before the terrain turns into stepped precipices ultimately leading into the depths of the Rift. Thick evergreens cling to the dizzying slopes and crowd up on either side of the house, while the approach to the house is quite open to the sky. Howling winds continuously rip across the bleak land, bearing misty rains. An unsettlingly large door stands closed in the center of the house's otherwise flat and featureless front wall. The raised spine of ground provides the only sensible means of travel towards the south. Prince Q accompanies you. Prince Quisborne no longer seems bent upon exclaiming over every new discovery, and takes in the fearsome sight with equanimity. [If you have difficulty reading the nighttime text, you can enter 'COLORS' to return to the default screen colors.] *** Your score has just gone up by seven points *** <>> l <> Bridge gatehouse <> You are on a raised spine of ground which runs south to the moors of the Twilight Border Lands, and ends just north of you at the immense Rift of Dumendos. The sky is dark above you, and beyond the Rift lie the dread Regions of Eternal Night. The Rift is spanned here by a similarly immense stone bridge traveling out into darkness from a small peninsula formed in its edge. Built over this end of the bridge is an exceedingly crude but large stone house, seeming to close off any access to the bridge except through its doors. Only narrow strips of treacherous ground run around the sides of the house before the terrain turns into stepped precipices ultimately leading into the depths of the Rift. Thick evergreens cling to the dizzying slopes and crowd up on either side of the house, while the approach to the house is quite open to the sky. Howling winds continuously rip across the bleak land, bearing misty rains. The royal youth accompanies you. The young figurehead waits for your cue. <>> * && Great colour effect! Opressive, claustrophobic. Comment recorded. <>> x sky The sky here is dark, save for a thin line of gray over the southern horizon. Your face gets continually misted if you don't keep your back turned to the wind. <>> dig (with the broken mattock) There's nothing to dig for here. The prince's head seems to be full of thoughts about what lies in wait for him across the Rift... <>> x bridge You don't have a good view of the bridge, as the house blocks your access to it, and there is but a little weak starlight to see by. In fact you can't really see it unless you back up many yards from the house. But it must have been built by magic or by a bygone race of gigantic beings. It is wide, unrailed, and the stones of which it is comprised are larger than cottages. It does not appear to have any vertical supports, but arches freely out into the dark expense. <>> x steps You don't see any steps in view. <>> x rift The Rift of Dumendos has appeared in the earliest surviving legends and sagas of many cultures; whether it was caused by an ancient cataclysm or has stood from the beginning of the world is a mystery. No one knows what is at the bottom, and it is very few that have ever seen it. Of those who have, it is far fewer still who have seen it this far west of the Northeastern Realms. In the permanent darkness you cannot see the end of the bridge or the other side of the chasm, but you can make out the black outlines of nearby mountain peaks to the north; you judge that the rift is at least a half mile wide. Prince Quisborne says little, here in the shadows of the dark lands. <>> x mountains You don't see any mountains in view. <>> look in rift You aren't immediately at the rift's edge here in front of the house. <>> w You are standing upon a narrow spine of ground: leaving the spine in that direction would put you upon steep and treacherous ground funneling down towards a smaller offshoot chasm of the great Rift. Your clothes press against you in the stiff wind. <>> e You are standing upon a narrow spine of ground: leaving the spine in that direction would put you upon steep and treacherous ground funneling down towards a smaller offshoot chasm of the great Rift. The immensity of the yawning black gulf is unsettling. <>> d You are standing upon a narrow spine of ground: leaving the spine in that direction would put you upon steep and treacherous ground funneling down towards a smaller offshoot chasm of the great Rift. Your face gets continually misted if you don't keep your back turned to the wind. <>> climb down rift You aren't immediately at the rift's edge here in front of the house. Prince Quisborne is decidedly not the same Prince Quisborne that left the threshold of Castle Darchingcrast with you. <>> x house The house is an ugly, shapeless pile of stacked stone. Its inhabitant(s) must be very big, judging from the size of the door. The house starts on ground at the end of the spine, and extends a ways up onto the part of the bridge which begins to span the rift. The front wall of the house has no feature whatsoever except for the huge door, which is closed. <>> x evergreens Dark, somber evergreens shaped liked barbed spearheads thickly clothe the declivities on either side of the bridge-house, crowding right up against it. Ceaselessly whipped by the wind, they descend down the sides of the small peninsula towards the Rift until precipices plunge down sheer into the blackness. <>> go around house It looks like there are small strips of ground on either side of the house between the walls and the tree-covered declivities, but you could go northeast or northwest: which do you mean? <>> x doors The door, as the house, is crude and clumsy looking, in addition to being of proportions that are well larger than human. It is a single door about sixteen feet tall and eight feet wide, square at the top underneath a solid stone lintel, and made of split tree trunks none too carefully butted together, the gaps and cracks being chinked with pebbles and mud. It’s closed. <>> knock on door Something deters you from knocking. <>> open door You discover that with a push, the door gives, and slowly swings open, revealing a low glow of light from somewhere further within. The prince looks sober but strong-hearted. <>> climb tree It would be foolhardy and perilous to climb, in the darkness, trees in such a dangerous location. <>> save Saved. <>> enter house You trepidatiously steal your way over the threshold of the partly-open door and into the glow beyond, Prince Quisborne following in your steps... <> Troll's bridge-house <> The stone house on the bridge is about as unappealing on the inside as it is on the outside, and the room you are in is cavernous, spanning the full width of the bridge. Furthermore, the floor of the house is simply the bridge itself, and as such, the smooth-worn stones gradually slope upward as they get farther from the door. But a methodical perusal of the room's details is quite arrested by the sight in front of you at some dozen yards' distance: Reclining on a gigantic couch, with a writing desk drawn alongside, is a ponderous troll. He, or it, appears to be engrossed in writing a manuscript of some kind, and a couple of tall candelabras wash his lounge with a warm glow while leaving the rest of the expansive room quite in shadow. He hasn't seemed to take notice of your entry, due, no doubt, to a combination of his distance from the front door, the dimness of your end of the room, and his enthusiasm for whatever he's working on. When a few moments have sufficed to convince you that the troll is still oblivious to your presence, you wrap up your survey of the room. A huge, cobweb-covered cudgel lies in a corner along the front wall. A deep alcove set with a window is to your left, in the west wall, and along the east wall you see a guitar hanging from a hook, and a marble chessboard set up on a large table, looking as if a game were in progress upon it. The front door is centered in the south wall, still ajar. Your protegé enters the troll's house alongside you. <>> e Before you have time to act, the troll finally looks up from his business and sees you both standing there. He sighs as if with weariness that will not be expressed, and delivers this objurgation: "Look, fellows, do you even have a guess at how many bridges I've had to guard in my time? How many heroes, adventurers, and seekers of fame I've had to repulse from crossing? You couldn't. I'm tired, hang it all, I'm just tired. Can't you see I just want to work on my novel? You can't cross my bridge: so do me a favor and don't make me get up." "You want to know a secret though? I don't give a ribbit nor an oink about you crossing the bridge: I just don't want to lose my post here, because it suits me well and I thrive on the peaceful solitude. The High Powers of Trolldom don't look kindly upon laxity with the Universal Troll's Code of Conduct, and if I'm caught I could end up doing duty in some truly wretched corners of the earth. You seem decent fellows, and I really don't want to have to eat you or cast you into the Rift, or perform any similarly unsavory alternatives. So have yourself a ball here in the front room. Make yourselves at home. Just don't cross my bridge." In spite of yourself you can't help wondering what the troll knows about social niceties such as balls. <>> ask troll about novel "Thanks for asking!" the troll gushes. "It's a compelling story full of pathos about a young troll who is ostracized by his friends and family because he refuses to eat humans. It's autobiographical, really. Then of course there is a heart-wrenching love story involved, but I don't really know yet which final direction it will take." The ponderous troll goes back to his manuscript scribbling. The feckless prince watches the troll. <>> compliment troll You remark that the novel must undoubtedly be a masterpiece in the making. The troll gobbles up the compliment, and gushes for a few minutes about his favorite parts. "Liver-lumps and finger gristle!" the troll erupts in disgust. "How can it be so hard to get this right?!" <>> offer to help troll "To help" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> offer help You don't see any help in view. <>> write novel If you're trying to write, try 'write [text] on x'. "Do you people have a term for the situation where you're trying to write something, and you get to a place where everything seems like a dead end, and there's just nothing but blankness in your mind?" (The troll.) <>> say writer's block to troll Technically you can say whatever you like, just remember that you are the example-setter to the future king of Dwindeldorn. Gwarthulc reads a passage aloud to himself, trying to critique his wording: "As he entered, Grotfulk saw that his friend had a gotten a string of severed heads with which to decorate his winter holiday tree. 'Asinine waste, Ghlyrnwop,' he said. 'Heads are some of the best eating.' 'Oh, I know,' returned Ghlyrnwop. 'I like my heads aged. I'll eat them after the holiday season.'" <>> save Saved. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> let's see what this gives: You may be trying to use a verb that we weren't instructed how to handle... <>> NE <> A strange and hostile landscape <> The landscape east of the mud pits grows strange, lifeless, and hostile. There is not a growing thing in sight, and dark clouds hang in the sky, looking as if they were fixed forever in their places. The barren ground is raw rock: wet, extremely rough, and pitted with innumerable holes, none of which are large enough for a person to squeeze into, and some as small as your fist. The most unsettling and also marvelous thing about these holes, is that you see, as you survey the landscape around you, powerful geysers erupting periodically from any given one of them without warning. One shoots like a beam at the sky, another may fan out like a gigantic fountain; some blast their steaming jets at an angle, scalding the ground a great way off. Here and there a low conical hill of barren rock pokes up in isolation across the grim landscape. The pitted geyserland stretches in all directions. The lad closely follows your lead. The earth seems to have a malice of its own, giving vent to it by mighty eruptions of steaming wrath. You could be struck by a scalding geyser without warning... take heed! <>> NE A jet of scalding water spews out of the earth approximately twenty yards away from you. <>> NE The horizon is punctuated with steaming jets of water, near and far... <>> NE A nearby geyser eruption stings you with windborne spray... <>> NE The danger has been realized. A geyser has just sent you airborne on a chariot of boiling water, to crash back down to your death! *** You just got tenderized *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo There have recently arisen some complications which may or may not put the game in danger of becoming unwinnable. To be safe, we are undoing moves to a point just before the complications. <> Far into the western wastes <> You are far west of the Great Bogs of Nenduul, and the impassable canyonlands beyond them. Sprawling dead north of you is a strange and outlandish sight: a large expanse of mud pits, boiling and churning from the primal fires within the earth. The boiling mud lies in depressed ground about a half-mile wide, and stretches northward as far as the eye can see. To make northward progress you will have to pass by it on one side or the other by choosing to go northeast or northwest; otherwise the most direct way to begin a journey towards Dwindeldorn is southeast. Nearby, the boy is ambling around. The stillness is only broken by the bubbling of the mud. Sulfurours odors fill your nostrils. <>> * && Let's check the inventory... Comment recorded. <>> * && I'd like to carry a big shield under my bum so the geyser would launch me but not scald me. Comment recorded. <>> * && Is this an alternate route or a dead end? Comment recorded. <>> restore Restored. <> Troll's bridge-house <> The room you are in is cavernous, spanning the full width of the bridge. The floor of the house is simply the bridge itself, and gradually slopes upward as it goes farther from the door. A deep alcove set with a window is in the west wall, and along the east wall you see a guitar hanging from a hook, and a marble chessboard set up on a large table, looking as if a game were in progress upon it. The front door is centered in the south wall, still ajar. The troll's lounge area of desk and couch is lit by two tall candlestands, one against the west wall and one behind the couch. A huge, cobweb-covered cudgel lies in a corner along the front wall. The troll is reclining on his gigantic couch, with desk nearby, apparently writing a manuscript. The royal youth is occupying himself here in the troll's front room. <>> * && Oops. The inventory side window is in night-mode, but the main screen is normal black-on-white. Comment recorded. <>> night theme You may be trying to use a verb that we weren't instructed how to handle... <>> instr We hope that our instructions have increased your knowledge. <>> colors The game will not force screen color changes. <>> colors Game-initiated screen color changes are enabled. <>> * && There we are. Comment recorded. <>> l <> Troll's bridge-house <> The room you are in is cavernous, spanning the full width of the bridge. The floor of the house is simply the bridge itself, and gradually slopes upward as it goes farther from the door. A deep alcove set with a window is in the west wall, and along the east wall you see a guitar hanging from a hook, and a marble chessboard set up on a large table, looking as if a game were in progress upon it. The front door is centered in the south wall, still ajar. The troll's lounge area of desk and couch is lit by two tall candlestands, one against the west wall and one behind the couch. A huge, cobweb-covered cudgel lies in a corner along the front wall. The troll is reclining on his gigantic couch, with desk nearby, writing a manuscript. The incumbent to the throne is occupying himself here in the troll's front room. <>> x floor The floor does not possess any outstanding features. "I just can't figure out if I want Grawlcuft – that's my protagonist – to end up with Glomgoria or Anatrolia. It's going to dictate so much of what happens in the latter third of the book." The troll sighs. "Glomgoria is fifty years older than him, but she has pined her whole life for true love, and never found it. And now her middle age is about to fade into old age. That could be really touching. But of course, Anatrolia has everything a reader could want in a heroine, only there are serious complications between her and Grawlcuft." <>> ask troll about himself "Well shucks! I can't remember the last time someone wanted to know something about me. I am Gwarthulc, the Wayfarer's Woe. Uh, I'm a troll?... Let's see. This is where I live. Currently I'm deeply invested in my novel there. It's a thrilling process because even I don't know how it's going to turn out yet." Prince Quiz stands on tiptoes to peek at the chess game. <>> ask troll about anatrolia What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask troll about grawlcuft What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask troll about house "Yep, it's my work," Gwarthulc says. "Built it so that I could spend my time on more important things while still keeping the bridge under control." <>> ask troll about bridge "My bridge? No, you can't go over it." The troll seems to think that suffices for an answer. <>> ask troll about trolls What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask troll about community What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. The lad inspects the huge cudgel. <>> ask troll about literature What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask troll about Tolkien What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask troll about Adventure What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask troll about stereotypes What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. The king's son ambles into the window alcove, and presently returns. <>> ask troll about clichés What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> tell troll about me "I'm sure you're a marvelous person," the troll says. "But could you..." He gestures to indicate he'd rather be concentrating on what he's doing than listening to you. <>> l <> Troll's bridge-house <> The room you are in is cavernous, spanning the full width of the bridge. The floor of the house is simply the bridge itself, and gradually slopes upward as it goes farther from the door. A deep alcove set with a window is in the west wall, and along the east wall you see a guitar hanging from a hook, and a marble chessboard set up on a large table, looking as if a game were in progress upon it. The front door is centered in the south wall, still ajar. The troll's lounge area of desk and couch is lit by two tall candlestands, one against the west wall and one behind the couch. A huge, cobweb-covered cudgel lies in a corner along the front wall. Gwarthulc is reclining on his gigantic couch, with desk nearby, writing a manuscript. The king-to-be is occupying himself here in the troll's front room. "In this scene near the beginning," the troll asks, "is it too macabre to say 'Ghlyrnwop leered at Grawlcuft, with a piece of bartender between his teeth'? Don't forget, I'm not an advocate of human consumption myself, but I have to try to portray things true to life, you know?" <>> w You stride over into the alcove. The youth comes along. The troll speaks up. "You know what I hated when I was young and my parents always made me eat my humans? Calluses. Blech!" <>> x window The window is less crude than most of the work in this building, and bows outward a little. With it being troll-sized, you're barely tall enough to look out over the sill. You have to wonder how much good this window serves in a place where it's perpetually dark. <>> look through window Really all you can see from the window are the dark forms of thick trees not ten feet away. With the tall trees blocking most of what faint light comes from the sky, it's impossible to peer to the north and see the edge of the Rift. Gwarthulc throws back his head and lies motionless, as if exhausted with thinking. <>> e You step back into the cavernous room. The unsightly troll asks for a reminder of how to spell a certain word. You are surprised to learn that trolls use – or at least this troll uses – the same orthography used in the Northeastern Realms. <>> e Huge stone walls present an obstacle in that direction. Quisborne waits for the next move. <>> x chess The troll has a marble chessboard set up on the table. The figures are rather grotesque, but otherwise they represent the same chessmen as the game that you know in the East. <>> ask troll about chess "That's a correspondence game in progress there," says Gwarthulc. "I'm playing against my old friend Glothmoin, all the way out west in Ukshandarthu. We write our next move on a note and my pigeons carry them back and forth. I started off with a new line on move eight of the Migwijomp Attack, but he's just sacked a pawn to get a really wicked knight. I think if I play bishop takes bishop here I've neutralized his sacrifice, but I hesitate because I don't know how to meet pawn to e6. Gwarthulc goes back to his manuscript scribbling. <>> x board The troll has a marble chessboard set up on the table. The figures are rather grotesque, but otherwise they represent the same chessmen as the game that you know in the East. <>> x position "Position" could either be something as yet unknown to you or else a phrasing unknown to us. <>> play chess Gwarthulc sees you hovering around his chess game. "Hey, don't mess with my chess game!" he shouts. "That's over two months in progress right there. My pigeon should be bringing Glothmoin's next move any hour now." <>> x cudgeol "Cudgeol" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x cudgel This cudgel looks more like a large, knobby chunk of log than anything meant to be held by hand. It's thoroughly covered with a layer of dust, and cobwebs stretch from knob to knob along it. By this you make a fair guess that the cudgel hasn't seen use in a very long time. <>> get cudgel You wouldn't be able to pick it up even if it seemed like a good idea to pick up a weapon in the presence of a troll. Your sidekick looks out the window into the darkness. <>> blow dart at trroll "Trroll" could either be something as yet unknown to you or else a phrasing unknown to us. <>> blow dart at troll Are you sure you want to do that? The troll has a thick hide, and we can all guess what kind of mood the troll would be in if you shoot a dart at him. The unsightly troll mutters, as if disgruntled about trying to fit certain parts of his story together. <>> blow dart at troll Perhaps inspired by the troll's injunction to "have yourself a ball", you blast a dart at the ponderous creature, whether hoping to fell him with your shot or not we cannot tell. The dart plinks rather harmlessly off the troll's thick ugly hide, but the troll is nevertheless signally offended. "Membranes and entrails!!" he shouts, rising. "Now you've gone too far! I'm a pretty patient troll, all told, but I won't stand for this. Sorry fellows, but you really brought this on yourselves." And with that, he swoops each of you up in a fist, strides out the back of the house, and pitches you into the Rift. *** Your adventures have ended, due to the termination of your mortal life *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “blow dart at troll”. <> Troll's bridge-house <> The room you are in is cavernous, spanning the full width of the bridge. The floor of the house is simply the bridge itself, and gradually slopes upward as it goes farther from the door. A deep alcove set with a window is in the west wall, and along the east wall you see a guitar hanging from a hook, and a marble chessboard set up on a large table, looking as if a game were in progress upon it. The front door is centered in the south wall, still ajar. The troll's lounge area of desk and couch is lit by two tall candlestands, one against the west wall and one behind the couch. A huge, cobweb-covered cudgel lies in a corner along the front wall. Gwarthulc is reclining on his gigantic couch, with desk nearby, writing a manuscript. Prince Q is occupying himself here in the troll's front room. <>> kiss troll You're smart enough not to do anything disrespectful or provoking to a cantankerous troll. The ponderous troll continues to write. <>> kiss troll Anything that could possibly provoke the troll or be taken as a sign of disrespect should be an immediate 'no.' <>> bow That's the kind of thing you know to do at appropriate times, and don't need to be specific about. The ponderous troll randomly asks your advice on how to resolve a particular situation in his novel, but goes back to writing before you really answer. Quisborne and the troll are discussing a passage of the manuscript. The troll is shaking his head and remonstrating. <>> x novel The troll isn't offering to let you peruse it, so all you can observe is a stack of pages. <>> read pages You've already learned in summary that the manuscript is a compelling story full of pathos about a young troll who is ostracized by his friends and family because he refuses to eat humans. According to Gwarthulc, this is based on events from his own life, and currently he's wrestling with what direction to take the plot as far as the romantic elements are concerned. <>> x candelabras The candlestand is taller than you, with numerous candle-bearing arms spreading out from the top of a five-inch-thick post. The candles are alight. The ponderous troll throws back his head and lies motionless, as if exhausted with thinking. <>> l <> Troll's bridge-house <> The room you are in is cavernous, spanning the full width of the bridge. The floor of the house is simply the bridge itself, and gradually slopes upward as it goes farther from the door. A deep alcove set with a window is in the west wall, and along the east wall you see a guitar hanging from a hook, and a marble chessboard set up on a large table, looking as if a game were in progress upon it. The front door is centered in the south wall, still ajar. The troll's lounge area of desk and couch is lit by two tall candlestands, one against the west wall and one behind the couch. A huge, cobweb-covered cudgel lies in a corner along the front wall. Gwarthulc is reclining on his gigantic couch, with desk nearby, writing a manuscript. Prince Quisborne is occupying himself here in the troll's front room. A manuscript page falls to the floor, and the ponderous troll grumbles at having to bend over to reach it. <>> play guitar The troll speaks up. "Elbow-skins and toe-knuckles! Can't you see I'm trying to concentrate here?!" <>> get guitar Gwarthulc does not look favorably on your taking the guitar. The prince listens to the troll's mutterings. <>> give wool to troll The ponderous troll graciously declines. <>> n Gwarthulc sees you start to move as if you would pass by his couch, and halts you with a warning: "Come on lads, work with me! I think you might show a little better appreciation for the graciousness I've already been extending. My apologies for the inconvenience, but the authorities are sticklers about the Code, and I don't want to get into hot water with them. Nobody crosses this bridge except trolls." You halt. The troll follows by expressing his gratification at not having to get off the couch. <>> ask troll about code The unsightly troll is too engrossed to answer. <>> s <> Bridge gatehouse <> You are on a raised spine of ground which runs south to the moors of the Twilight Border Lands, and ends just north of you at the immense Rift of Dumendos. The sky is dark above you, and beyond the Rift lie the dread Regions of Eternal Night. The Rift is spanned here by an immense stone bridge, with a large and crude house built over this end of it. Only narrow strips of treacherous ground, thickly fraught with evergreens, run around the sides of the house before the terrain turns into stepped precipices ultimately leading into the depths of the Rift. Howling winds continuously rip across the bleak land, bearing misty rains. The youth accompanies you. <>> ne <> In the shadow of the bridge-house (east) <> You are skirting along the foot of the bridge-house wall on the east side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. With the height of the trees, the height of the house, and the narrowness of the space you stand in, your visibility has been reduced to near-blackness. Not much can be told about the house wall; nor can you easily tell it in this murkiness, but you know that the ground just east of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. Quisborne carefully maintains his footing in the darkness. <>> n It's very dark here between the tall house wall and the evergreens: you can't see exactly where, but you know that the rift is somewhere not far ahead, while the ground to your right almost immediately falls away very precipitously into a kind of tributary ravine of the Rift. Any false step could send you blindly tumbling to a grim death. <>> nw You can't walk right through the house walls. <>> n It's really a very dangerous idea to try to forge ahead. Of course there's always that chance that risky bravado will be rewarded with some important discovery, but then there's also death to consider. <>> n Trusting to your honed skills and quick instincts, you advance further into the darkness towards the Rift of Dumendos. Unfortunately, not all contingencies can be taken into account when you're in near-pitch darkness. The footing does not turn out to be as predictable or stable as you could have hoped for, and before you can make any real headway towards the north, a sudden offset in the ground throws you off balance towards the declivity on the east, where you begin rolling in a wild career through the darkness. While you're still conscious, you get the experience of bouncing off numerous tree trunks, until finally, you see the sky again! – but alas, you only see the sky because the steep slope of evergreens has given way to a sheer plunge into an apparently bottomless void of darkness. You can verify that it does have a bottom though, as you collide with it at terminal velocity. *** Your family will never have to worry whether your grave was dug deep enough *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “n”. <> In the shadow of the bridge-house (east) <> You are skirting along the foot of the bridge-house wall on the east side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. With the height of the trees, the height of the house, and the narrowness of the space you stand in, your visibility has been reduced to near-blackness. Not much can be told about the house wall; nor can you easily tell it in this murkiness, but you know that the ground just east of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. The future monarch of Dwindeldorn carefully maintains his footing in the darkness. <>> sw You carefully skirt your way back to the front of the house and the open starlight. <> Bridge gatehouse <> You are on a raised spine of ground which runs south to the moors of the Twilight Border Lands, and ends just north of you at the immense Rift of Dumendos. The sky is dark above you, and beyond the Rift lie the dread Regions of Eternal Night. The Rift is spanned here by an immense stone bridge, with a large and crude house built over this end of it. Only narrow strips of treacherous ground, thickly fraught with evergreens, run around the sides of the house before the terrain turns into stepped precipices ultimately leading into the depths of the Rift. Howling winds continuously rip across the bleak land, bearing misty rains. The king's son accompanies you. <>> nw <> In the shadow of the bridge-house (west) <> You are skirting along the foot of the bridge-house wall on the west side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. With the height of the trees, the height of the house, and the narrowness of the space you stand in, your visibility has been reduced to near-blackness. Not much can be told about the house wall, other than that it's the side with the alcove window in it. Nor can you tell it in this murkiness, but you know that the ground just west of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. The lad carefully maintains his footing in the darkness. <>> n It's very dark here between the tall house wall and the evergreens: you can't see exactly where, but you know that the rift is somewhere not far ahead, while the ground to your left almost immediately falls away very precipitously into a kind of tributary ravine of the Rift. Any false step could send you blindly tumbling to a grim death. <>> e You can't walk right through the house walls. <>> n It's really a very dangerous idea to try to forge ahead. Of course there's always that chance that risky bravado will be rewarded with some important discovery, but then there's also death to consider. <>> ne You can't walk right through the house walls. <>> n Trusting to your honed skills and quick instincts, you advance further into the darkness towards the Rift of Dumendos. Unfortunately, not all contingencies can be taken into account when you're in near-pitch darkness. The footing does not turn out to be as predictable or stable as you could have hoped for, and before you can make any real headway towards the north, a sudden offset in the ground throws you off balance towards the declivity on the west, where you begin rolling in a wild career through the darkness. While you're still conscious, you get the experience of bouncing off numerous tree trunks, until finally, you see the sky again! – but alas, you only see the sky because the steep slope of evergreens has given way to a sheer plunge into an apparently bottomless void of darkness. You can verify that it does have a bottom though, as you collide with it at terminal velocity. *** You got one whale of ride before it was all over *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “n”. <> In the shadow of the bridge-house (west) <> You are skirting along the foot of the bridge-house wall on the west side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. With the height of the trees, the height of the house, and the narrowness of the space you stand in, your visibility has been reduced to near-blackness. Not much can be told about the house wall, other than that it's the side with the alcove window in it. Nor can you tell it in this murkiness, but you know that the ground just west of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. The princeling carefully maintains his footing in the darkness. <>> se You carefully skirt your way back to the front of the house and the open starlight. <> Bridge gatehouse <> You are on a raised spine of ground which runs south to the moors of the Twilight Border Lands, and ends just north of you at the immense Rift of Dumendos. The sky is dark above you, and beyond the Rift lie the dread Regions of Eternal Night. The Rift is spanned here by an immense stone bridge, with a large and crude house built over this end of it. Only narrow strips of treacherous ground, thickly fraught with evergreens, run around the sides of the house before the terrain turns into stepped precipices ultimately leading into the depths of the Rift. Howling winds continuously rip across the bleak land, bearing misty rains. The heir to the throne of Dwindeldorn accompanies you. <>> n <> Troll's bridge-house <> The room you are in is cavernous, spanning the full width of the bridge. The floor of the house is simply the bridge itself, and gradually slopes upward as it goes farther from the door. A deep alcove set with a window is in the west wall, and along the east wall you see a guitar hanging from a hook, and a marble chessboard set up on a large table, looking as if a game were in progress upon it. The front door is centered in the south wall, still ajar. The troll's lounge area of desk and couch is lit by two tall candlestands, one against the west wall and one behind the couch. A huge, cobweb-covered cudgel lies in a corner along the front wall. Gwarthulc is reclining on his gigantic couch, with desk nearby, writing a manuscript. Your ostensible squire enters the troll's house alongside you. Gwarthulc scribbles away. The king-to-be looks out the window into the darkness. <>> ask troll for candle "Just keep the candles here in the front room and don't put them out," grunts the troll. <>> * && Do I need to get a candle from Forthlong Hall? Comment recorded. <>> get candle Emboldened by the troll's disinclination to get off the couch, and also his injunction to "make yourself at home", you approach him near enough to get hold of the candlestand by the west wall. As he is engrossed in what he's doing, and also seems to have sufficient lighting from the candlestand situated behind his couch, the troll, to your surprise, doesn't seem to bat an eye as you (quite cumbersomely: it's troll-sized) pick up the candlestand and carry it away from the wall. <>> s "Follicles and eardrums!" Gwarthulc shouts. It's not enough I let you move my furniture around without raising a stink, and now you're going to run off with it?! Put that back!" You have better sense than to mess around with the troll. You put the candlestand back against the wall and Gwarthulc goes back to his writing. <>> apologise to troll This is one of those times where we may not have covered the verb you're trying to use... <>> s <> Bridge gatehouse <> You are on a raised spine of ground which runs south to the moors of the Twilight Border Lands, and ends just north of you at the immense Rift of Dumendos. The sky is dark above you, and beyond the Rift lie the dread Regions of Eternal Night. The Rift is spanned here by an immense stone bridge, with a large and crude house built over this end of it. Only narrow strips of treacherous ground, thickly fraught with evergreens, run around the sides of the house before the terrain turns into stepped precipices ultimately leading into the depths of the Rift. Howling winds continuously rip across the bleak land, bearing misty rains. The Prince of Dwindeldorn accompanies you. <>> s Before heading south, you pause as the prince voices some reflections. "Ahh! I'd *really* like to know what we'd find if we could keep skirting around to the back of the troll's house. The frustrating thing is, I don't think it would help us even if we went all the way back to Dwindeldorn to get another candle. It's too windy and rainy out here!" He continues to cogitate about how to get across the fearsome bridge into darkness. The young figurehead waits for your cue. <>> * && He read my mind! Comment recorded. <>> compliment quisborne You won't withhold due words of encouragement when the boy merits them. <>> ne <> In the shadow of the bridge-house (east) <> You are skirting along the foot of the bridge-house wall on the east side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. With the height of the trees, the height of the house, and the narrowness of the space you stand in, your visibility has been reduced to near-blackness. Not much can be told about the house wall; nor can you easily tell it in this murkiness, but you know that the ground just east of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. The young figurehead carefully maintains his footing in the darkness. <>> n Trusting to your honed skills and quick instincts, you advance further into the darkness towards the Rift of Dumendos. Unfortunately, not all contingencies can be taken into account when you're in near-pitch darkness. The footing does not turn out to be as predictable or stable as you could have hoped for, and before you can make any real headway towards the north, a sudden offset in the ground throws you off balance towards the declivity on the east, where you begin rolling in a wild career through the darkness. While you're still conscious, you get the experience of bouncing off numerous tree trunks, until finally, you see the sky again! – but alas, you only see the sky because the steep slope of evergreens has given way to a sheer plunge into an apparently bottomless void of darkness. You can verify that it does have a bottom though, as you collide with it at terminal velocity. *** At least up until impact you were the only person who knew how deep the Rift really is *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “n”. <> In the shadow of the bridge-house (east) <> You are skirting along the foot of the bridge-house wall on the east side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. With the height of the trees, the height of the house, and the narrowness of the space you stand in, your visibility has been reduced to near-blackness. Not much can be told about the house wall; nor can you easily tell it in this murkiness, but you know that the ground just east of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. The youth carefully maintains his footing in the darkness. <>> ne It's hard to imagine what you want to gain by plunging into darkness right where you know the land plummets into a tree-cloaked gorge. We will presume this time you didn't really mean it. <>> ne It's apparent that your desire to travel east eclipses all other considerations. Turning your back to the bridge-house, you push forward into the darkness of the trees. As expected, the ground drops out from underneath your feet and you begin rolling in a wild career through the darkness. While you're still conscious, you get the experience of bouncing off numerous tree trunks, until finally, you see the sky again! – but alas, you only see the sky because the steep slope of evergreens has given way to a sheer plunge into an apparently bottomless void of darkness. You can verify that it does have a bottom though, as you collide with it at terminal velocity. *** Gravity can be both friend and foe *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “ne”. <> In the shadow of the bridge-house (east) <> You are skirting along the foot of the bridge-house wall on the east side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. With the height of the trees, the height of the house, and the narrowness of the space you stand in, your visibility has been reduced to near-blackness. Not much can be told about the house wall; nor can you easily tell it in this murkiness, but you know that the ground just east of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. The Prince of Dwindeldorn carefully maintains his footing in the darkness. <>> nw You can't walk right through the house walls. <>> n Trusting to your honed skills and quick instincts, you advance further into the darkness towards the Rift of Dumendos. Unfortunately, not all contingencies can be taken into account when you're in near-pitch darkness. The footing does not turn out to be as predictable or stable as you could have hoped for, and before you can make any real headway towards the north, a sudden offset in the ground throws you off balance towards the declivity on the east, where you begin rolling in a wild career through the darkness. While you're still conscious, you get the experience of bouncing off numerous tree trunks, until finally, you see the sky again! – but alas, you only see the sky because the steep slope of evergreens has given way to a sheer plunge into an apparently bottomless void of darkness. You can verify that it does have a bottom though, as you collide with it at terminal velocity. *** You've just found out that gravity can be a real drag *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “n”. <> In the shadow of the bridge-house (east) <> You are skirting along the foot of the bridge-house wall on the east side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. With the height of the trees, the height of the house, and the narrowness of the space you stand in, your visibility has been reduced to near-blackness. Not much can be told about the house wall; nor can you easily tell it in this murkiness, but you know that the ground just east of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. The young figurehead carefully maintains his footing in the darkness. <>> n Trusting to your honed skills and quick instincts, you advance further into the darkness towards the Rift of Dumendos. Unfortunately, not all contingencies can be taken into account when you're in near-pitch darkness. The footing does not turn out to be as predictable or stable as you could have hoped for, and before you can make any real headway towards the north, a sudden offset in the ground throws you off balance towards the declivity on the east, where you begin rolling in a wild career through the darkness. While you're still conscious, you get the experience of bouncing off numerous tree trunks, until finally, you see the sky again! – but alas, you only see the sky because the steep slope of evergreens has given way to a sheer plunge into an apparently bottomless void of darkness. You can verify that it does have a bottom though, as you collide with it at terminal velocity. *** Your family will never have to worry whether your grave was dug deep enough *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “n”. <> In the shadow of the bridge-house (east) <> You are skirting along the foot of the bridge-house wall on the east side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. With the height of the trees, the height of the house, and the narrowness of the space you stand in, your visibility has been reduced to near-blackness. Not much can be told about the house wall; nor can you easily tell it in this murkiness, but you know that the ground just east of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. The royal youth carefully maintains his footing in the darkness. <>> sw You carefully skirt your way back to the front of the house and the open starlight. <> Bridge gatehouse <> You are on a raised spine of ground which runs south to the moors of the Twilight Border Lands, and ends just north of you at the immense Rift of Dumendos. The sky is dark above you, and beyond the Rift lie the dread Regions of Eternal Night. The Rift is spanned here by an immense stone bridge, with a large and crude house built over this end of it. Only narrow strips of treacherous ground, thickly fraught with evergreens, run around the sides of the house before the terrain turns into stepped precipices ultimately leading into the depths of the Rift. Howling winds continuously rip across the bleak land, bearing misty rains. The Dwindeldornian heir accompanies you. <>> nw <> In the shadow of the bridge-house (west) <> You are skirting along the foot of the bridge-house wall on the west side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. With the height of the trees, the height of the house, and the narrowness of the space you stand in, your visibility has been reduced to near-blackness. Not much can be told about the house wall, other than that it's the side with the alcove window in it. Nor can you tell it in this murkiness, but you know that the ground just west of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. The prince carefully maintains his footing in the darkness. <>> n Trusting to your honed skills and quick instincts, you advance further into the darkness towards the Rift of Dumendos. Unfortunately, not all contingencies can be taken into account when you're in near-pitch darkness. The footing does not turn out to be as predictable or stable as you could have hoped for, and before you can make any real headway towards the north, a sudden offset in the ground throws you off balance towards the declivity on the west, where you begin rolling in a wild career through the darkness. While you're still conscious, you get the experience of bouncing off numerous tree trunks, until finally, you see the sky again! – but alas, you only see the sky because the steep slope of evergreens has given way to a sheer plunge into an apparently bottomless void of darkness. You can verify that it does have a bottom though, as you collide with it at terminal velocity. *** You got one whale of ride before it was all over *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “n”. <> In the shadow of the bridge-house (west) <> You are skirting along the foot of the bridge-house wall on the west side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. With the height of the trees, the height of the house, and the narrowness of the space you stand in, your visibility has been reduced to near-blackness. Not much can be told about the house wall, other than that it's the side with the alcove window in it. Nor can you tell it in this murkiness, but you know that the ground just west of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. The king-to-be carefully maintains his footing in the darkness. <>> n Trusting to your honed skills and quick instincts, you advance further into the darkness towards the Rift of Dumendos. Unfortunately, not all contingencies can be taken into account when you're in near-pitch darkness. The footing does not turn out to be as predictable or stable as you could have hoped for, and before you can make any real headway towards the north, a sudden offset in the ground throws you off balance towards the declivity on the west, where you begin rolling in a wild career through the darkness. While you're still conscious, you get the experience of bouncing off numerous tree trunks, until finally, you see the sky again! – but alas, you only see the sky because the steep slope of evergreens has given way to a sheer plunge into an apparently bottomless void of darkness. You can verify that it does have a bottom though, as you collide with it at terminal velocity. *** Gravity can be both friend and foe *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “n”. <> In the shadow of the bridge-house (west) <> You are skirting along the foot of the bridge-house wall on the west side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. With the height of the trees, the height of the house, and the narrowness of the space you stand in, your visibility has been reduced to near-blackness. Not much can be told about the house wall, other than that it's the side with the alcove window in it. Nor can you tell it in this murkiness, but you know that the ground just west of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. Prince Quisborne carefully maintains his footing in the darkness. <>> play whistle (first taking the dart from the bamboo whistle) With the limited notes at your disposal, you do your best to toot a sweet tune on the bamboo whistle. <>> lean on spear (leaning the sledgehammer head) We are truly sorry... we try our hardest to comply with your every wish, but sometimes we just find ourselves getting mixed up or confused. It's highly unlikely that what's happening is of critical importance to your mission; nonetheless, we must confess that the last turn may or may not have been fully carried out as intended. [A file called "pqerror" has been created in the game directory... you would be rendering great service if you would be willing to simply attach that file to an email and send it to johnnywz00@yahoo.com with a subject of "PQ bug." This could help other people in the future enjoy this game with less problems. Many thanks!] <>> * && Oops. Comment recorded. <>> l <> In the shadow of the bridge-house (west) <> You are skirting along the foot of the bridge-house wall on the west side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. With the height of the trees, the height of the house, and the narrowness of the space you stand in, your visibility has been reduced to near-blackness. Not much can be told about the house wall, other than that it's the side with the alcove window in it. Nor can you tell it in this murkiness, but you know that the ground just west of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. Dwindeldorn's future king carefully maintains his footing in the darkness. <>> climb wall You aren't able to climb up the bridge-house wall. <>> x window The window is well out of your reach above you. You can't see much about it in the darkness. <>> * && But what if I brought some light to the window? Comment recorded. <>> se You carefully skirt your way back to the front of the house and the open starlight. <> Bridge gatehouse <> You are on a raised spine of ground which runs south to the moors of the Twilight Border Lands, and ends just north of you at the immense Rift of Dumendos. The sky is dark above you, and beyond the Rift lie the dread Regions of Eternal Night. The Rift is spanned here by an immense stone bridge, with a large and crude house built over this end of it. Only narrow strips of treacherous ground, thickly fraught with evergreens, run around the sides of the house before the terrain turns into stepped precipices ultimately leading into the depths of the Rift. Howling winds continuously rip across the bleak land, bearing misty rains. The Prince of Dwindeldorn accompanies you. <>> n <> Troll's bridge-house <> The stone house on the bridge is about as unappealing on the inside as it is on the outside, and the room you are in is cavernous, spanning the full width of the bridge. Furthermore, the floor of the house is simply the bridge itself, and as such, the smooth-worn stones gradually slope upward as they get farther from the door. A deep alcove set with a window is in the west wall, and along the east wall you see a guitar hanging from a hook, and a marble chessboard set up on a large table, looking as if a game were in progress upon it. The front door is centered in the south wall, still ajar. The troll's lounge area of desk and couch is lit by two tall candlestands, one against the west wall and one behind the couch. A huge, cobweb-covered cudgel lies in a corner along the front wall. Gwarthulc is reclining on his gigantic couch, with desk nearby, writing a manuscript. Your protegé enters the troll's house alongside you. The unsightly troll gives a little "Aha!", and scribbles something down furiously. The prince listens to the troll's mutterings. <>> get lamp You don't see any lamp in view. <>> xyzzy The prince has a limerick for that, but you should ask him about it when the situation is a little less tense. <>> get candle You pick up the bulky candlestand. <>> w You stride over into the alcove. Prince Quisborne comes along. Quisborne is asking the unsightly troll more about his novel. <>> l <> Troll's bridge-house (standing in the alcove) <> The room you are in is cavernous, spanning the full width of the bridge. The floor of the house is simply the bridge itself, and gradually slopes upward as it goes farther from the door. A deep alcove set with a window is in the west wall, and along the east wall you see a guitar hanging from a hook, and a marble chessboard set up on a large table, looking as if a game were in progress upon it. The front door is centered in the south wall, still ajar. The troll's lounge area of desk and couch is lit by a tall candlestand behind the couch. A huge, cobweb-covered cudgel lies in a corner along the front wall. Gwarthulc is reclining on his gigantic couch, with desk nearby, writing a manuscript. Prince Q is occupying himself here in the troll's front room. <>> put candelabra in front of window You don't see any front of window in view. <>> put candelabra by window You lug the candlestand to the alcove and put it there, by the window. The troll asks your opinion on whether a certain line should be included in a dialogue. You do your best to give him some constructive input. <>> s (first getting out of the alcove) <> Bridge gatehouse <> You are on a raised spine of ground which runs south to the moors of the Twilight Border Lands, and ends just north of you at the immense Rift of Dumendos. The sky is dark above you, and beyond the Rift lie the dread Regions of Eternal Night. The Rift is spanned here by a similarly immense stone bridge traveling out into darkness from a small peninsula formed in its edge. Built over this end of the bridge is an exceedingly crude but large stone house, seeming to close off any access to the bridge except through its doors. Only narrow strips of treacherous ground run around the sides of the house before the terrain turns into stepped precipices ultimately leading into the depths of the Rift. Thick evergreens cling to the dizzying slopes and crowd up on either side of the house, while the approach to the house is quite open to the sky. Howling winds continuously rip across the bleak land, bearing misty rains. Your sidekick accompanies you. Your clothes press against you in the stiff wind. <>> nw <> In the shadow of the bridge-house (west) <> You are skirting along the foot of the bridge-house wall on the west side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. By the light coming from the window, you can see a little of the ground around where you stand, and also that the ground just west of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. The young sprig of royalty carefully maintains his footing in the darkness. "Look!" says the prince. "I think we could make our way along the house wall here, with the light coming from the window. Maybe we can get to the underside of the bridge, or something!' <>> * && Yes! Comment recorded. <>> n The prince was right: the bright glow from the candlestand in the bowed-out window pierces the dark just sufficiently for you to pick out your steps in the shadowed alley between the tall house walls and the crowding evergreens. The ground starts quickly to decline, and by time you have passed beyond the back side of the house, the surface of the bridge is way high above you. The trees have also cleared again, allowing just enough starlight for you to make your way forward, although not without first probing around for each step before putting your weight on it. Soon you stop... <> At the edge of the Rift of Dumendos <> You are standing at the edge of the awe-inspiring Rift of Dumendos. Although the sky is dark, you can still perceive the immensity of the void of blackness which rolls away from your feet to the north, and which stretches west and east-northeast to the murky horizons. The dim silhouettes of low mountains appear to the north, a half-mile distant on the other side of the Rift. Also silhouetted against the less black of the sky, immediately to the east, are the colossal abutments of the stone bridge, whose roadway now lies some fifteen yards above you, given that the ground has been rolling downward toward the Rift since you began to skirt this way alongside the troll's house. Southward, you can pick your way back through the crowding trees to the house's front. Nearby, the future king of Dwindeldorn is ambling around. <>> x stars The sky is dark, but here, just barely outside of the Regions of Eternal Night, the stars are visible and give you a dim view of the Rift and its surrounding landscape. <>> n Getting across the Rift: good plan. Trying to walk right over it: also a good plan. But specifically only a good plan if you're trying to get to the bottom of it. <>> n It's just that we don't want to have to narrate about you walking off into a horrible yawning blackness. <>> n It's just that we don't want to have to narrate about you walking off into a horrible yawning blackness. <>> x house It's just a looming blob of black from down here. Very faintly, southward and uphill, you can see a low glow amongst the trees that you came through. <>> x bridge The bridge darkly looms on your right as you face the Rift. The abutments begin all the way down here by the sheer drop-off, and continue solidly to the south, climbing the steep terrain, till they terminate at the front of Gwarthulc's house. Cottage-sized stones form the beginning of the arch which thrusts north out over the deep black, and chunks of rock only somewhat smaller are laid solidly from there on upward till reaching and creating the surface of the roadway, which travels more than fifty feet above you. The back of Gwarthulc's house (which occupies the whole width of the top surface) ends almost directly above you, north of which the bridge continues on, open to the sky. The stone seems to have been laid without mortar, and while the joints were fitted together immaculately ages ago, the running of the rain through them has outlined every stone with wide cracks several inches deep. In no imminent danger of lightning, and not wanting to wear an unmatched glove for the rest of your life, you take it off until you should find you want it. <>> x abutments The bridge darkly looms on your right as you face the Rift. The abutments begin all the way down here by the sheer drop-off, and continue solidly to the south, climbing the steep terrain, till they terminate at the front of Gwarthulc's house. Cottage-sized stones form the beginning of the arch which thrusts north out over the deep black, and chunks of rock only somewhat smaller are laid solidly from there on upward till reaching and creating the surface of the roadway, which travels more than fifty feet above you. The back of Gwarthulc's house (which occupies the whole width of the top surface) ends almost directly above you, north of which the bridge continues on, open to the sky. The stone seems to have been laid without mortar, and while the joints were fitted together immaculately ages ago, the running of the rain through them has outlined every stone with wide cracks several inches deep. <>> x stones The bridge darkly looms on your right as you face the Rift. The abutments begin all the way down here by the sheer drop-off, and continue solidly to the south, climbing the steep terrain, till they terminate at the front of Gwarthulc's house. Cottage-sized stones form the beginning of the arch which thrusts north out over the deep black, and chunks of rock only somewhat smaller are laid solidly from there on upward till reaching and creating the surface of the roadway, which travels more than fifty feet above you. The back of Gwarthulc's house (which occupies the whole width of the top surface) ends almost directly above you, north of which the bridge continues on, open to the sky. The stone seems to have been laid without mortar, and while the joints were fitted together immaculately ages ago, the running of the rain through them has outlined every stone with wide cracks several inches deep. <>> climb stones By virtue of the well-defined cracks between the stones, you and Quisborne are able to start scaling up the abutments of the bridge: you take charge of the sack for the climb. Even aside from the darkness, it is no simple task, as few of the stones are smaller than a large wardrobe, and many are the disconcerting reaches for the next horizontal crack, whilst wedging your foot in a vertical one. Furthermore, in order to clear the back of Gwarthulc's house, you must make your harrowing ascent at the beginning of the bridge arch itself, leaving nothing between you and the horrible chasm directly below you. You elect to go first, to establish a way which Quisborne can follow. Midway up, the boy falls into the grip of a paralyzing attack of panic, feeling unable to reach for the next handhold and equally unable to turn around or back down. From your own perch ahead you try to urge consolation and encouragement to him through the darkness, and some moments later, he succeeds in regaining control of his erratic breathing. "It's all right, Valkyrian... I may as well try for it. I don't think that my life is much worth holding on to, if I'm just to go back to being what I was. I really don't want this to be the end, though... and I really, really don't want to go down *there*. Some deaths seem like they would be much easier to face than others. In fact, I–" He goes silent. Apparently he's decided it's just time to do, or to die. You can't really see much of what's going on below you, but as of yet you haven't heard any diminishing screams of manifest despair. Suddenly, you hear his voice: "Right behind you, Valkyrian... let's finish this..." You both gain the top: the lad has triumphed over his difficulty. Without delay, you and he hasten northward across the bridge. The surface of it is unrailed and undecorated: a mere tableau of giant stones arching upward. By and by, you reach the summit of the bridge's arch and begin the descent to the other side; from here, the prospect of the titanic gulf sends chills up your spine, as though you were looking down into the maw of the very Netherworld itself. With haste, you and the prince complete the traversal of the bafflingly long bridge... <> The Regions of Eternal Night <> At last – alas? – you, and your tremulous charge with you, find yourselves encompassed by the fateful territory of that dreaded destination, the Regions of Eternal Night. Here in this forsaken wilderness, neither dawn nor sunset marks the passing of the days... it is a long nighttime here. If legend be true, this is a land inhabited by none but fears and evils of every form: beings devoid of ruth and soul, whose solitary animating force is to inflict terror and torment. For in this banished fragment of the earth lurk still the Creatures of the Old Darkness: monsters of flesh, spirits of malice, and nameless horrors such as nightmare only brings. The Earth itself writhes and seethes within these domains, as if it were tortured from within, giving vent to its despair through fearful rendings and great spewings of fire. All of this lies before you in the bowels of this trackless chaos of undying darkness. As yet, with the Rift just at your heels, you have confronted nothing more than a disfigured skyline of ominous silhouettes against the sickened starlight. A palpable gloom hangs in the air, reluctantly permitting a dark shade of gray to invade the blackness, but obscuring all intelligible patterns in the heavens. As the Rift begins to bend to the northeast just past this end of the bridge, there are but four directions that one may begin to traverse the wilderland: west, northwest, north, and northeast. It is to be hoped that before now you have gained knowledge of the way you must take. South of you the bridge leads back to the Twilight Border Lands. Thirty paces from the Rift's edge, a foul pool of brackish and sulfurous water is outlined by a ring of phosphorescent slime accumulating around its border. Our aspiring hero is here with you, braving his fears. Remember: you were warned that it is fatal to wander these lands without a way of knowing which direction you are going... *** Your score has just gone up by five points *** <>> save You are indeed able to save this game, but circumstances are such that the game is in at least some potential danger of becoming unwinnable. We are going to back up a little to avoid the complications. <> At the edge of the Rift of Dumendos <> You are standing at the edge of the awe-inspiring Rift of Dumendos. Although the sky is dark, you can still perceive the immensity of the void of blackness which rolls away from your feet to the north, and which stretches west and east-northeast to the murky horizons. The dim silhouettes of low mountains appear to the north, a half-mile distant on the other side of the Rift. Also silhouetted against the less black of the sky, immediately to the east, are the colossal abutments of the stone bridge, whose roadway lies some fifteen yards above you. Southward, you can pick your way back through the crowding trees to the house's front. Nearby, PQ is ambling around. Saved. <>> n It's just that we don't want to have to narrate about you walking off into a horrible yawning blackness. <>> climb bridge By virtue of the well-defined cracks between the stones, you and Quisborne are able to start scaling up the abutments of the bridge: you take charge of the sack for the climb. Even aside from the darkness, it is no simple task, as few of the stones are smaller than a large wardrobe, and many are the disconcerting reaches for the next horizontal crack, whilst wedging your foot in a vertical one. Furthermore, in order to clear the back of Gwarthulc's house, you must make your harrowing ascent at the beginning of the bridge arch itself, leaving nothing between you and the horrible chasm directly below you. You elect to go first, to establish a way which Quisborne can follow. Midway up, the boy falls into the grip of a paralyzing attack of panic, feeling unable to reach for the next handhold and equally unable to turn around or back down. From your own perch ahead you try to urge consolation and encouragement to him through the darkness, and some moments later, he succeeds in regaining control of his erratic breathing. "It's all right, Valkyrian... I may as well try for it. I don't think that my life is much worth holding on to, if I'm just to go back to being what I was. I really don't want this to be the end, though... and I really, really don't want to go down *there*. Some deaths seem like they would be much easier to face than others. In fact, I–" He goes silent. Apparently he's decided it's just time to do, or to die. You can't really see much of what's going on below you, but as of yet you haven't heard any diminishing screams of manifest despair. Suddenly, you hear his voice: "Right behind you, Valkyrian... let's finish this..." You both gain the top: the lad has triumphed over his difficulty. Without delay, you and he hasten northward across the bridge. The surface of it is unrailed and undecorated: a mere tableau of giant stones arching upward. By and by, you reach the summit of the bridge's arch and begin the descent to the other side; from here, the prospect of the titanic gulf sends chills up your spine, as though you were looking down into the maw of the very Netherworld itself. With haste, you and the prince complete the traversal of the bafflingly long bridge... <> The Regions of Eternal Night <> At last – alas? – you, and your tremulous charge with you, find yourselves encompassed by the fateful territory of that dreaded destination, the Regions of Eternal Night. Here in this forsaken wilderness, neither dawn nor sunset marks the passing of the days... it is a long nighttime here. If legend be true, this is a land inhabited by none but fears and evils of every form: beings devoid of ruth and soul, whose solitary animating force is to inflict terror and torment. For in this banished fragment of the earth lurk still the Creatures of the Old Darkness: monsters of flesh, spirits of malice, and nameless horrors such as nightmare only brings. The Earth itself writhes and seethes within these domains, as if it were tortured from within, giving vent to its despair through fearful rendings and great spewings of fire. All of this lies before you in the bowels of this trackless chaos of undying darkness. As yet, with the Rift just at your heels, you have confronted nothing more than a disfigured skyline of ominous silhouettes against the sickened starlight. A palpable gloom hangs in the air, reluctantly permitting a dark shade of gray to invade the blackness, but obscuring all intelligible patterns in the heavens. As the Rift begins to bend to the northeast just past this end of the bridge, there are but four directions that one may begin to traverse the wilderland: west, northwest, north, and northeast. It is to be hoped that before now you have gained knowledge of the way you must take. South of you the bridge leads back to the Twilight Border Lands. Thirty paces from the Rift's edge, a foul pool of brackish and sulfurous water is outlined by a ring of phosphorescent slime accumulating around its border. Quisborne is here with you, braving his fears. Remember: you were warned that it is fatal to wander these lands without a way of knowing which direction you are going... *** Your score has just gone up by five points *** <>> x pool Thirty paces from the Rift's edge, a foul pool of brackish and sulfurous water is outlined by a ring of phosphorescent slime accumulating around its border. <>> look in pool There's nothing in the foul pool that's not supposed to be there. <>> x water Thirty paces from the Rift's edge, a foul pool of brackish and sulfurous water is outlined by a ring of phosphorescent slime accumulating around its border. <>> put water in bowl You fill the clay bowl with some water from the foul pool. <>> * && Last minute water supply for making a compass. I still need to magnetise the needle and find someone who nows the way through the Night Lands. Comment recorded. <>> s Crossing the immense chasm by the bridge, you and Quisborne then precariously descend by means of the cracks in the abutments to the ground below... <> At the edge of the Rift of Dumendos <> You are standing at the edge of the awe-inspiring Rift of Dumendos. Although the sky is dark, you can still perceive the immensity of the void of blackness which rolls away from your feet to the north, and which stretches west and east-northeast to the murky horizons. The dim silhouettes of low mountains appear to the north, a half-mile distant on the other side of the Rift. Also silhouetted against the less black of the sky, immediately to the east, are the colossal abutments of the stone bridge, whose roadway lies some fifteen yards above you. Southward, you can pick your way back through the crowding trees to the house's front. The royal youth is with you like your shadow. <>> s <> In the shadow of the bridge-house (west) <> You are skirting along the foot of the bridge-house wall on the west side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. By the light coming from the window, you can see a little of the ground around where you stand, and also that the ground just west of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. Your squire carefully maintains his footing in the darkness. <>> s You carefully skirt your way back to the front of the house and the open starlight. <> Bridge gatehouse <> You are on a raised spine of ground which runs south to the moors of the Twilight Border Lands, and ends just north of you at the immense Rift of Dumendos. The sky is dark above you, and beyond the Rift lie the dread Regions of Eternal Night. The Rift is spanned here by an immense stone bridge, with a large and crude house built over this end of it. Only narrow strips of treacherous ground, thickly fraught with evergreens, run around the sides of the house before the terrain turns into stepped precipices ultimately leading into the depths of the Rift. Howling winds continuously rip across the bleak land, bearing misty rains. Your young pal accompanies you. <>> s Leaving the Rift and the bridge, you travel south across the Twilight Border Lands for three days... <> A bleak and stormy moor <> A plaintive moor fills your view, darkened by rainless stormclouds. Lightning flashes with fury from the skies all around at an alarming rate. You could go any direction on the moor. The king's son closely follows your lead. The heir to the throne of Dwindeldorn is poised to follow your lead at a moment's notice. <>> s A lightning bolt strikes the earth approximately thirty yards away from you. <>> s Yikes! That bolt was too close for comfort. <>> wear glove Okay, you’re now wearing the glove. <>> wear glove There is a deafening *CRACK* from nearby... <>> wear glove Two bolts of lightning strike the ground at the same time! <>> s <> A bleak and stormy moor <> There is nothing but the skyless moor in sight, with its menacing clouds and lightning and thunder. Any direction is open to travel. The young sprig of royalty closely follows your lead. <>> se <> Far into the western wastes <> You are far west of the Great Bogs of Nenduul, and the impassable canyonlands beyond them. Sprawling dead north of you is a strange and outlandish sight: a large expanse of mud pits, boiling and churning from the primal fires within the earth. The boiling mud lies in depressed ground about a half-mile wide, and stretches northward as far as the eye can see. To make northward progress you will have to pass by it on one side or the other by choosing to go northeast or northwest; otherwise the most direct way to begin a journey towards Dwindeldorn is southeast. Prince Q is here with you as always, sack in tow. The mud pits glop and bubble. The smell of sulfur fills the air. Your companion keeps up his pushup regimen. Rushing noises come from the northeast. <>> se Thus commences a long journey back over ground you have tramped before. Following the rim of the great canyon as long as you are able, you then travel back through the wealds of the western wastes, and attain the western edge of the Great Bogs of Nenduul. After you have begun to push into the unwelcome fens and marshes, Prince Quisborne stops, looking sad and meditative. "I don't know where, but somewhere around here, I suppose, my poor great- grandcestor Althirion must have met his end. What a tragedy that he never made it back to his son Ezelgir, to teach him the good and right ways!" The prince seems moved, and you give him silence as the two of you forge painstakingly ahead. Many swamp-cattle are seen cavorting in the more watery areas of the fen, but none approach you, and thankfully no more gargontosaurs are to be seen. The journey goes on... <> Deep in the fenland <> You have penetrated into the Great Bogs of Nenduul, where the land is one great sea of differing kinds of unstable ground: quicksands, bottomless sludge, miry muck and marshes thicker than porridge. Swamp mangroves and banyans grow plentifully, throwing out wide-spreading branches, and making occasional islands with the abundance of their tangled and high-rising roots. The landbridge of soil-laden tree roots leads further west into the bogs. East is the way through the fens back toward Dwindeldorn. The incumbent to the throne follows you along the scant firm ground. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Deep in the fenland <> You have penetrated into the Great Bogs of Nenduul, where the land is one great sea of differing kinds of unstable ground: quicksands, bottomless sludge, miry muck and marshes thicker than porridge. Swamp mangroves and banyans grow plentifully, throwing out wide-spreading branches, and making occasional islands with the abundance of their tangled and high-rising roots. The landbridge of soil-laden tree roots leads further west into the bogs. East is the way through the fens back toward Dwindeldorn. Prince Quiz keeps with you on the meager patches of firm footing. In no imminent danger of lightning, and not wanting to wear an unmatched glove for the rest of your life, you take it off until you should find you want it. <>> * && Azh Basilkris calls! Comment recorded. <>> travel to basilkris "Basilkris" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> travel to azh basilkris "Basilkris" could either be something as yet unknown to you or else a phrasing unknown to us. <>> trale You may be trying to use a verb that we weren't instructed how to handle... <>> dests You may try to travel to one of the following locations: -Forthlong Hall -Blatterfarthing (smithy) -Squarchminster (playing field) -the ferry -Kinterole (construction site) -the sawmill -Gramblefork -the North Road -the quarry -Cobblecork Farm -Brinekettle -Thymeleigh Manor -Chedderwicket -Sprokemabble -the seashore -the lonely tower -the Wizard's library -the Fastness -Azh Bansilkris -the temple rock -the monastery -the Witch's hut -Uzumbung harbor <>> * && Ah. I ofrgot the n Comment recorded. <>> travel to azh bansilkris <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The heir to the throne of Dwindeldorn is following you as always. <>> ct You cross the Wolds of the Western Marches in a southeasterly direction. In due course, you reach their southern limit and come to a high road near the southwestern border of the realm of Dwindeldorn... (Nighttime came and went.) <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. The future king of Dwindeldorn is present as ever. <>> g Traveling southwest, you soon cross the river Rushindith, and leave the realm of Dwindeldorn behind. The high road leads you into the fantastical landscapes of Azhgaloth... Every journey down the Azhgaloth Road involves stopping for the night... <> The gates of Azh Bansilkris <> You have ventured from Dwindeldorn into Azhgaloth, land of of the llama- lords, and stand near the gates of Azh Bansilkris, the royal city. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step-shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. PQ is journeying with you through Azhgaloth. <>> g You're at your intended destination. Your protegé marks time with a really hard run to a distant point and back. <>> sw The guards perform a routine check, and you pass through the gates. <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. The gate is steadily manned by the guards that cleared you to enter the city. Your sidekick is near at hand. <>> s <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. PQ moves through the city with you. The rubbish wagon goes rumbling by. <>> s <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. The Dwindeldornian prince doesn't stray too far in this foreign city. <>> s Your quest probably won't involve barging into occupied houses uninvited. Somewhere in the neighborhood, a dog barks. <>> w You will have to specify what you're wanting to enter here. The prince makes shadow shapes with his hands. <>> * && I want to lure the bad guys out of the house and steal the powder behind thir backs. Comment recorded. <>> throw ball against door "Ball against" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> throw ball at door While you could throw lots of different things at lots of other different things, sometimes we just want to refrain from the pointless occasions. Cats are howling from behind a building somewhere. <>> x tannery The tannery building is only one story, but with a taller-than-ordinary roofline; it is mostly a long rectangle connecting an octagon at either end. A deep, unrailed porch shelters the boarded front door, with a couple of steps going down off either side. Several tall windows stand in line on the front of the building, but they are all shuttered fast. A weatherbeaten sign over the porch reads "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". <>> * && A porch. Is it a raised porch? Comment recorded. <>> x porch The porch is a wooden platform about ten feet square, only about a foot and a half off the ground. It has no railings, and two plank steps off either side; a projection of the roof shelters the front door but not the entire porch. <>> * && Aha! Comment recorded. <>> crawl under porch It isn't necessary to go under the porch per se: you can wriggle and grab something that's under it if you need to. Occasionally you hear some domestic noises issuing from the neighboring houses. <>> get under porch It isn't necessary to go under the porch per se: you can wriggle and grab something that's under it if you need to. <>> hide under porch "Under porch" could either be something as yet unknown to you or else a phrasing unknown to us. <>> look under porch You kneel down and peer under the low porch. Under it you see a decaying washtub. <>> x tub An old wooden washtub at some point was shoved under the porch. It's decayed beyond usability although still intact, and is lying upside down slightly bedded in the dirt. The young figurehead follows you around. <>> look under tub You lift up the tub and peek underneath. Nothing is under it. Catfights seem to be a common occurrence in this neighborhood. <>> get under tub That isn't important to do with a falling-apart old washtub under a porch. The Dwindeldornian heir tries to make music with the bamboo whistle. <>> pull tub That isn't important to do with a falling-apart old washtub under a porch. <>> get tub The tub is heavy and threatening to fall apart if taken out. You decide it can continue its quiet decay where you found it. Occasionally you hear some domestic noises issuing from the neighboring houses. <>> knck on tub This is one of those times where we may not have covered the verb you're trying to use... <>> knock on tub That isn't important to do with a falling-apart old washtub under a porch. <>> search porch You see nothing on the porch. The royal youth takes the makeshift dart gun and fires a shot at the iron gate. Afterwards, he retrieves the dart. <>> look under porch You kneel down and peer under the low porch. Under it you see the decaying washtub. <>> lift tub That isn't important to do with a falling-apart old washtub under a porch. <>> move tub You move the decaying washtub. We await more useful commands. <>> pull tub That isn't important to do with a falling-apart old washtub under a porch. Somewhere in the neighborhood, a dog barks. <>> ask quisborne qbout insurgents You can either "ask actor about [something]", or "ask actor for [something]". <>> ask quisborne about insurgents You and the future king of Dwindeldorn converse for a few minutes on a topic that's on your mind. You hear the unearthly howls of two toms in a catfight. <>> * && The only time I heard Quis give something that sounded like a clue was when I asked the potter about the insurgents. IIRC, Quis told me not to drag the potter into it, and suggested we hide somewhere near the tannery. Comment recorded. <>> hook tub That isn't important to do with a falling-apart old washtub under a porch. The royal youth works on some dance moves. <>> x tub An old wooden washtub at some point was shoved under the porch. It's decayed beyond usability although still intact, and is lying upside down slightly bedded in the dirt. <>> dig (with the broken mattock) You don't need to dig up the city of Azh Bansilkris. Occasionally you hear some domestic noises issuing from the neighboring houses. <>> turn tub That isn't important to do with a falling-apart old washtub under a porch. <>> turn tub right side up "Tub right side up" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> stand n porch You may be trying to use a verb that we weren't instructed how to handle... <>> stand on porch You get up onto the porch. Somewhere in the neighborhood, a dog barks. <>> l <> A slummy street in Azh Bansilkris (standing on the porch) <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. The Dwindeldornian heir sojourns with you in the city of Azh Bansilkris. <>> x proch "Proch" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x porch The porch is a wooden platform about ten feet square, only about a foot and a half off the ground. It has no railings, and two plank steps off either side; a projection of the roof shelters the front door but not the entire porch. Prince Q twitches. <>> x roof You don't see any roof in view. <>> x projection You don't see any projection in view. <>> x front door In effect, you can't even see the door itself: it's boarded over. Somewhere in the neighborhood, a dog barks. <>> climb tannery You can't get up the building. Occasionally you hear some domestic noises issuing from the neighboring houses. <>> enter gate (first getting off of the porch, then opening the iron gate) You grunt the hinge side of the gate off its pins and push it inward just enough to squeeze by. You make sure to close the gate after you. <> In an unused tanning yard <> A good deal of the yard behind the tannery is made up of many square pits, only about three or four feet deep, six to eight feet on a side. There is also a capstan in the yard, where llamas would have been hitched to turn the bark mill, and a great mound of unground bark near by it. Tall stone walls surround the yard except on the back side, where the narrow but deep Arduvlekh River flows through the city. More unkempt houses crowd the view on the other side of the river. The iron gate back to the street is northeast, around the building. The back side of the tannery, to the east, is rather nondescript. It consists of a large set of bifolding barn doors near the northern end, and a plain walk-door near the center, in addition to a large tableau of vertical plank siding. There is a knothole in the plank wall, off to the side of the walk-door. Prince Quisborne is near at hand. <>> look through hole Which hole do you mean, the knothole, or the keg of black powder? < distinguish >> * && I mentioned this before, but the keghole shouldn't be here. Comment recorded. <>> look through knotholehole "Knotholehole" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> look through knothole Through the knothole you see the insurgents lounging around, talking about their dreams for Azhgaloth and their dreams of undoing Dwindeldorn. <>> listen When you are very near the tannery building, you can hear the indistinct sound of muted voices. <>> x tannery The back side of the tannery, to the east, is rather nondescript. It consists of a large set of bifolding barn doors near the northern end, and a plain walk-door near the center, in addition to a large tableau of vertical plank siding. The future king of Dwindeldorn wanders along the wall of the yard. <>> x siding The back side of the tannery, to the east, is rather nondescript. It consists of a large set of bifolding barn doors near the northern end, and a plain walk-door near the center, in addition to a large tableau of vertical plank siding. <>> x barn doors These appear to be doors where wagons or carts would have come and gone. <>> burn barn doors You could imperil a whole neighborhood of innocent people by lighting this building on fire. <>> knock on door (the back door of the tannery) Apparently confident in your skills of diplomacy even with desperate insurrectionists, you pound on the door. It is thrown open by three well-built fellows who are staring daggers at you. With a challenging tone, one of them states, "Leaping llamas never lean left..." then locks his gaze on you, waiting for an answer. <>> Never give up. Never surrender! The moment the men realize you are not prepared to give the correct countersign, they have apprehended you and dragged you inside, as well as your hapless tag-along. Kus-amenjin and his band show surprising skill in quietly and efficiently dispatching you and your sidekick, secreting your bodies in the bark pile behind the tannery, where your remains rest unto this day. *** You have been dispatched by Azhgalothian insurrectionists *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “knock on door”. <> In an unused tanning yard <> A good deal of the yard behind the tannery is made up of many square pits, only about three or four feet deep, six to eight feet on a side. There is also a capstan in the yard, where llamas would have been hitched to turn the bark mill, and a great mound of unground bark near by it. Tall stone walls surround the yard except on the back side, where the narrow but deep Arduvlekh River flows through the city. More unkempt houses crowd the view on the other side of the river. The iron gate back to the street is northeast, around the building. The back side of the tannery, to the east, is rather nondescript. It consists of a large set of bifolding barn doors near the northern end, and a plain walk-door near the center, in addition to a large tableau of vertical plank siding. There is a knothole in the plank wall, off to the side of the walk-door. The future ruler of the land sojourns with you in the city of Azh Bansilkris. <>> w The Arduvlekh River is less than a stone's throw wide, but it is a mad torrent rushing down below you in a crevice-like channel. You can't go west. <>> n The yard is walled with tall stone walls. <>> out (first opening the iron gate) You grunt the hinge side of the gate off its pins and pull it inward just enough to squeeze by. You make sure to close the gate after you. <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs mildly downhill to the north, and makes a wide- sweeping curve here to the east. Some large storehouses sit back and occupy the space within the elbow of the road bend, and on the west side of the street a modestly large plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". However, the many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards, and peopled by the poor, the unfortunate, and the insolvent. The future king of Dwindeldorn moves through the city with you. <>> n <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. The future king of Dwindeldorn doesn't stray too far in this foreign city. <>> w The two of you cross the Arduvlekh into the southwest quarter... <> In the city of Azh Bansilkris, southwest quarter <> Here the main streets make a bend from north to east and vice versa; ways going any further south or west are narrower lanes which seem to lead toward private homes of respectable folk. The Aksh Ramivar also ends (or starts) here, going away to the northeast. Sitting caddy-corner along the southwest corner of the bend is a one-story shop. On the wall beside the open door is a sign reading "Thelgrimane's Dwindeldornian Earthenwayre." Your young pal is near at hand. Your ostensible squire does some people-watching. <>> sw <> Potter's shop <> In the potter's shop, a large work table is against the northwest wall, a kiln is built into the back wall, and the front wall is primarily taken up with window space and racks of finished wares displayed for sale. The southeast wall and any remaining wall space is mostly taken up with racks and shelves of various things for the potter's use: tools, large blocks of raw clay, formed vessels that are waiting for glazing, and the like. There is also a door in the back wall, and the entry door to the northeast. The potter is seated at his wheel in the center of the room. The future king of Dwindeldorn is to be found here in the potter's shop. "Welcome back, fellows!" booms the hairy potter. <>> ask tanner about insurgents You don't see any tanner in view. <>> ask potter about insurgents You choose not to embroil the benign potter in sticky matters. You and the prince will think of something. Maybe a hiding place in an unfrequented area. <>> * && Does this "hiding place" refer to the insurgents' hide-out in the tannery instead? I was looking for a hiding place for Quis and Valkyrian. Comment recorded. <>> save Saved. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Potter's shop <> In the potter's shop, a large work table is against the northwest wall, a kiln is built into the back wall, and the front wall is primarily taken up with window space and racks of finished wares displayed for sale. The southeast wall and any remaining wall space is mostly taken up with racks and shelves of various things for the potter's use: tools, large blocks of raw clay, formed vessels that are waiting for glazing, and the like. There is also a door in the back wall, and the entry door to the northeast. The potter is seated at his wheel in the center of the room. The royal youth is to be found here in the potter's shop. <>> out <> In the city of Azh Bansilkris, southwest quarter <> Here the main streets make a bend from north to east and vice versa; ways going any further south or west are narrower lanes which seem to lead toward private homes of respectable folk. The Aksh Ramivar also ends (or starts) here, going away to the northeast. Sitting caddy-corner along the southwest corner of the bend is a one-story shop. On the wall beside the open door is a sign reading "Thelgrimane's Dwindeldornian Earthenwayre." The king-to-be doesn't stray too far in this foreign city. <>> n <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Queen Risht-alura is here with her usual crowd today as well, dividing her time between the hot spring, entertainments upon the green, and minglings along the palace street. Prince Quisborne is near at hand. "She looks like she could use being brought down a peg, eh, sir?" whispers the prince. "She wouldn't be the worse off for a little pop in the backside." He sniffs his disapproval. <>> <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Queen Risht-alura is publicly disporting herself and attracting a large crowd in the general area of the palace street and the grassy green. PQ sojourns with you in the city of Azh Bansilkris. <>> x queen We have here Risht-alura, daughter of Shalsh-arazda, daughter of Shir-aveska, daughter of Zhel-ahira, daughter of Rimna-shvesta: High Protectress of Azh Bansilkris and Queen Supreme of all Azhgaloth. Risht-alura is a woman of about twenty-five years, nearly flawless in form and feature. But, somehow you feel she does not possess enough soul to produce an impression of true beauty. Her dress is exquisite, without being garish; her long, dark hair is intricately plaited and beset with jewels. In public places she is perpetually shadowed by an entourage consisting of maids, guards, husbands, and rich lords suing for her hand. <>> dip dart in sedative The dart is already dipped and coated with the sedative! <>> load dart in whistle You reload the bamboo with the dart. <>> blow dart at queen Is it a harmless thing to launch a tranquilizing dart at the queen of a neighboring realm as she parades herself in front of her people? This philosophical conundrum keeps nagging at your mind until you determine you simply must know the answer. Queen Risht-alura makes an easy enough target, since she is so keen on elevating herself or otherwise making herself visible. So you let your dart fly, and it pops the unlucky queen right in the left nostril. She is so stunned by the blow that she can't even think to scream or react before the strong effects of the sedative remove the possibility of her doing so. As the queen was standing near the hot spring when you decided to make your experiment, she topples limply into it, and aided by the large cargo of jewels weighting her head, she lands upside-down in the shallows, with only her legs and dainty shoes sticking up out of the water. Fortunately for her, a whole host of men and maids are in the water in an instant to pull her body out of the water before she drowns, but certainly not before she has presented half of the city's population with a spectacle they're never going to unsee. You, of course, could not fail to have been seen in the act by someone in the crowd, and you are swiftly denounced, the bamboo pipe in your possession providing damning evidence against you. Nobody waits for the queen to wake: a sword is drawn, you are relieved of your legs, and you are cast into the Arduvlekh river below, where it's anyone's guess whether you drown, bleed out, or are crushed to death against rocks first. Prince Quisborne jumped in after you to try to save you, but he didn't even make it to the water before some jutting rocks ended his career. This to say, it didn't seem like a harmless thing in the end. *** Your adventures have ended, due to the termination of your mortal life *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “blow dart at queen”. <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Queen Risht-alura is publicly disporting herself and attracting a large crowd in the general area of the palace street and the grassy green. The young figurehead sojourns with you in the city of Azh Bansilkris. <>> * && Quite amusing. That was worth dying for. Comment recorded. <>> throw bass at queen There is absolutely nothing worth achieving that is achieved by throwing things at the Queen of Azhgaloth. <>> x bank You don't see any bank in view. <>> u It turns out the sky is not the limit: roughly three feet is, then gravity kicks back in. Risht-alura seems to be surveying her surroundings for new candidate husbands. <>> sw You've attempted this crowd before, and it's no less packed now than it was then. You're not prepared to slug, shove and bully your way through hundreds of innocent people. Your sidekick views the exotic queen with a mixture of fascination and repugnance. <>> drink sedative It seems like there could be other times for suddenly putting yourself into a deep drugged sleep. <>> shout The relations between Dwindeldorn and Azhgaloth are still tenuous. As a couple of foreigners, you generally don't want to be drawing attention to yourselves. <>> push crowd If you wish to get through the crowd, you aren't going to do it by brutal force. Cries of "Long live the queen!" emanate from the crowd. <>> x crowd People of all types and ages are gathered (and this appears to be a regular occurrence) to catch sight of their queen, Risht-alura, as she disports herself in public places. They are thickly scattered through all of the open places in sight; the palace road in particular is so thronged that you probably couldn't elbow your way through. <>> surf crowd This is one of those times where we may not have covered the verb you're trying to use... <>> x tower The trumpet tower is the tower where the trumpeter plays a trumpet to notify the whole city, by musical signals, of warnings or important events. Risht-alura is flaunting her jewelry and fine clothes. <>> s <> In the city of Azh Bansilkris, southwest quarter <> Here the main streets make a bend from north to east and vice versa; ways going any further south or west are narrower lanes which seem to lead toward private homes of respectable folk. The Aksh Ramivar also ends (or starts) here, going away to the northeast. Sitting caddy-corner along the southwest corner of the bend is a one-story shop. On the wall beside the open door is a sign reading "Thelgrimane's Dwindeldornian Earthenwayre." Your protegé moves through the city with you. The future king of Dwindeldorn is interested by the exotic look of the city. Llama-drawn buggies rumble down the streets. <>> sw <> Potter's shop <> The interior of the potter's shop has that quaint and comfortable feeling that comes when a place is filled with things meant for creativity and industry: things meant to be used and not merely looked at. There is a large work table against the northwest wall, a kiln is built into the back wall, and the front wall is primarily taken up with window space and racks of finished wares displayed for sale. The southeast wall and any remaining wall space is mostly taken up with racks and shelves of various things for the potter's use: tools, large blocks of raw clay, formed vessels that are waiting for glazing, and the like. There is also a door in the back wall, which could be assumed to lead to the potter's personal quarters, and of course the entry door to the northeast. The potter is seated at his wheel in the center of the room. The lad is to be found here in the potter's shop. "Welcome back, fellows!" booms Thelgrimane. <>> ask potter about trumpet signals What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask potter about trumpet It doesn't seem as though your adventure will be furthered by asking that question. <>> ask potter about tower It doesn't seem as though your adventure will be furthered by asking that question. <>> w The exit is northeast. <>> sw You've got more decency than to barge into the man's living quarters. There's nothing there you can't do without. <>> s The exit is northeast. <>> ne <> In the city of Azh Bansilkris, southwest quarter <> Here the main streets make a bend from north to east and vice versa; ways going any further south or west are narrower lanes which seem to lead toward private homes of respectable folk. The Aksh Ramivar also ends (or starts) here, going away to the northeast. Sitting caddy-corner along the southwest corner of the bend is a one-story shop. On the wall beside the open door is a sign reading "Thelgrimane's Dwindeldornian Earthenwayre." Quiz is near at hand. The sunlight makes your squire sneeze. <>> n <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Queen Risht-alura is publicly disporting herself and attracting a large crowd in the general area of the palace street and the grassy green. The Prince of Dwindeldorn doesn't stray too far in this foreign city. The royal youth tries to move further up the street, but is stopped by the crowd. <>> x footbridge The wooden bridge gently arches up and over the rift in which the Arduvlekh River flows. You estimate it to span twenty-five yards across, and it is only wide enough to accommodate one carriage at a time, leading to queues developing on each side to wait their turn in times of high traffic. Queen Risht-alura dispenses some peevish words towards an unfavored bidder for her hand. <>> look under bridge The trusswork of the bridge consists of a steeper arc bottommost, with criss- crossing bracing filling between that and the shallower arc of the bridge's walking surface. Also below the bridge is a fierce and mighty river. <>> x river You saw the Arduvlekh in the valley as you first approached the city of Azh Bansilkris. It is quite a gorgeous sight of blue-green water rushing and tumbling northwards several yards below you in a wide rocky crevice. There are no banks as such down at the water level: it's just a straight drop down to the foaming flood and its many jagged submerged rocks. Risht-alura continues to dance for a multitude of cheering adorers. <>> stand on bridge You get onto the bridge, with the mighty torrents of the river rushing below your feet. <>> jump You take a leap up as high as you can go. Risht-alura seems to be surveying her surroundings for new candidate husbands. <>> wear hanky on head You wrap the handkerchief around your head and tie it off. Your voluminous hair is now better contained. <>> introduce myself to queen You may be trying to use a verb that we weren't instructed how to handle... <>> bow to queen That's the kind of thing you know to do at appropriate times, and don't need to be specific about. Cries of "Long live the queen!" emanate from the crowd. <>> x guards A queen does not wander the streets of the cities without competent protectors in place. <>> x queen We have here Risht-alura, daughter of Shalsh-arazda, daughter of Shir-aveska, daughter of Zhel-ahira, daughter of Rimna-shvesta: High Protectress of Azh Bansilkris and Queen Supreme of all Azhgaloth. Risht-alura is a woman of about twenty-five years, nearly flawless in form and feature. But, somehow you feel she does not possess enough soul to produce an impression of true beauty. Her dress is exquisite, without being garish; her long, dark hair is intricately plaited and beset with jewels. In public places she is perpetually shadowed by an entourage consisting of maids, guards, husbands, and rich lords suing for her hand. The Dwindeldornian prince eyes the ostentatious queen like a strange curiosity. <>> ask queen for hand You don't have access to Queen Risht-alura. <>> x lords Given that Queen Risht-alura is always on the market, so to speak, she never lacks for a hovering cloud of lords and nobles, each with secret hopes of securing matrimony with the beautiful queen. The men come from all corners of Azhgaloth; sometimes even from Crindarwald, Blykanfarth or Ezgobatar. Many of those rejected make perennial attempts to regain her favor, unless or until strictly bidden to never approach the queen again except it be for matters of state. Risht-alura dances with abandon for a shrieking crowd. <>> talk to lords The suitors are typically lords and nobles surrounded by servants and footmen, if not the queen's own guards. You can't just walk up to them, and that's probably not a great loss. <>> travel to thymeleigh (first getting off of the footbridge) <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The future ruler of the land moves through the city with you. A llama rider trots by. <>> ct The guards perform a routine check, and you pass through the gates. <> The gates of Azh Bansilkris <> You have exited the gates of Azh Bansilkris. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step- shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. PQ has passed through the gates with you. <>> g You make the long return journey to Dwindeldorn, eventually crossing the river Rushindith... (Another night passed...) <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. Your companion is here, carrying the sack. <>> g The road takes you through the settled regions of southwestern Dwindeldorn. The road has its end at Brinekettle village... <> Brinekettle village <> You're in the common green of Brinekettle village. The village is rather a quiet one in the absence of the seasonal gala, and even the music stage lies dormant. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Prince Quisborne is hanging around, carrying the sack. <>> g <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. The scene is of grassy hills with splotches of woodland trickling down from their tops, like so much dark green syrup poured over mountains of light green mush. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The Dwindeldornian prince tags along. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a small building project underway at Baultshiffle Castle. Your ostensible squire is present and accounted for. <>> g <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Your companion, the boy, is here with you. <>> g You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Near by your side sticks Dwindeldorn's future king, carrying the sack. The river flows peacefully but mightily downstream. <>> g <> Entrance to the grounds of Forthlong Hall <> The road northeast to Darchingcrast converges here with the road you're on, which runs northwest to southeast. The lane leading to Forthlong Hall branches off from this road to the south, crossing a stream by means of a small bridge. The youth is sticking nearby. A jumping grasshopper makes a brief appearance. <>> g You make the trip down to Kinterole, passing through the grounds of Uxpelcraith Hall, Orterleigh Manor, and the town of Crumblegate, as well as a good deal of country in between... (You both camped for the night.) <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. Near by your side sticks your young pal. <>> g <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland, from which lower hills roll away below you in every direction until yet higher hills swallow up the horizon. Anywhere to the north, the trees and hedgerows are as plentiful as anywhere in Dwindeldorn, punctuated at two or three points by some high-reaching turret, while to the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The incumbent to the throne is following you wherever you go. <>> g <> Thymeleigh Manor <> You're on a lane wending through the grounds of the pleasant Thymeleigh Manor. The manor hall stands well away from the lane on a rise northeast of you, and the lane is bordered on that side by a low sod-topped stone wall. One particularly massive spreading tree shades the sunken roadway where you stand. The lane goes northwest or southwest, and a faint foot-track passes the tree and crosses the field to the west. The Knights of the Eight Spittoons are milling about Thymeleigh Manor, sporting brand-new gear and countenances of supreme confidence and satisfaction. Sir Glancelot has dispensed with his moustache, and Sir Loyneberger already seems to have begun to lose weight. Sir Enders holds his head high for the first time since you have seen him. The knights have also won the right to woo and escort the lovely ladies of Thymeleigh Manor: Sir Glancelot with Vannella, Sir Loyneberger with Lady Firiuna, and Sir Enders with Lady Lylova. Your "squire" is in tow. <>> greet knights "What ho! There you are again, sir knight. It will ever give us pleasure to see you in health." <>> tell knights about witch "Can it be so?" they say. "Indeed!" <>> ask knights about witch "Ah, but wethinks that you must now know of her an amount equal to or more than that which we do, being as you have spent some time at her quarters." <>> ask knights about azhgaloth "Not yet have our travels led us to Azhgaloth, sirrah, for we have had business elsewheres. But of a truth 'tis reputed to be a most exotic country, and we shall be there ere our quest is done." <>> ask knights about azh bansilkris The knights' answer is roughly: "It is to be feared, sirrah, that what we might have to say upon that matter will be of no use to you." <>> ask knights about queen More or less, they say: "In seeking to answer that question, sirrah, we misdoubt the probability of our rendering you any material aid." <>> * && I was hoping the noble knights might introduce me. Comment recorded. <>> travel to azh bansilkris Once departing the lands belonging to Thymeleigh Manor, you travel southwest over many rugged and forested hills... (There was another overnight camp...) <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The boy tags along. <>> ct Descending from the upland, you go over and down many more rugged forested hills, eventually issuing forth near Kinterole hamlet... <> A construction site near Kinterole hamlet <> The road branches in a number of directions here in a pleasant little dell, just on the eastern edge of a tiny hamlet called Kinterole. Lying northeast of you, a large and stately house is being reared up. A horse track leads north, and the way east leads to terrain growing more rugged and thickly forested. Just west is the hamlet, past which the road also leads to the northwest. The young sprig of royalty is here. <>> g <> Entrance to the grounds of Forthlong Hall <> The road northeast to Darchingcrast converges here with the road you're on, which runs northwest to southeast. The lane leading to Forthlong Hall branches off from this road to the south, crossing a stream by means of a small bridge. The lad is following you as ever. <>> g Traveling northwest, you pass by the Chelderfaulk Road and come to the ferry landing... <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Near by your side sticks your companion. <>> g Once again you and the prince make a westward crossing over the river on the ferry, he supplying the horsepower. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The king's son is here, sack in tow. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a modest-sized building project underway at Baultshiffle Castle. The Dwindeldornian prince is present as ever, sack in tow. <>> g <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The Prince of Dwindeldorn is sticking nearby. <>> g Leaving southwest, you traverse the sharp-hilled region called "the Rumpled Napkins", and come presently to Brinekettle village... (Another night passed...) <> Brinekettle village <> You're in the common green of Brinekettle village. The village is rather a quiet one in the absence of the seasonal gala, and even the music stage lies dormant. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Your squire comes along. <>> g <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. Your companion, the boy, is here with you. <>> g Traveling southwest, you soon cross the river Rushindith, and leave the realm of Dwindeldorn behind. The high road leads you into the fantastical landscapes of Azhgaloth... Every journey down the Azhgaloth Road involves stopping for the night... <> The gates of Azh Bansilkris <> You have ventured from Dwindeldorn into Azhgaloth, land of of the llama- lords, and stand near the gates of Azh Bansilkris, the royal city. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step-shouldered towers of shale, whose flats and slopes are clothed with sage-green grass, red ferns and fuchsia-colored trees, rise everywhere so thick as to convert the whole land into a network of lush gorges or narrow walled valleys between them. Azh Bansilkris lies at the bottom (and begins to climb the sides) of that gorge in which you find yourself, quite filling up the width of it, and the gates are southwest of you. A rushing river, sunk in a crevice of the valley floor, emanates from the city wall and follows the valley northeast toward Dwindeldorn. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Your young pal is journeying with you through Azhgaloth. <>> sw The guards perform a routine check, and you pass through the gates. <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. The gate is steadily manned by the guards that cleared you to enter the city. The Dwindeldornian heir is near at hand. The youth waves and smiles to someone going by. <>> w <> In the city of Azh Bansilkris, northwest quarter <> This locale in the northwest quarter of Azh Bansilkris is a fair scene to behold, and also the site of a very busy populace. Where you stand is just on the western bank of the beautiful Arduvlekh river, which flows north all the way through the confines of the city. On this side of the river and south of the street, a space the size of a small cropfield is left unbuilt, being filled with inviting sage-green grass, splendid trees, and a large water hole, which empties into the river from a mineral-rich hot spring. Further west and southwest beyond the treetops, you can see more rooftops which line streets that begin rising up the footslopes of the deep gorge; beyond them, higher up still and set apart on a magnificent natural terrace in the side of the gorge, is the royal palace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge near which you stand, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Queen Risht-alura is here with her usual crowd today as well, dividing her time between the hot spring, entertainments upon the green, and minglings along the palace street. The king-to-be moves through the city with you. <>> marry queen This is one of those times where we may not have covered the verb you're trying to use... <>> propose to queen You may be trying to use a verb that we weren't instructed how to handle... <>> push quisborne You have plenty of ways to make the prince's life difficult without being a hooligan about it. <>> drown quisborne You decide that the next logical thing to do should be to drown a person. Prince Quisborne looks like a good choice. You bodily force Prince Quisborne into the hot spring pool and give him a good drowning. You are now a murderer and a psychopath. *** You are eventually hunted down by the sheriff and executed for your crimes *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “drown quisborne”. <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Queen Risht-alura is publicly disporting herself and attracting a large crowd in the general area of the palace street and the grassy green. The lad sojourns with you in the city of Azh Bansilkris. <>> * && I half-hoped the Queen herself would stop me and notice Quis's youthful muscular physique... Comment recorded. <>> x grass The grassy green is a pleasant public outdoor area, featuring many fine trees, and a hot-spring-fed water hole in its midst. It is bounded on the north by the street Aksh Ijavesht, on the east by the river channel, and on the west by quickly rising ground. At some distance to the south the city sprawl recommences. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. <>> w None of the buildings in that direction are meant for public entry. Risht-alura seems to be surveying her surroundings for new candidate husbands. <>> x picnics "Picnics" could either be something as yet unknown to you or else a phrasing unknown to us. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> * && still in Bansilkris... The Queen is looking for suitors/husbands, but I cannot get her attention. The bad guys are in their hide-out with the gunpowder, but I can't lure them out. I don't really know where to begin... Comment recorded. <>> * && Let's try... Comment recorded. <>> REMEMBER You return from your thoughts. <>> * && Hmmm... The Phantom Granddaddy said that the Ancients of Enj Traheen knew the path to the Mystic Vale. I was so focused on the Spittoons' quest that I forgot Quis's had some business there too. Comment recorded. <>> travel to temple <> In the city of Azh Bansilkris, southwest quarter <> Here the main streets make a bend from north to east and vice versa; ways going any further south or west are narrower lanes which seem to lead toward private homes of respectable folk. The Aksh Ramivar also ends (or starts) here, going away to the northeast. Sitting caddy-corner along the southwest corner of the bend is a one-story shop. On the wall beside the open door is a sign reading "Thelgrimane's Dwindeldornian Earthenwayre." The boy doesn't stray too far in this foreign city. Doors along the street open and close at scattered intervals. <>> ct <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. Prince Quiz moves through the city with you. <>> g <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The king's son is near at hand. <>> g The guards perform a routine check, and you pass through the gates. <> The gates of Azh Bansilkris <> You have exited the gates of Azh Bansilkris. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step- shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Prince Q has passed through the gates with you. <>> g You make the long return journey to Dwindeldorn, eventually crossing the river Rushindith... (Another night passed...) <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. Near by your side is the incumbent to the throne. <>> g <> Entering a wild country <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. Your companion is hanging around. <>> g Leaving your airy and elevated position, you strike down towards the Telkmaharn Rainforest.. <> East edge of the rainforest <> You are standing at the edge of the Telkmaharn Rainforest, where the otherwise thick vegetation is thinned and scattered as it makes its end at the Wolds. The Wolds rise east and south of here; otherwise the rainforest begins to grow denser in every direction. The princeling is following you wherever you go. <>> g <> Surrounded by rainforest, marked 11 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Traveling any which way looks as plausible as another. 11 reddish patches show on one of the trees here. The Prince of Dwindeldorn is present and accounted for. <>> g <> Surrounded by rainforest, marked 2 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Proceeding one direction is probably about as reasonable as any other. 2 reddish patches show on one of the trees here. Your companion, Prince Quiz, is here with you. <>> g <> Surrounded by rainforest, marked 21 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Going one direction looks just as good as any other. 21 reddish patches show on one of the trees here. PQ is here. <>> g You cease traveling to get some sleep for the night, sheltered as best as you can manage; in the morning you get right back on your way. <> At the base of a giant landform of rock <> You have found your way back to the base of the giant landform of rock, which stands to the north. In spite of its size, the height and thickness of the rainforest render it invisible until you are nearly upon it. Otherwise the rainforest is in full bloom around you, and any other direction looks as plausible as another for trekking through. A small fissure appears in the earth here, virtually concealed by plants. It issues out from underneath the rock, and tapers down to nothing another thirty yards away. Prince Q is sticking nearby. <>> g You're at your intended destination. Your protegé gets in some pull-ups. A little bit of rain fights its way through the forest foliage and mists you. <>> d You spring down into the fissure, and follow it through the crack running underneath the huge rock... <> The lost temple of Enj Trahen <> An awe-inspring sight fills your view: you are within the bowels of a massive mound of rock, but the rock has been trenched out all the way to this depth from its very surface by the work of human hands. The belly of the rock has been carved and cut into the form a gigantic, monolithic temple – the lost temple of Enj Trahen. You stand between the temple's entrance to the north, and a small cleft in the rock to the south, which leads back out to the jungle. In the south surface of the shaft, opposite the temple entrance, a tunnel- like fissure leads back into the rock. The Dwindeldornian heir tags along. <>> n <> Temple hall (near end) <> You are in the vast sanctuary of an ancient, forsaken edifice. The varicolored flagstones of the floor are fitted together in all manner of curious and irregular shapes, and columns rise up all around you to a ceiling somewhere lost in gloom. All furnishings have disappeared, though a tall pedestal is in the far north end of the hall. The huge doorway to the exterior, providing the only natural light, is south. Quiz comes along. The temple is absolutely hushed. <>> save Saved. <>> x flagstones The flagstones that make up the floor are a work of art of their own, as is virtually every feature about this ancient place. Smaller irregular shapes fit together to make larger irregular shapes, and the whole suggests the feeling that there were some method or meaning to the pattern; but if there is, you can't ascertain anything about it as you gaze about. <>> * && I might see the pattern better from up high.n Comment recorded. <>> n <> Temple hall (far end) <> The temple hall is so vast above and around you that the view feels little different at one end from the other. Here at the far end stands one of the only remaining features of the temple besides the structure itself: a thick, sculpted, freestanding pillar of stone, widening into a small platform at its top. Otherwise, the floor at this end is laid in concentric rings around the pillar, with the whitest marbles at the pillar's base, and the stones growing darker in shade as the rings get farther away from it. Worked into the carvings of the stone pillar are some legends, written in an antiquated script. Near by your side sticks Prince Quisborne. <>> u Leaning in to the center, you wind your way up around the pillar... <> On top of the stone pedestal <> You're standing on the top of a sixteen-foot-tall pedestal in the Temple of Enj Trahen, with open space all around you. The pillar, like the temple itself, is carved out of the live rock, and has no joints or seams or separate pieces. A cavity in the center of it has been uncovered. You see the rectangular slab here. The royal youth is sharing the limited space with you atop the pillar. <>> x pattern With a little bit of elevation, you try to survey the patterns in the flagstone floor to the south. You wonder if the end nearest you is meant to form a huge, stylized version of the letter 'N' crammed against an 'E', but you can't be sure. The incumbent to the throne tries to show the proper contemplativeness. <>> d <> Temple hall (far end) <> The temple hall is so vast above and around you that the view feels little different at one end from the other. Here at the far end stands one of the only remaining features of the temple besides the structure itself: a thick, sculpted, freestanding pillar of stone, widening into a small platform at its top. Otherwise, the floor at this end is laid in concentric rings around the pillar, with the whitest marbles at the pillar's base, and the stones growing darker in shade as the rings get farther away from it. Worked into the carvings of the stone pillar are some legends, written in an antiquated script. The heir to the throne of Dwindeldorn is following you as always. <>> s <> Temple hall (near end) <> You are in the vast sanctuary of an ancient, forsaken edifice, whose builders and worshippers are lost from the knowledge of all living races. Notwithstanding its long decay, you feel moved by the sublime grandeur of the place, on account of not only its size and beauty, but also the unfathomable volume of labor that must have been involved in order to construct every detail. The varicolored flagstones of the floor are fitted together in all manner of curious and irregular shapes, and columns rise up all around you to a ceiling somewhere lost in gloom. Any furnishings that may have once been here have long since disappeared, though a tall pedestal is in the far north end of the hall. The huge doorway to the exterior, providing the only natural light, is south. The incumbent to the throne tags along. <>> u Again you utilize the deeply-profiled carvings on one of the columns, and climb up to a height... Prince Quisborne remains behind with the gear sack. <> Up a column <> You're clinging comfortably to the carved details of one of the columns, high aloft in the great hall of the temple. Below you is a sea of flagstones, faintly illuminated by the light from the entrance; above you the column continues to ascend into a vast darkness. It doesn't appear as though you have anywhere to go but back down. <>> x pattern You survey the floor again from your new vantage point, and now the obscure combinations of shapes take on a new appearance. You see something like this: *** Your score has just gone up by five points *** <>> * && I see N E W N E S S Comment recorded. <>> x flagstones You survey the floor again from your new vantage point, and now the obscure combinations of shapes take on a new appearance. You see something like this: <>> ask quisborne about pattern Whatever you have to do with the prince can wait till you get down from the column. <>> d <> Temple hall (near end) <> You are in the vast sanctuary of an ancient, forsaken edifice. The varicolored flagstones of the floor are fitted together in all manner of curious and irregular shapes, and columns rise up all around you to a ceiling somewhere lost in gloom. All furnishings have disappeared, though a tall pedestal is in the far north end of the hall. The huge doorway to the exterior, providing the only natural light, is south. Your protegé tags along, sack in tow. The boy peeks inside the leafy package of the honeycomb, just to make sure all is well. There is not a sound beyond what you and Quisborne produce. <>> ask quisborne about pattern You ask Prince Quisborne some questions, and he gives you some answers. <>> ask quisborne about flaggstones What you're trying to ask about is either something you don't know about yet, or else it's not a part of your adventure. <>> ask quisborne about flagstones You get the prince's take on the flagstones. <>> clear slate You wipe all of the chalk off of the slate. <>> copy pattern on slate You take your chalk and sketch a picture of some flagstones on the slate. <>> x slate This is a piece of raw rock – slate, to be specific – but, being slate, it has naturally cloven into a very smooth thin layer. It's roughly a quadrilateral the size of a book. Drawn in chalk on the slate is a picture of some flagstones. The lad seems to be put into a state of reverence by the grandeur of the ancient temple. <>> * && I thought Valkyrian might draw a simplified picture of the flagstone pattern. Comment recorded. <>> save Saved. & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Temple hall (near end) <> You are in the vast sanctuary of an ancient, forsaken edifice. The varicolored flagstones of the floor are fitted together in all manner of curious and irregular shapes, and columns rise up all around you to a ceiling somewhere lost in gloom. All furnishings have disappeared, though a tall pedestal is in the far north end of the hall. The huge doorway to the exterior, providing the only natural light, is south. Your companion, the boy, is here with you. <>> * && I found the directions to get through the Night Lands. I want the gunpowder to blow up the dam. I need the Queen's guard to chase away the bad guys. I can't get the Queen's attention directly. I want to try blowing a trumpet from the trumpet tower. Comment recorded. <>> * && The crowd is in my way. I want them to clear the road. A skunk might come in handy? Comment recorded. <>> * && I'll just go look at the Spring Pool location again and focus my attention on the road to the trumpet tower. Maybe I'll get a clue to the crowds' weakness... Comment recorded. <>> travel to azh bansilkris <> The lost temple of Enj Trahen <> An awe-inspring sight fills your view: you are within the bowels of a massive mound of rock, but the rock has been trenched out all the way to this depth from its very surface by the work of human hands. The belly of the rock has been carved and cut into the form a gigantic, monolithic temple – the lost temple of Enj Trahen. Probably three hundred feet above you the rock reaches its height, and gives way to a narrow strip of leaf-fretted sky; the temple rises this whole height and fills up nearly the whole footprint of the shaft that has been cut out, leaving only eight to ten yards of open space between it and the uncut rock of the landform. You stand between the temple's entrance to the north, and a small cleft in the rock to the south, which leads back out to the jungle. In the south surface of the shaft, opposite the temple entrance, a tunnel- like fissure leads back into the rock. Your sidekick is sticking nearby. <>> ct <> At the base of a giant landform of rock <> You're back out in the jungle at the base of the rock, which stands to the north. In spite of its size, the height and thickness of the rainforest render it invisible until you are nearly upon it. Otherwise the rainforest is in full bloom around you, and any other direction looks as plausible as another for trekking through. A small fissure appears in the earth here, virtually concealed by plants. It issues out from underneath the rock, and tapers down to nothing another thirty yards away. Prince Q is present and accounted for. <>> g <> Surrounded by rainforest, marked 18 <> You've moved from one spot to another one somewhere else in this vast sea of green. Going one way is probably just as reasonable as another. 18 reddish patches show on one of the trees here. Your sidekick is here, carrying the sack. <>> g <> Surrounded by rainforest, marked 17 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding any which way looks about as plausible as the next. 17 reddish patches show on one of the trees here. Dwindeldorn's future king is hanging around. <>> g <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The Prince of Dwindeldorn is present as ever, bearing the sack. The rainforest seems to hint as though it is secreting something... wonders, or horrors. <>> g You cross the Wolds of the Western Marches in a southeasterly direction. In due course, you reach their southern limit and come to a high road near the southwestern border of the realm of Dwindeldorn... <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. Quiz is following you wherever you go. <>> g Traveling southwest, you soon cross the river Rushindith, and leave the realm of Dwindeldorn behind. The high road leads you into the fantastical landscapes of Azhgaloth... Every journey down the Azhgaloth Road involves stopping for the night... <> The gates of Azh Bansilkris <> You have ventured from Dwindeldorn into Azhgaloth, land of of the llama- lords, and stand near the gates of Azh Bansilkris, the royal city. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step-shouldered towers of shale, whose flats and slopes are clothed with sage-green grass, red ferns and fuchsia-colored trees, rise everywhere so thick as to convert the whole land into a network of lush gorges or narrow walled valleys between them. Azh Bansilkris lies at the bottom (and begins to climb the sides) of that gorge in which you find yourself, quite filling up the width of it, and the gates are southwest of you. A rushing river, sunk in a crevice of the valley floor, emanates from the city wall and follows the valley northeast toward Dwindeldorn. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Your ostensible squire is journeying with you through Azhgaloth. <>> g You're at your intended destination. The king-to-be lies on the grass for a few moments. <>> sw The guards perform a routine check, and you pass through the gates. <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. The gate is steadily manned by the guards that cleared you to enter the city. Your young pal moves through the city with you. <>> w <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Queen Risht-alura is here with her usual crowd today as well, dividing her time between the hot spring, entertainments upon the green, and minglings along the palace street. The prince is near at hand. "She looks like she could use being brought down a peg, eh, sir?" whispers the prince. "She wouldn't be the worse off for a little pop in the backside." He sniffs his disapproval. <>> x green The grassy green is a pleasant public outdoor area, featuring many fine trees, and a hot-spring-fed water hole in its midst. It is bounded on the north by the street Aksh Ijavesht, on the east by the river channel, and on the west by quickly rising ground. At some distance to the south the city sprawl recommences. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. <>> x street The major thoroughfares of the city are paved with stone. Here the Aksh Edzirgamin runs south and the Aksh Uljurdjin runs southeast, while the Aksh Ijavesht runs both east and southwest. This last-mentioned is thickly thronged with people admiring their queen. <>> x people Which people do you mean, the guards, Risht-alura's maids, the suitors, Risht-alura's husbands, the crowd of Risht-alura's onlookers, the recreating citizens, or the city folk? < distinguish >> onlookers People of all types and ages are gathered (and this appears to be a regular occurrence) to catch sight of their queen, Risht-alura, as she disports herself in public places. They are thickly scattered through all of the open places in sight; the palace road in particular is so thronged that you probably couldn't elbow your way through. <>> elbow onlookers This is one of those times where we may not have covered the verb you're trying to use... <>> elbow way through onlookers You may be trying to use a verb that we weren't instructed how to handle... <>> x citizens People of all types and ages are gathered to catch sight of their queen, Risht-alura, as she disports herself in public places. They are thickly scattered through all of the open places in sight; the palace road in particular is so thronged that you probably couldn't elbow your way through. Your protegé views the exotic queen with a mixture of fascination and repugnance. <>> * && "Onlookers" and "citizens" are separated in the disambiguation request, but they get the same description. Comment recorded. <>> x recreating citizens People of all descriptions are enjoying the beauty of this green spot in the city. Children climb trees, young people picnic in the grass, older folk walk slowly hand in hand, and all ages take enjoyment from the warm and healthful waters of the hot spring. <>> * && Ah. "Recreating" citizens specifically. Comment recorded. <>> x people Which people do you mean, the guards, Risht-alura's maids, the suitors, Risht-alura's husbands, the crowd of Risht-alura's onlookers, the recreating citizens, or the city folk? < distinguish >> maids The queen goes nowhere without a posse of maidservants to do menial things for her. <>> talk to maids The maids stay close by the queen, and are not really accessible. Cries of "Long live the queen!" emanate from the crowd. <>> seduce maid This is one of those times where we may not have covered the verb you're trying to use... <>> x suitors Given that Queen Risht-alura is always on the market, so to speak, she never lacks for a hovering cloud of lords and nobles, each with secret hopes of securing matrimony with the beautiful queen. The men come from all corners of Azhgaloth; sometimes even from Crindarwald, Blykanfarth or Ezgobatar. Many of those rejected make perennial attempts to regain her favor, unless or until strictly bidden to never approach the queen again except it be for matters of state. <>> * && "maters of state"! That's what I want to do. Comment recorded. <>> approach queen The Queen isn't accessible to you. <>> approach suitor The suitors are typically lords and nobles surrounded by servants and footmen, if not the queen's own guards. You can't just walk up to them, and that's probably not a great loss. <>> x folk The array of Azhgalothians in view is constantly changing, but as with anywhere else, the people are made up of young and old, short and tall, elegant and shabby. They are predominantly of an olive complexion, with dark brown hair. Most of their clothing is llama's-wool-based, frequently featuring diamond patterns and dark greens with gold. <>> x husbands It is the custom of Azhgaloth's queen to have a multiplicity of husbands. In Queen Risht-alura's case, their number usually ranges between fifteen and twenty-five, this number undergoing some regular fluctuations, given that many of them are wealthy old men who expire and leave her all their goods, while many a younger and more vigorous husband meets an untimely end in the course of trying to prove himself to the queen a more valorous husband than the next. Usually only one or maybe two might be favored to take a turn escorting Queen Risht-alura on a given day; the rest may remain at the palace or pursue their own ends as they please. For a man who only requires ease and prestige, and not devoted love, it's not a bad arrangement. Risht-alura seems to be surveying her surroundings for new candidate husbands. <>> n None of the buildings in that direction are meant for public entry. <>> x road The major thoroughfares of the city are paved with stone. Here the Aksh Edzirgamin runs south and the Aksh Uljurdjin runs southeast, while the Aksh Ijavesht runs both east and southwest. This last-mentioned is thickly thronged with people admiring their queen. PQ shakes his head at Risht-alura's impropriety. <>> x aksh ijavesht The major thoroughfares of the city are paved with stone. Here the Aksh Edzirgamin runs south and the Aksh Uljurdjin runs southeast, while the Aksh Ijavesht runs both east and southwest. This last-mentioned is thickly thronged with people admiring their queen. Risht-alura is flaunting her jewelry and fine clothes. <>> show clay bowl to queen There are lots of official and/or armed people between you and the queen. <>> x tower The trumpet tower is the tower where the trumpeter plays a trumpet to notify the whole city, by musical signals, of warnings or important events. Queen Risht-alura dispenses some peevish words towards an unfavored bidder for her hand. <>> x rising ground "Rising" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x ground The ground does not possess any outstanding features. Dwindeldorn's future king tries to move further up the street, but is stopped by the crowd. <>> s <> In the city of Azh Bansilkris, southwest quarter <> Here the main streets make a bend from north to east and vice versa; ways going any further south or west are narrower lanes which seem to lead toward private homes of respectable folk. The Aksh Ramivar also ends (or starts) here, going away to the northeast. Sitting caddy-corner along the southwest corner of the bend is a one-story shop. On the wall beside the open door is a sign reading "Thelgrimane's Dwindeldornian Earthenwayre." The boy doesn't stray too far in this foreign city. Quiz shifts the sack around. <>> sw <> Potter's shop <> In the potter's shop, a large work table is against the northwest wall, a kiln is built into the back wall, and the front wall is primarily taken up with window space and racks of finished wares displayed for sale. The southeast wall and any remaining wall space is mostly taken up with racks and shelves of various things for the potter's use: tools, large blocks of raw clay, formed vessels that are waiting for glazing, and the like. There is also a door in the back wall, and the entry door to the northeast. The potter is seated at his wheel in the center of the room. The king's son is to be found here in the potter's shop. "Welcome back, fellows!" booms Thelgrimane. <>> ask potter about queen It doesn't seem as though your adventure will be furthered by asking that question. <>> * && I expected that a fellow Dwindeldornian would be a natural ally who could explain a bit more of the habits of this City, especially how we could somehow interrupt the Queen's parade, or direct it elsewhere perhaps. Comment recorded. <>> ne <> In the city of Azh Bansilkris, southwest quarter <> Here the main streets make a bend from north to east and vice versa; ways going any further south or west are narrower lanes which seem to lead toward private homes of respectable folk. The Aksh Ramivar also ends (or starts) here, going away to the northeast. Sitting caddy-corner along the southwest corner of the bend is a one-story shop. On the wall beside the open door is a sign reading "Thelgrimane's Dwindeldornian Earthenwayre." The future king of Dwindeldorn moves through the city with you. <>> ne <> In the city of Azh Bansilkris, central square <> There is a large public open space at the center of the city, filled with small tents and kiosks, and surrounded by many prominent-looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. The Dwindeldornian heir doesn't stray too far in this foreign city. <>> n Given that you are not an important Azhgalothian figure discussing important Azhgalothian matters, you don't really have much business in the counsel-house. <> In the city of Azh Bansilkris, central square <> There is a large public open space at the center of the city, filled with small tents and kiosks, and surrounded by many prominent-looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. Your sidekick sojourns with you in the city of Azh Bansilkris. <>> w The firefighting station seems to be a dead end as far as exploration, discovery and adventure are concerned. The royal youth checks out the statue. <>> * && Firefighting eh... Comment recorded. <>> light llamas Valkyrian of Vatterdelm would never entertain the thought of doing such a thing. <>> x canal Behind and somewhat off to the side of the firefighting station, you can see a canal spur coming from the west which ends there. It makes sense for the station to be centrally located in a city built of wood, so the canal brings a constant supply of water to it here, where tank-bearing wagons can be quickly filled. <>> enter canal You can't really get to the canal: there are fences and other buildings separating it from the plaza. You'd look like a suspicious character if you try to climb over and go back there. <>> nw <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Queen Risht-alura is publicly disporting herself and attracting a large crowd in the general area of the palace street and the grassy green. Quisborne is near at hand. Risht-alura seems to be surveying her surroundings for new candidate husbands. <>> x canal You don't see any canal in view. <>> go under bridge We're here to weed out some of your less purposeful suggestions. <>> look under bridge The trusswork of the bridge consists of a steeper arc bottommost, with criss- crossing bracing filling between that and the shallower arc of the bridge's walking surface. Also below the bridge is a fierce and mighty river. <>> swim It is clearly folly to attempt that. <>> se <> In the city of Azh Bansilkris, central square <> There is a large public open space at the center of the city, filled with small tents and kiosks, and surrounded by many prominent-looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. Your ostensible squire doesn't stray too far in this foreign city. Your squire drums on the pumpkin with his hands. <>> x fire station A large building to the west of the plaza, less on architecture and more on utility, serves as a communal firefighting station for the city of Azh Bansilkris. <>> shout fire You may be trying to use a verb that we weren't instructed how to handle... <>> save Saved. <>> * && I'm looking for ways to either circumvent the road (via the canal or river, straight over the green,...) or clear the Spring Park altogether (by alerting the fire brigade, releasing a skunk,...) Comment recorded. <>> * && Either you wanted a very detailed picture of a big city and you just *happened* to pick a detail like a fire station, or the fire station is here for a reason... Comment recorded. <>> burn fire station There's a pretty good chance you'll never have a good reason to start a fire in the city of Azh Bansilkris. <>> * && Nowhere in Bansilkris. Justy outside the gates then? Comment recorded. <>> ne <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. Wood, in that that is what nearly every building is made of, in an aesthetic and peculiarly Azhgalothian style, and llamas, in that those animals are the backbone of typical Azhgalothian livelihood, being used for a wide variety of purposes including riding and drawing carriages. Besides running out the gate to the northeast, major thoroughfares run west, southwest and south (Aksh Ijavesht, Aksh Ramivar, and Aksh Agushtan), lined with a swordmaker's shop and other buildings of different shapes and heights. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The Prince of Dwindeldorn is near at hand. The future king of Dwindeldorn is interested by the exotic look of the city. <>> ask guards for uniform What you're trying to ask for is either something you don't know about yet, or else it's not a part of your adventure. Some incoming travelers are looked over by the guards at the gate before being admitted to the city. <>> talk toguards This is one of those times where we may not have covered the verb you're trying to use... <>> talk to guards The guards comport themselves like solemn statues when not inspecting passers-through, and do not prove to be promising targets of conversation. <>> ne The guards perform a routine check, and you pass through the gates. <> The gates of Azh Bansilkris <> You have exited the gates of Azh Bansilkris. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step- shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Prince Q has passed through the gates with you. <>> x trees The landscape of Azhgaloth is comprised of landforms that might possibly be classified as mountains, but certainly not the lofty pyramidal or conical peaks that one typically associates with the word. The highest of them might rise three thousand feet above the valley floors, but they come in all shapes and sizes, rising steeply and clustered close together. They make fingers, tables, gargantuan stalagmites, and natural ziggurats. The rock of which they are formed is very dark, blackish and brown, and heavily layered so that they have the appearance of massive, unevenly stacked papers of different sizes. The many steps, shelves, and tables thus formed are lushly vegetated with sage- colored grass, many reddish ferns, and more than one variety of broadleaf tree, whose leaves are a bright fuchsia color from the bud until they fall for the winter. Furthermore, the wildly convoluted earth of Azhgaloth harbors caves in which lurk winged dragons as yet unslain. Such is the country for a great distance to the west and the south, till Azhgaloth gives way to the Plains of Ezgobatar. Prince Quisborne gets a practice sprint in. <>> light trees The verdant shale mountains are all around you, but you're not actually on them. <>> <> The gates of Azh Bansilkris <> You have exited the gates of Azh Bansilkris. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step- shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Near by your side sticks the boy. The young figurehead makes a blade of grass screech between his thumbs. <>> light sheep You don't see any sheep in view. <>> light llamas You're speaking of something that makes up part of your surroundings, but does not otherwise require your attention. At some distance you can see llamas cavorting high on the stepped sides of the valley wall. <>> sw The guards perform a routine check, and you pass through the gates. <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. The gate is steadily manned by the guards that cleared you to enter the city. PQ moves through the city with you. Dwindeldorn's future king takes in the sights around him. <>> enter swordmaker Nothing comes of going into the swordmaker's. <>> sw <> In the city of Azh Bansilkris, central square <> This location is at the center of Azh Bansilkris, and features what you would be tempted to call a "square", only it's not square, or even rectangular. Nonetheless there is a large public open space shaped sort of like a jagged crescent, filled with small tents and kiosks, and surrounded by many prominent- looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. Your protegé is near at hand. The young figurehead fans himself. The vending tents and kiosks are all a-bustle. <>> ne <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The youth moves through the city with you. <>> ne The guards perform a routine check, and you pass through the gates. <> The gates of Azh Bansilkris <> You have exited the gates of Azh Bansilkris. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step- shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The Prince of Dwindeldorn has passed through the gates with you. <>> ne You make the long return journey to Dwindeldorn, eventually crossing the river Rushindith... The travel involved stopping for the night, and starting again in the morning. <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn, and the unobtrusive road winds in harmony with the contours of the land. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the strange and sometime unfriendly kingdom of Azhgaloth. With just a bit more elevation, you would be able to look east or southeast and see the Firth of Cairnash, a large northward-reaching arm of the Great Skalfyrth Water, which cuts off the lands of Dwindeldorn and Azhgaloth from meeting each other anywhere except at their extreme corners. South and southwestward where the road leads, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of the country of Azhgaloth. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. Your companion, Dwindeldorn's future king, is here with you. The royal youth is "watering" a tree. <>> burn tree We don't need to make experiments upon the combustibility of the trees. <>> s It's not to say that you've never traveled off of the beaten path before, but you may as well just follow the obvious travel routes here. Northeast, northwest, or southwest will keep you on established routes. Your young pal pops the trees with a shot from the dartgun, retrieving the dart afterward. <>> sw Traveling southwest, you soon cross the river Rushindith, and leave the realm of Dwindeldorn behind. The high road leads you into the fantastical landscapes of Azhgaloth... You and the prince find an uninhabited stretch to camp for the night in, and resume your travels in the morning... <> The gates of Azh Bansilkris <> You have ventured from Dwindeldorn into Azhgaloth, land of of the llama- lords, and stand near the gates of Azh Bansilkris, the royal city. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step-shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Your protegé is journeying with you through Azhgaloth. <>> sw The guards perform a routine check, and you pass through the gates. <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. The gate is steadily manned by the guards that cleared you to enter the city. Your companion doesn't stray too far in this foreign city. The future king of Dwindeldorn is interested by the exotic look of the city. A llama rider trots by. <>> s <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. Quiz is near at hand. <>> e The buildings in that direction are private and not for you to waltz into. The king's son toots around with the whistle. <>> se The southeastern street traverses some seedy neighborhoods and then curves back around to the west... <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. The boy doesn't stray too far in this foreign city. Cats are howling from behind a building somewhere. <>> e The eastern street traverses some seedy neighborhoods, and then curves back around to the northwest... <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. The prince moves through the city with you. <>> e The buildings in that direction are private and not for you to waltz into. <>> se The southeastern street traverses some seedy neighborhoods and then curves back around to the west... <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. The king's son doesn't stray too far in this foreign city. Prince Q looks up and down the street. <>> * && There's a rusty tub underneath the porch here. I have no idea what else I could do with or say about it. Comment recorded. <>> enter yard (first opening the iron gate) You grunt the hinge side of the gate off its pins and push it inward just enough to squeeze by. You make sure to close the gate after you. <> In an unused tanning yard <> A good deal of the yard behind the tannery is made up of many square pits, only about three or four feet deep, six to eight feet on a side. There is also a capstan in the yard, where llamas would have been hitched to turn the bark mill, and a great mound of unground bark near by it. Tall stone walls surround the yard except on the back side, where the narrow but deep Arduvlekh River flows through the city. More unkempt houses crowd the view on the other side of the river. The iron gate back to the street is northeast, around the building. The back side of the tannery, to the east, is rather nondescript. It consists of a large set of bifolding barn doors near the northern end, and a plain walk-door near the center, in addition to a large tableau of vertical plank siding. There is a knothole in the plank wall, off to the side of the walk-door. The Dwindeldornian prince is near at hand. <>> get leaves Suddenly you recall you were not commissioned to spend the rest of your life picking up piles of dead leaves. <>> * && My leaf-taking abilities have been forever turned off. Comment recorded. <>> i Between you and your human pack mule, you're in possession of the secret pocket (which contains the magic bean and the needle), the burlap sack, the pumpkin, the basket, the fishing pole, the brass javelin, the broken mattock, the axe, a roll of privy paper, the ball, the knife, the sedative, the bamboo whistle, the sledgehammer head, the handkerchief, the piece of chalk, an iron bar, the honeycomb, the clay bowl, a slate, your ember box, the book of utterances, the artifact case, the glove, the llama's wool, and the dart. The basket contains some sawdust, a block of ice, a bunch of carrots, and a bass. The bowl is filled with a quantity of dirty water. Floating on the surface of the bowl of water is the cork. <>> * && No leaves in my inventory, so it's not that. Comment recorded. <>> l <> In an unused tanning yard <> There is a spacious yard behind the tannery building, where tanning-related work and processes previously took place. A good deal of the yard is made up of many square pits, only about three or four feet deep, six to eight feet on a side, and separated from each other by about a foot of stone. There is also a capstan in the yard, where llamas would have been hitched to turn the bark mill, and a great mound of unground bark near by it. Tall stone walls surround the yard except on the back side, where the narrow but deep Arduvlekh River flows through this part of the city in its recessed bed. More structures similar to those on the street of the tannery crowd the view on the other side of the river. The iron gate back to the street is northeast, around the building. The back side of the tannery, to the east, is rather nondescript. It consists of a large set of bifolding barn doors near the northern end, and a plain walk-door near the center, in addition to a large tableau of vertical plank siding. There is a knothole in the plank wall, off to the side of the walk-door. The Prince of Dwindeldorn sojourns with you in the city of Azh Bansilkris. The royal youth checks out one of the many tanning pits. <>> * && I want to burn something so the city is in a state of alarm. That would give me cover to get into the tannery, or it would clear the park and give me access to the trumpet tower. Comment recorded. <>> jump over river Mmmm, you'd come up a little short. And by a little we mean a lot. <>> fierljep over river with javelin You may be trying to use a verb that we weren't instructed how to handle... <>> * && Fierljeppen: traditional Fries (North Dutch) pole vaulting. Not meant to go high, but far ("fier": far, "ljeppen": jump, leap). Developed as a way for Fries people to cross the many ditches and canals in the area without building bridges everywhere. Comment recorded. <>> * && The best fierljeppers leap distances up to and over 20 metres far. Comment recorded. <>> l <> In an unused tanning yard <> A good deal of the yard behind the tannery is made up of many square pits, only about three or four feet deep, six to eight feet on a side. There is also a capstan in the yard, where llamas would have been hitched to turn the bark mill, and a great mound of unground bark near by it. Tall stone walls surround the yard except on the back side, where the narrow but deep Arduvlekh River flows through the city. More unkempt houses crowd the view on the other side of the river. The iron gate back to the street is northeast, around the building. The back side of the tannery, to the east, is rather nondescript. It consists of a large set of bifolding barn doors near the northern end, and a plain walk-door near the center, in addition to a large tableau of vertical plank siding. There is a knothole in the plank wall, off to the side of the walk-door. The young sprig of royalty sojourns with you in the city of Azh Bansilkris. <>> burn hanky You give the cloth article a light. Very soon it burns up. <>> undo Taking back one turn: “burn hanky”. <> In an unused tanning yard <> A good deal of the yard behind the tannery is made up of many square pits, only about three or four feet deep, six to eight feet on a side. There is also a capstan in the yard, where llamas would have been hitched to turn the bark mill, and a great mound of unground bark near by it. Tall stone walls surround the yard except on the back side, where the narrow but deep Arduvlekh River flows through the city. More unkempt houses crowd the view on the other side of the river. The iron gate back to the street is northeast, around the building. The back side of the tannery, to the east, is rather nondescript. It consists of a large set of bifolding barn doors near the northern end, and a plain walk-door near the center, in addition to a large tableau of vertical plank siding. There is a knothole in the plank wall, off to the side of the walk-door. Your sidekick sojourns with you in the city of Azh Bansilkris. <>> x insurgents The band of insurrectionists is made up of men from a number of different walks of life. They seem to share a common loyalty to the bygone Azhgaloth whose pride made her bitter enemies with her neighbor Dwindeldorn. <>> x insurgent Kus-amenjin is in fact a good-looking ruffian, and exhibits some noble traits which make it seem all the more sad that he has taken such a misguided path. <>> x kus-amenjin Kus-amenjin is in fact a good-looking ruffian, and exhibits some noble traits which make it seem all the more sad that he has taken such a misguided path. <>> blow dart at kus-amenjin A. He's on the other side of a knothole. B. You don't want him to know you're here. Prince Quisborne climbs on the bark pile. <>> * && A. A blowpipe is a perfect weapon for exactly these circumstances, i.e. shooting through a small hole. B. Before they know what happened I'd be hidden under the front porch. Comment recorded. <>> * && Wait! No, I wouldn't. HIDE UNDER PORCH isn't implemented... :) Comment recorded. <>> save Saved. <>> out (first opening the iron gate) You grunt the hinge side of the gate off its pins and pull it inward just enough to squeeze by. You make sure to close the gate after you. <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. Your sidekick moves through the city with you. <>> n <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. Your companion doesn't stray too far in this foreign city. <>> nw <> In the city of Azh Bansilkris, central square <> There is a large public open space at the center of the city, filled with small tents and kiosks, and surrounded by many prominent-looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. The young sprig of royalty is near at hand. Llama-drawn buggies rumble down the streets. <>> nw <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Queen Risht-alura is here with her usual crowd today as well, dividing her time between the hot spring, entertainments upon the green, and minglings along the palace street. Your companion moves through the city with you. <>> x hot spring In the middle of the grassy green is a large water hole of dazzling blue. It is fed by a mineral-rich hot spring issuing from the rock just west of it, where the land begins sloping up towards the steeps, and empties in a miniature cascade into the rift below it where the angry Arduvlekh rushes and roars. It is a hugely popular flocking-place for all ages, and many people are swimming, wading, or soaking their feet in its waters. <>> x rock This is a piece of raw rock – slate, to be specific – but, being slate, it has naturally cloven into a very smooth thin layer. It's roughly a quadrilateral the size of a book. Drawn in chalk on the slate is a picture of some flagstones. <>> x cascade In the middle of the grassy green is a large water hole of dazzling blue. It is fed by a mineral-rich hot spring issuing from the rock just west of it, where the land begins sloping up towards the steeps, and empties in a miniature cascade into the rift below it where the angry Arduvlekh rushes and roars. It is a hugely popular flocking-place for all ages, and many people are swimming, wading, or soaking their feet in its waters. <>> u It turns out the sky is not the limit: roughly three feet is, then gravity kicks back in. Cries of "Long live the queen!" emanate from the crowd. <>> w None of the buildings in that direction are meant for public entry. Risht-alura performs a spirited dance for a shrieking crowd. <>> * && Can I go N and approach either the Tannery or the Trumpet Tower from the side? Comment recorded. <>> * && S I meant. Comment recorded. <>> s <> In the city of Azh Bansilkris, southwest quarter <> Here the main streets make a bend from north to east and vice versa; ways going any further south or west are narrower lanes which seem to lead toward private homes of respectable folk. The Aksh Ramivar also ends (or starts) here, going away to the northeast. Sitting caddy-corner along the southwest corner of the bend is a one-story shop. On the wall beside the open door is a sign reading "Thelgrimane's Dwindeldornian Earthenwayre." Your ostensible squire doesn't stray too far in this foreign city. The young sprig of royalty makes an unsuccessful attempt at shadow animals. <>> nw There doesn't seem to be any pressing reason to roam the well-to-do neighborhoods of Azh Bansilkris. <>> se There doesn't seem to be any pressing reason to roam the well-to-do neighborhoods of Azh Bansilkris. <>> n <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Queen Risht-alura is publicly disporting herself and attracting a large crowd in the general area of the palace street and the grassy green. The future king of Dwindeldorn moves through the city with you. <>> throw bass in pool The bass is too large for the quantity of dirty water. The queen dispenses some peevish words towards an unfavored bidder for her hand. <>> * && Um? x spring Comment recorded. <>> x spring In the middle of the grassy green is a large water hole of dazzling blue. It is fed by a mineral-rich hot spring issuing from the rock just west of it, where the land begins sloping up towards the steeps, and empties in a miniature cascade into the rift below it where the angry Arduvlekh rushes and roars. It is a hugely popular flocking-place for all ages, and many people are swimming, wading, or soaking their feet in its waters. Risht-alura is flaunting her jewelry and fine clothes. <>> * && I don't get it. Just a few people soaking their feet. It's not *that* dirty. By the way, it's been on ice for weeks. Dead fish don't get to choose where they're dropped. Comment recorded. <>> dig (with the broken mattock) You don't need to dig up the city of Azh Bansilkris. The young sprig of royalty jockeys for elbow room amongst all the people. <>> dip dart in sedative The dart is already dipped and coated with the sedative! The future king of Dwindeldorn eyes the ostentatious queen like a strange curiosity. <>> play whistle You aren't that skilled, so you don't earn any compliments from the passersby. Risht-alura seems to be surveying her surroundings for new candidate husbands. <>> lift quisborne There seems to be no objective to giving the royal youth a boost here: at least, not one that couldn't be achieved by other means. Risht-alura continues to dance for her adoring people. <>> climb tree You climb up into a tree. <>> z Time passes... <>> z Time passes... Cries of "Long live the queen!" emanate from the crowd. <>> shout long live the queen This is one of those times where we may not have covered the verb you're trying to use... <>> z Time passes... <>> z Time passes... Risht-alura dances with abandon for a multitude of cheering adorers. <>> z Time passes... <>> z Time passes... <>> z Time passes... <>> z Time passes... <>> d Very well, you’re no longer in the treetop. <>> load dart in pipe You don't see any pipe in view. <>> load dart in whistle You reload the bamboo with the dart. The incumbent to the throne gets jostled by the crowd. <>> * && I don't know. Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> * && I swear I haven't looked at the forum since I sent my nudge request. If this works, I still get bragging rights. Comment recorded. <>> climb tree You climb up into a tree. <>> jump in pool Hard to do while it’s being held. Cries of "Long live the queen!" emanate from the crowd. <>> * && And that's complete absurdity... Comment recorded. <>> * && I think the parser's gone off the deep end. Comment recorded. <>> jump You leap out of the tree to the ground, breaking your fall with a tumble. <>> * && I was hoping the splash would send the Queen back to the palace to change her soaked dress. The crowds would disperse and we could approach the palace gates in a more formal and orderly manner. Comment recorded. & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Queen Risht-alura is publicly disporting herself and attracting a large crowd in the general area of the palace street and the grassy green. The lad sojourns with you in the city of Azh Bansilkris. Risht-alura is flaunting her jewelry and fine clothes. <>> * && Did I have the impression the Artifact was loose in the pillar cavity? Um. It was in its ornate case, but I don't think that's what you mean. There were two metal rods balancing the cover-slab so it could be pushed and levered. Comment recorded. <>> * && Other than that, I don't know. I'll go see. Comment recorded. <>> travel to temple <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Quisborne is near at hand. The guards perform a customary inspection of some carriages entering the city. <>> ct The guards perform a routine check, and you pass through the gates. <> The gates of Azh Bansilkris <> You have exited the gates of Azh Bansilkris. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step- shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Your squire has passed through the gates with you. <>> g You make the long return journey to Dwindeldorn, eventually crossing the river Rushindith... (You both camped for the night.) <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. Your "squire" is in tow. <>> g Leaving the Azhgaloth Road, you make a northwestern journey across the Wolds of the Western Marches... <> Entering a wild country <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. The lad is here with you as always. <>> g Leaving your airy and elevated position, you strike down towards the Telkmaharn Rainforest.. <> East edge of the rainforest <> You are standing at the edge of the Telkmaharn Rainforest, where the otherwise thick vegetation is thinned and scattered as it makes its end at the Wolds. The Wolds rise east and south of here; otherwise the rainforest begins to grow denser in every direction. Nearby, the lad is ambling around. <>> g <> Surrounded by rainforest, marked 11 <> Rainforest is all around you. Traveling any which way seems about as plausible as any other. 11 reddish patches show on one of the trees here. Your "squire" is in tow. You can hear a light shower of rain pelting the treetops, but scarcely any of it reaches you on the forest floor. <>> g <> Surrounded by rainforest, marked 2 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding any which way seems as plausible as any other. 2 reddish patches show on one of the trees here. Your ostensible squire is sticking nearby. <>> g <> Surrounded by rainforest, marked 21 <> You've moved from one spot to another one somewhere else in this vast sea of green. Traveling any which way is probably just as plausible as the next. 21 reddish patches show on one of the trees here. The future monarch of Dwindeldorn tags along. It's raining outside, but you are mostly shielded by leaves. <>> g You cease traveling to get some sleep for the night, sheltered as best as you can manage; in the morning you get right back on your way. <> At the base of a giant landform of rock <> You have found your way back to the base of the giant landform of rock, which stands to the north. In spite of its size, the height and thickness of the rainforest render it invisible until you are nearly upon it. Otherwise the rainforest is in full bloom around you, and any other direction looks as plausible as another for trekking through. A small fissure appears in the earth here, virtually concealed by plants. It issues out from underneath the rock, and tapers down to nothing another thirty yards away. Your protegé is here with you as always. <>> g You're at your intended destination. Quiz drops and knocks out some pushups. <>> d You spring down into the fissure, and follow it through the crack running underneath the huge rock... <> The lost temple of Enj Trahen <> An awe-inspring sight fills your view: you are within the bowels of a massive mound of rock, but the rock has been trenched out all the way to this depth from its very surface by the work of human hands. The belly of the rock has been carved and cut into the form a gigantic, monolithic temple – the lost temple of Enj Trahen. You stand between the temple's entrance to the north, and a small cleft in the rock to the south, which leads back out to the jungle. In the south surface of the shaft, opposite the temple entrance, a tunnel- like fissure leads back into the rock. Your companion is here. <>> n <> Temple hall (near end) <> You are in the vast sanctuary of an ancient, forsaken edifice. The varicolored flagstones of the floor are fitted together in all manner of curious and irregular shapes, and columns rise up all around you to a ceiling somewhere lost in gloom. All furnishings have disappeared, though a tall pedestal is in the far north end of the hall. The huge doorway to the exterior, providing the only natural light, is south. The Dwindeldornian heir is present as ever. The heir to the throne of Dwindeldorn waits for your lead. <>> n <> Temple hall (far end) <> The temple hall is so vast above and around you that the view feels little different at one end from the other. Here at the far end stands one of the only remaining features of the temple besides the structure itself: a thick, sculpted, freestanding pillar of stone, widening into a small platform at its top. Otherwise, the floor at this end is laid in concentric rings around the pillar, with the whitest marbles at the pillar's base, and the stones growing darker in shade as the rings get farther away from it. Worked into the carvings of the stone pillar are some legends, written in an antiquated script. Your ostensible squire is following you as always. <>> u Leaning in to the center, you wind your way up around the pillar... <> On top of the stone pedestal <> You're standing on the top of a sixteen-foot-tall pedestal in the Temple of Enj Trahen, with open space all around you. The pillar, like the temple itself, is carved out of the live rock, and has no joints or seams or separate pieces. A cavity in the center of it has been uncovered. You see the rectangular slab here. The Dwindeldornian prince is sharing the limited space with you atop the pillar. The prince is building a tower out of inventory items. <>> x slab It's a slab of the same kind of rock the temple was chiseled from, about three quarters of an inch thick and the size of a large book. <>> get slab You take the rectangular slab. <>> x cavity With the slab removed, you can see into a recessed cavity in the top of the pillar. Two thick metal rods span the opening a little below the top surface, which support the covering slab when it's in place. Nothing is in the cavity. <>> x rods The embedded rods need no attention: they simply support the lid slab to help create the hidden cavity. <>> pull rods The embedded rods need no attention: they simply support the lid slab to help create the hidden cavity. The youth waits for your next move. <>> x slab It's a slab of the same kind of rock the temple was chiseled from, about three quarters of an inch thick and the size of a large book. <>> d The slab is very heavy, and belongs in the temple. You replace it over the cavity before leaving. <> Temple hall (far end) <> The temple hall is so vast above and around you that the view feels little different at one end from the other. Here at the far end stands one of the only remaining features of the temple besides the structure itself: a thick, sculpted, freestanding pillar of stone, widening into a small platform at its top. Otherwise, the floor at this end is laid in concentric rings around the pillar, with the whitest marbles at the pillar's base, and the stones growing darker in shade as the rings get farther away from it. Worked into the carvings of the stone pillar are some legends, written in an antiquated script. Nearby, your young pal is pacing around. <>> x wooden case It is a case, perhaps ten inches long, made of blackwood. All of its edges are rounded over, with scalloped divots evenly spaced along them. Many thin, scrolling lines have been etched into the case and filled with gold. The case has a fine hinge running down the middle of one side. Its two halves are carefully worked with joints all around their perimeters shaped to create an airtight seal when closed. It’s open. Your young pal inspects the carvings on the pillar. <>> put carrots in case You put the bunch of carrots in the artifact case. <>> close case You close the artifact case. <>> * && Is this it? Should I present the Queen with a precious-looking gift? Comment recorded. <>> travel to azh bansilkris <> Temple hall (near end) <> You are in the vast sanctuary of an ancient, forsaken edifice. The varicolored flagstones of the floor are fitted together in all manner of curious and irregular shapes, and columns rise up all around you to a ceiling somewhere lost in gloom. All furnishings have disappeared, though a tall pedestal is in the far north end of the hall. The huge doorway to the exterior, providing the only natural light, is south. The future monarch of Dwindeldorn is following you wherever you go. <>> ct <> The lost temple of Enj Trahen <> An awe-inspring sight fills your view: you are within the bowels of a massive mound of rock, but the rock has been trenched out all the way to this depth from its very surface by the work of human hands. The belly of the rock has been carved and cut into the form a gigantic, monolithic temple – the lost temple of Enj Trahen. You stand between the temple's entrance to the north, and a small cleft in the rock to the south, which leads back out to the jungle. In the south surface of the shaft, opposite the temple entrance, a tunnel- like fissure leads back into the rock. The Dwindeldornian heir is present and accounted for. <>> g <> At the base of a giant landform of rock <> You're back out in the jungle at the base of the rock, which stands to the north. In spite of its size, the height and thickness of the rainforest render it invisible until you are nearly upon it. Otherwise the rainforest is in full bloom around you, and any other direction looks as plausible as another for trekking through. A small fissure appears in the earth here, virtually concealed by plants. It issues out from underneath the rock, and tapers down to nothing another thirty yards away. The Dwindeldornian prince is hanging around. <>> g <> Surrounded by rainforest, marked 18 <> This is a spot somewhere in the rainforest. Everywhere are more trees, flowers and fungi. Proceeding one way seems just as reasonable as the next. 18 reddish patches show on one of the trees here. Quisborne comes along. <>> g <> Surrounded by rainforest, marked 17 <> You've traveled further into the rainforest. Few features help to make this place stand out from where you've been before. Going one direction looks as plausible as any other. 17 reddish patches show on one of the trees here. Your companion, Prince Q, is here with you. A little bit of rain fights its way through the forest foliage and mists you. <>> g <> Wild country west of Dwindeldorn <> Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where spreads the choking green expanse of the Telkmaharn Rainforest. You could try journeying in almost any direction. Near by your side sticks the Prince of Dwindeldorn. <>> g <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. Prince Q is present and accounted for. <>> g Traveling southwest, you soon cross the river Rushindith, and leave the realm of Dwindeldorn behind. The high road leads you into the fantastical landscapes of Azhgaloth... You and the prince find an uninhabited stretch to camp for the night in, and resume your travels in the morning... <> The gates of Azh Bansilkris <> You have ventured from Dwindeldorn into Azhgaloth, land of of the llama- lords, and stand near the gates of Azh Bansilkris, the royal city. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step-shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The prince is journeying with you through Azhgaloth. <>> sw The guards perform a routine check, and you pass through the gates. <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. The gate is steadily manned by the guards that cleared you to enter the city. The Dwindeldornian heir moves through the city with you. The heir to the throne of Dwindeldorn does a set of squats with the gear sack on his shoulders. <>> w <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Queen Risht-alura is here with her usual crowd today as well, dividing her time between the hot spring, entertainments upon the green, and minglings along the palace street. Your companion doesn't stray too far in this foreign city. Cries of "Long live the queen!" emanate from the crowd. <>> show ornate case to queen Even if there weren't such a crowd, you still couldn't approach the queen unless she authorized it. <>> close case The artifact case is already closed. The lad tries to move further up the street, but is stopped by the crowd. <>> throw case at crowd If you wish to get through the crowd, you aren't going to do it by brutal force. <>> show case to crowd The people all around you are too enthused about their queen and the general excitement to pay attention to you. <>> throw case at queen There is absolutely nothing worth achieving that is achieved by throwing things at the Queen of Azhgaloth. <>> put case in spring Many people enjoy these waters. The waters don't need your stuff in them. Your companion eyes the ostentatious queen like a strange curiosity. <>> flirt with queen We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> woo queen You don't have access to Queen Risht-alura. Risht-alura continues to dance for her adoring people. <>> dance with quisborne You can teach Quisborne dances and moves around an evening campfire. That's a better time for things like that. <>> script off <>> climb tree You climb up into a tree. The princeling views the exotic queen with a mixture of fascination and repugnance. <>> * && I want to investigate this a bit. Comment recorded. <>> jump in pool Hard to do while it’s being held. The Queen of Azhgaloth dispenses some peevish words towards an unfavored bidder for her hand. <>> x pool You have there a quantity of water gotten from the foul pool. Floating on its surface is the cork. Risht-alura is flaunting her jewelry and fine clothes. <>> * && Ooh. The parser's not crazy. Just a bit short-sighted perhaps. Comment recorded. <>> jump in spring (first getting out of the treetop) It's pretty inviting, to be sure. But this isn't the time for a recreational plunge. <>> put down clay bowl You drop the clay bowl. <>> jump in pool That doesn't sound like an action that will materially aid you in your quest. Risht-alura seems to be surveying her surroundings for new candidate husbands. <>> get bowl You take the clay bowl. <>> x foul pool You have there a quantity of water gotten from the foul pool. Floating on its surface is the cork. Risht-alura seems to be surveying her surroundings for new candidate husbands. <>> * && Pars pro toto and all, eh? Comment recorded. <>> save Saved. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> * && This ornate Artifact case should be important... Comment recorded. <>> x case It is a case, perhaps ten inches long, made of blackwood. All of its edges are rounded over, with scalloped divots evenly spaced along them. Many thin, scrolling lines have been etched into the case and filled with gold. The case has a fine hinge running down the middle of one side. Its two halves are carefully worked with joints all around their perimeters shaped to create an airtight seal when closed. It’s closed, and contains a bunch of carrots. Queen Risht-alura dispenses some peevish words towards an unfavored bidder for her hand. <>> * && Airtight! I was looking for this to seal the fish inside. I was thinking about a stink-bomb for the Gargontosaur at the time, but it would work just as well for dispersing an unwilling crowd. I have already jokingly thought (and noted in Comment recorded. <>> * && a previous transcript) that a skunk would come in handy! I love the symmetry again: road blocked by immovable foe --> release stench! Comment recorded. <>> travel to sawmill <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The lad is near at hand. <>> ct The guards perform a routine check, and you pass through the gates. <> The gates of Azh Bansilkris <> You have exited the gates of Azh Bansilkris. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step- shouldered towers of shale, whose flats and slopes are clothed with sage-green grass, red ferns and fuchsia-colored trees, rise everywhere so thick as to convert the whole land into a network of lush gorges or narrow walled valleys between them. Azh Bansilkris lies at the bottom (and begins to climb the sides) of that gorge in which you find yourself, quite filling up the width of it, and the gates are southwest of you. A rushing river, sunk in a crevice of the valley floor, emanates from the city wall and follows the valley northeast toward Dwindeldorn. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The future monarch of Dwindeldorn has passed through the gates with you. <>> g You make the long return journey to Dwindeldorn, eventually crossing the river Rushindith... (There was another overnight camp...) <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. PQ tags along. <>> g The road takes you through the settled regions of southwestern Dwindeldorn. The road has its end at Brinekettle village... <> Brinekettle village <> You're in the common green of Brinekettle village. The village is rather a quiet one in the absence of the seasonal gala, and even the music stage lies dormant. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Nearby, your squire is ambling around. <>> g <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. The scene is of grassy hills with splotches of woodland trickling down from their tops, like so much dark green syrup poured over mountains of light green mush. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Your "squire" is in tow. The sun goes behind a cloud, and then reappears. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a small building project underway at Oscalbroyne Castle. Your companion, the royal youth, is here with you. <>> g <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Your ostensible squire comes along. <>> g You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. The Prince of Dwindeldorn is present as ever. <>> g <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. The Prince of Dwindeldorn is following you wherever you go. <>> g ( There was another overnight camp...) <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Linen Girdles are playing the Psychotic Bicuspids. The grandstands groan with the energy of their human cargo. Near by your side is the boy, sack in tow. <>> g <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. The heir to the throne of Dwindeldorn is present as ever, with sack slung over his shoulder. <>> g You descend into the woods towards the river bottom... <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The large timber structure stands to the north, and the ground immediately in front of the building – which once would have been grass, or dirt packed hard by wagon wheels – is now covered by low vegetation which suggests that the place has been deserted for some years, but not for decades. Otherwise, tall trees block your view in all directions, and thorny thickets which also bear beautiful blossoms crowd up against the sides of the building. The side of the building facing you is dominated by a wide rolling door. It's slid wide open now, illuminating the interior of the old building. Somewhere off to the west you can hear the plunging of the Ribbleskinder River as it drops several yards of altitude over a short distance. A track leads back up the knoll to the southeast. You see the dead fish here. The Dwindeldornian prince is here with you as always. The stench of the dead fish is overpowering. <>> open case Opening the artifact case reveals the bunch of carrots. Quisborne does some sprinting. <>> put carrots on ice You won't find that that will turn out to be useful to your situation. The heir to the throne of Dwindeldorn does a few pull-ups on a nearby tree. The stench of the dead fish is overpowering. <>> put dead fish in case (first taking the bunch of carrots from the artifact case) Once you have the fish in the container you quickly shut the lid. The well- made mating joints of the artifact case lock the foul smell in completely. <>> put carrots in basket You put the bunch of carrots in the basket. <>> * && "on ice" should really work. Comment recorded. <>> * && I don't really know where this dead fish came from. Could I make my own by laying a freshly caught salmon or bass in a sunny spot for an in-game day or two? Comment recorded. <>> travel to azh bansilkris The track takes you up out of the woods back to the top of a knoll... <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. The future king of Dwindeldorn is hanging around. A jumping grasshopper makes a brief appearance. <>> ct <> Grimmage field, west end of Squarchminster town <> You're present at a scene of lively activity. Northwards lies the expansive grimmage field of Squarchminster, with its curious sport going at full tilt. Along the eastern border of the field large permanent grandstands have been erected, and immediately north and west of the field boundaries the ground rises in short hillsides, making for other convenient means of spectating. All three of these sides are quite packed with enthusiastic locals, who are filling the air with intermingled boos and cheers. Squads of other-colored players stand in waiting by the south fence, as many games take place in the course of a day. The south fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is the west end of Squarchminster town, represented by a brickmaker's yard, and there is a convergence of roads happening here. One road comes in from the country to the southwest, bending around the back side of the grandstands, and leading off into the country north of here. Two more roads branch off of this, going into Squarchminster either southeast or northeast. Currently on the field, the Roguish Oatcakes are playing the Griping Swine. The grandstands shake with the liveliness of the spectators. The future ruler of the land is sticking nearby. The ref has just issued a Roguish Oatcake a blue card for knocking teeth out in an unsportsmanlike manner. <>> g <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. The young figurehead is here. <>> g <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Your companion is following you as ever. Some flotsam floats down the river. <>> g Once again you and the prince make a westward crossing over the river on the ferry, he supplying the horsepower. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Your companion, the future monarch of Dwindeldorn, is here with you, carrying the sack. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see another building project underway at Oscalbroyne Castle. Near by your side is your sidekick, sack in tow. <>> g <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The prince tags along. <>> n You follow the narrow lane through the wood of syrup trees... <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Squitch is lurking around, prepared to find an adventure in just about anything around him. Flutchie is sticking close by his brother. Quisborne is here with you as always. The boys are crawling on the ground, pretending to be something or other. <>> w <> In the house at Cobblecork <> This room is the primary living quarters of the happy little house at Cobblecork Farm. Towards the back of the room, there are doors in both north and south walls, as well as a doorway to the west which opens immediately to a steep staircase bending up. The central feature of the great room is the cockleoffen, covering a good deal of the south wall. Naturally the room boasts a table with benches, and a couple of easy chairs face the firebox. In one corner is a barrel crib, under a stitched sampler on the wall. The door out to the farmyard is east. Talyarna is in the kitchen area, making food on the cockleoffen, with baby Urwena slung on her back. Uarthain's here in the house, refreshing himself before another stint of work outside. Your companion keeps out of the way. Baby Urwena mutters "Teh-teh-teh-teh..." Uarthain whispers something in Talyarna's ear and she gives him a playful smack on the shoulder. Squitch and Flutchie fly into the house. <>> s <> Granny's room <> You're in the chamber of Uarthain's elderly grandmother: a bright and cheerful room with generous windows looking out south and west. The room is spruced up with some flowers and hanging herbs, and she has a few pieces of furniture, including a comfortable-looking bed on the east wall. A fine spinning wheel takes up a corner of the room. Uarthain's granny is sitting in her rocker, occupied with snapping green beans from a large basket, and humming to herself. The incumbent to the throne meekly occupies a place in the room. <>> give wool to granny The old granny seems prodigiously content to spin more wool for you. After some time, the process is complete, and you are presented with another ball of thread. <>> get thread You've already got the thread among your things. You hear rhythmic snapping noises as Uarthain's grandmother works on the green beans. <>> ct <> In the house at Cobblecork <> This room is the primary living quarters of the happy little house at Cobblecork Farm. Towards the back of the room, there are doors in both north and south walls, as well as a doorway to the west which opens immediately to a steep staircase bending up. The central feature of the great room is the cockleoffen, covering a good deal of the south wall. Naturally the room boasts a table with benches, and a couple of easy chairs face the firebox. In one corner is a barrel crib, under a stitched sampler on the wall. The door out to the farmyard is east. Talyarna is in the kitchen area, making food on the cockleoffen, with baby Urwena slung on her back. Uarthain's here in the house for a few minutes. Squitch is nearby, exuding the exuberance typical of his age. Flutchie is here, because Squitch is. The king-to-be meekly occupies a place in the room. Uarthain goes outside. The boys make a noisy departure from the house. <>> g <> Cobblecork Farm <> You're in the main farmyard of Cobblecork Farm, a lively and inviting homestead situated on the lands of Brostlecoyne Castle. The farmyard itself is an open area surrounded by buildings, fences, pens and piles. The cheery house stands west of the yard, while an L-shaped barn, well-kept and bright, occupies the northeastern corner. Northwest from the farmyard the lane continues, dropping down a small tree- lined declivity, and passing through a small creek. To the east, one can see fields of produce at some distance. South, the lane goes back into the wood of syrup trees. The farmyard is serviced by a water pump located halfway between house and barn. Uarthain is going to and fro about the farmyard, generally keeping busy. Squitch is around, looking for some new way to make mischief. Flutchie is here, tagging along with Squitch. The young sprig of royalty is present and accounted for. Uarthain bustles about the farmyard. Squitch is in trouble on account of having called his brother a name: one which carried strong implications that his countenance looked one and the same as his posterior fundaments. <>> g <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The princeling is sticking nearby. You see some maidens gaily making their way down the road. <>> g Leaving southwest, you traverse the sharp-hilled region called "the Rumpled Napkins", and come presently to Brinekettle village... <> Brinekettle village <> You're in the common green of Brinekettle village. The village is rather a quiet one in the absence of the seasonal gala, and even the music stage lies dormant. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Your companion, the king-to-be, is here with you. <>> g ( You both camped for the night.) <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. Nearby, the future monarch of Dwindeldorn is ambling around, with sack slung over his shoulder. <>> g Traveling southwest, you soon cross the river Rushindith, and leave the realm of Dwindeldorn behind. The high road leads you into the fantastical landscapes of Azhgaloth... Every journey down the Azhgaloth Road involves stopping for the night... <> The gates of Azh Bansilkris <> You have ventured from Dwindeldorn into Azhgaloth, land of of the llama- lords, and stand near the gates of Azh Bansilkris, the royal city. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step-shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Your ostensible squire is journeying with you through Azhgaloth. The guards maintain their impossibly still poses. <>> sw The guards perform a routine check, and you pass through the gates. <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. Wood, in that that is what nearly every building is made of, in an aesthetic and peculiarly Azhgalothian style, and llamas, in that those animals are the backbone of typical Azhgalothian livelihood, being used for a wide variety of purposes including riding and drawing carriages. Besides running out the gate to the northeast, major thoroughfares run west, southwest and south (Aksh Ijavesht, Aksh Ramivar, and Aksh Agushtan), lined with a swordmaker's shop and other buildings of different shapes and heights. The gate is steadily manned by the guards that cleared you to enter the city. Prince Q moves through the city with you. Your ostensible squire does some people-watching. <>> w <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Queen Risht-alura is here with her usual crowd today as well, dividing her time between the hot spring, entertainments upon the green, and minglings along the palace street. Dwindeldorn's future king is near at hand. The Prince of Dwindeldorn jockeys for elbow room amongst all the people. <>> save Saved. <>> * && The big moment... Comment recorded. <>> open ornate case Opening the artifact case reveals the dead fish. It also releases a powerful wave of fish stench into the atmosphere of your general vicinity. You hold your breath. The crowd around you starts reacting to the newly-released aroma emanating from the open case. Suddenly they are melting away before you, like butter under a hot knife. Your ostensible squire shakes his head at Risht-alura's indelicacy. The stench of the dead fish is overpowering. <>> sw Leaving the case open, you forge towards the southwest. The dead fish and its odor effectively blaze a trail up the palace street for you through the otherwise impenetrable crowd. Your own respiratory passages take a hard hit in the process, but you make your way as quickly as you can, and the thickness of the crowd only lasts for so long. As soon as the people have thinned to the point where you are not required to elbow and shove to move forward, you decide that the offensive fish has served enough of a purpose to be dismissed. You give it a quick burial, and proceed uphill with your ostensible squire. <> By the palace gatehouse and trumpet tower <> The street has climbed just high enough up the gorgeside to give you a magnificent panorama of Azh Bansilkris to the east. To the west is a gatehouse to the grounds of the palace, which sits yet higher up the gorgeside on a prominent terraced overlook. Just north of the gatehouse, embedded in the wall of the palace grounds, is a tall, freestanding tower, which manifests itself to be the trumpet tower of the city. The street goes downhill to the northeast, and also continues to the south. A written notice has been posted next to the tower door. The king-to-be is on the street with you. *** Your score has just gone up by four points *** <>> x tower The trumpet tower is round and, like most of the city, constructed of wood. Every ten feet up its height it is skirted around with a projecting roof of upturned corners. It is topped with an onion dome over an open-air room with balconies facing the cardinal directions. Its door is northwest of you. A written notice has been posted next to the tower door. The king's son reads the notice on the wall. <>> read notice A rectangle of parchment has been loosely pasted beside the tower entrance. Upon it are written the following words: "COMPETENTE AND DEPENDABLE TROUMPETERS WANTED: ENQUYRE AT CITIE COUNSELL-HOUSE" <>> * && Ah! A steady, honourable job for my boy here. Comment recorded. <>> knock n tower door You may be trying to use a verb that we weren't instructed how to handle... <>> knock on tower door "Tower door" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x door The door isn't very prepossessing. It’s closed. <>> open it You open the door. <>> enter Once in the door, you lead Quisborne up the winding stair without further ado... <> Trumpeter's quarters <> You are in a room occupying the topmost part of the trumpet tower save for the roof. The room is fitted out as dwelling quarters for the trumpeter on duty. There is a small fireplace in the round wall, and an unglazed window looks south. The furniture consists of the typical bed, table, and chair. A ladder runs up the west part of the wall through a hatch in the ceiling, and a door leads to the staircase down. Between the window and the ladder, a large chart is fixed to the wall. Sitting on the chair but slumped over the table is a middle-aged man, slobberknocked into oblivion by the effects of alcohol consumption. On the table is a trumpet. Your protegé occupies the small room with you. <>> save Saved. <>> * && I'm saving the rest for later. I have a feeling I'm getting closer to geeting the mid-game wrapped up. Comment recorded. <>> script off (Added after playing: Can the player use the stink-bomb idea for the gargontosaur? Perhaps with a self-caught fish left to rot for 20 turns? Bypassing the Sand Witch's chimaera Skungaroo? Or using the Skungaroo to disperse the Queen's crowd, thereby switching the two stench-solutions?) & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Trumpeter's quarters <> You are in a room occupying the topmost part of the trumpet tower save for the roof. The room is fitted out as dwelling quarters for the trumpeter on duty. There is a small fireplace in the round wall, and an unglazed window looks south. The furniture consists of the typical bed, table, and chair. A ladder runs up the west part of the wall through a hatch in the ceiling, and a door leads to the staircase down. Between the window and the ladder, a large chart is fixed to the wall. Sitting on the chair but slumped over the table is a middle-aged man, slobberknocked into oblivion by the effects of alcohol consumption. On the table is a trumpet. Prince Quisborne occupies the small room with you. The heir to the throne of Dwindeldorn studies the chart on the wall. <>> x fireplace The fireplace is empty of fuel or ash: it isn't needed for heat at this time of year in Azhgaloth. <>> x chimney You don't see any chimney in view. <>> look in fireplace You see nothing unusual in the fireplace. <>> x window A south-facing window brings light and air into the tower. The young sprig of royalty practices his dart-firing aim, using the door as a target. <>> look through window You don't have a full view of the city facing south, but the view is still a fine one. <>> x bed You don't find the trumpeter's bed very interesting. It isn't concealing anything that you're going to take with you. <>> x chair The docile trumpeter occupies his chair. Your young pal yawns. <>> x table The table has four legs and a top surface. It's mostly supporting a sloshed trumpeter. On the table is a trumpet. <>> look under bed You don't find the trumpeter's bed very interesting. It isn't concealing anything that you're going to take with you. <>> look under table You see nothing unusual under the table. <>> x chart One would think that a veteran trumpeter would know all of his signals and tunes by heart, but judging by the notice at the bottom of the tower (and our drunken friend here), it would seem that Azh Bansilkris has been experiencing some rapid turnover lately with their trumpeters. At any rate, the chart is a reference to the various trumpet calls and signals used in Azh Bansilkris, done nicely in illuminated letters and detailed borders. The contents of the chart are as follows: "The Numbres beelow repressent eache a syngle Blast on the Troumpet with the correspondynge Keye pressd down: Hygh Noon: 1 1 1 Our Queene Re-enterynge the Citie: 1 1 2 Fyre Alarme: 3 3 3 Dragonne Sightynge: 3 3 2 Enemyes Approachynge From Northe: 3 2 3 Enemyes Approachynge From Southe: 3 2 2 Fyre Drille, Northeaste Quarter: 2 1 1 Fyre Drille, Southeaste Quarter: 2 2 1 Fyre Drille, Northweste Quarter: 2 3 3 Fyre Drille, Southweste Quarter: 2 3 1 Djukk-doras Daye of Honour: Djukk-doras Anthemm is to be playd Our Queene's Birthdaye: Anthemm of Azhgaloth is to be playd Note: Fyre Drilles are to be soundedd no more than once in a Weeke per citie Quarter, at Troumpeter's discretionne, nor shalle more than one citie Quarter be drilld in one Daye." <>> * && Ooh! I'll be able to direct the fire brigade (and maybe the citizens and the guards) to whichever corner of the city I want! Comment recorded. <>> * && Djukk-doras anthem? Is this the theme from Walker, Texas Ranger? Comment recorded. <>> * && Why are the trumpet codes not aligned in a single column? Is this part of the signal-code? Comment recorded. <>> * && Reading top-to-bottom, I see two long codes: 123332, and 331131. Comment recorded. <>> l <> Trumpeter's quarters <> You are in a room occupying the topmost part of the trumpet tower save for the roof. The room is fitted out as dwelling quarters for the trumpeter on duty. There is a small fireplace in the round wall, and an unglazed window looks south. The furniture consists of the typical bed, table, and chair. A ladder runs up the west part of the wall through a hatch in the ceiling, and a door leads to the staircase down. Between the window and the ladder, a large chart is fixed to the wall. Sitting on the chair but slumped over the table is a middle-aged man, slobberknocked into oblivion by the effects of alcohol consumption. On the table is a trumpet. Quiz occupies the small room with you. <>> x trumpet This trumpet is a fairly rudimentary instrument which has three keys that can be pressed. Practiced players could produce a wider range of pitches by using combinations of the keys, lip placement and blowing pressure, but it is also possible to produce three distinct tones simply by pressing one key at a time while blowing. The princeling disburdens himself of the burlap sack for awhile. <>> take it You take the trumpet. <>> blow trumpet Embarrassingly, you can't seem to blow a clear note on the trumpet with none of the keys pressed. <>> press 1 You press down the first key on the trumpet. PQ looks over the city from the window. <>> blow trumpet You put on a performance for yourself and the prince with a blast on the trumpet that fills the room. Oh, and the drunken fellow present also gets the benefit of your concert, but without really being aware of it. <>> x trumpeter We have here the noble trumpeter of Azh Bansilkris. In his hands it lies to notify the city of events, whether they be threatening ones or celebratory ones. It is doubtful that whatever liquor this bloke was consuming was brought up here with the blessing of the authorities. Nonetheless he still clutches an empty flask in his hand. From the looks of him, he won't be returning to earth any time soon, and he may not be returning to his job at all. <>> get flask The flask isn't really your business. You're not going to swipe it from him, and it's not going to do you any good in any other way. <>> sniff flask The flask isn't really your business. You're not going to swipe it from him, and it's not going to do you any good in any other way. <>> u <> Trumpet tower balcony <> Overhead is the large onion-shaped dome of the tower, supported on columns; around you, balconies ring the tower in all directions, and the view of the royal city and the magnificent gorge-valley in which it lies is unimpeded. You may, of course, descend back into the tower by the ladder hatch. Your companion is with you on the tower's balconies. <>> press 3 You press down the third key on the trumpet. Prince Quisborne tries to find landmarks that you've passed in the city. <>> blow trumpet You blow a blast on the trumpet, producing the highest note of a minor triad, which rings loud and clear through the city of Azh Bansilkris. <>> g You blast the highest note of a minor triad out into the city of Azh Bansilkris. <>> g You raise the trumpet and sound the highest note of a minor triad for all the city to hear. You've just sounded abroad the signal indicating that a fire has broken out which needs immediate response from the populace. Within a minute, officials of the queen have ascended the tower to ascertain news of the danger. It's not a good situation when they discover that two foreigners have been tampering with the important city trumpet. You are both apprehended immediately and dragged away. If it's any consolation, the drunken fellow is removed as well. *** A little more common sense might have kept you from ending life in a foreign prison *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “blow trumpet”. <> Trumpet tower balcony <> Overhead is the large onion-shaped dome of the tower, supported on columns; around you, balconies ring the tower in all directions, and the view of the royal city and the magnificent gorge-valley in which it lies is unimpeded. You may, of course, descend back into the tower by the ladder hatch. The youth is with you on the tower's balconies. <>> d <> Trumpeter's quarters <> You are in a room occupying the topmost part of the trumpet tower save for the roof. The room is fitted out as dwelling quarters for the trumpeter on duty. There is a small fireplace in the round wall, and an unglazed window looks south. The furniture consists of the typical bed, table, and chair. A ladder runs up the west part of the wall through a hatch in the ceiling, and a door leads to the staircase down. Between the window and the ladder, a large chart is fixed to the wall. Sitting on the chair but slumped over the table is a middle-aged man, slobberknocked into oblivion by the effects of alcohol consumption. The lad occupies the small room with you. The youth fiddles around with the trumpet. <>> u <> Trumpet tower balcony <> Overhead is the large onion-shaped dome of the tower, supported on columns; around you, balconies ring the tower in all directions, and the view of the royal city and the magnificent gorge-valley in which it lies is unimpeded. You may, of course, descend back into the tower by the ladder hatch. The Prince of Dwindeldorn is with you on the tower's balconies. <>> blow trumpet Embarrassingly, you can't seem to blow a clear note on the trumpet with none of the keys pressed. <>> press 3 You press down the third key on the trumpet. <>> blow trumpet You raise the trumpet and sound the highest note of a minor triad for all the city to hear. <>> release key You release the third key. <>> blow trumpet Embarrassingly, you can't seem to blow a clear note on the trumpet with none of the keys pressed. <>> d <> Trumpeter's quarters <> You are in a room occupying the topmost part of the trumpet tower save for the roof. The room is fitted out as dwelling quarters for the trumpeter on duty. There is a small fireplace in the round wall, and an unglazed window looks south. The furniture consists of the typical bed, table, and chair. A ladder runs up the west part of the wall through a hatch in the ceiling, and a door leads to the staircase down. Between the window and the ladder, a large chart is fixed to the wall. Sitting on the chair but slumped over the table is a middle-aged man, slobberknocked into oblivion by the effects of alcohol consumption. The incumbent to the throne occupies the small room with you. Prince Quisborne tries shaking the trumpeter. <>> play trumpet Embarrassingly, you can't seem to blow a clear note on the trumpet with none of the keys pressed. <>> kick trumpeter's chair The chair doesn't warrant much interaction, as it is wholly occupied with embracing the trumpeter's fundaments. The princeling fiddles around with the trumpet. <>> save Saved. <>> d Rightly assuming that you could get in big trouble if you were found with the official trumpet of Azh Bansilkris, you make sure to leave the trumpet on the table. <> By the palace gatehouse and trumpet tower <> The street has climbed just high enough up the gorgeside to give you a magnificent panorama of Azh Bansilkris to the east. To the west is a gatehouse to the grounds of the palace, which sits yet higher up the gorgeside on a prominent terraced overlook. Just north of the gatehouse, embedded in the wall of the palace grounds, is a tall, freestanding tower, which manifests itself to be the trumpet tower of the city. The street goes downhill to the northeast, and also continues to the south. A written notice has been posted next to the tower door. The Dwindeldornian prince has exited the tower. <>> ne <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Queen Risht-alura is publicly disporting herself and attracting a large crowd in the general area of the palace street and the grassy green. The Dwindeldornian heir doesn't stray too far in this foreign city. Against all odds, Risht-alura, Queen of Azhgaloth takes notice of the mild- mannered prince as he is passing through the crowd. She waves off the rich and oily lord that was in the process of making romantic advances to her by describing the size of his llama herds, and makes her way to the boy, drawing every eye after her. Apparently taking him for one of her subjects, she says, "Thy fair and honest face moves me strangely, young liege. I would see more of it. Nay: I believe I would wish to see it always. May I do you the honor of becoming your wife." These astonishing words should properly be written with a final question mark, but are spoken with the inflection of a decided declaration, and not a request. The prince is so utterly cowed by the brazen queen and the whole situation that he is in the act of stammering "Yes, Your Majesty...", when in consternation you step forward, and kneel to intervene. With humble and genteel speech you inform her that the young man is in your charge, and that he is of certain special significance to the King of Dwindeldorn. But Prince Quisborne finds his voice at this juncture, and verbally goes careening off a precipice: "That's right, Your Ineffable Comeliness... I'm his prodigy." (He means protegé, but we're not sure whether he misspoke or just doesn't know the difference.) "And I'd like to expose myself in the presence of... what?... sorry, ex*press* myself in the presence of this right honorable congregation and thy oh-so-voluminous bosomage regarding your so magnanimous condescension. Be it known, O most blossoming flower of all womanity, that – hold on, "womanity"'s not even a word... I knew that! Pshh! – indubitably I am inexpressibly graced to be favored by a one such as yourself so disgustingly attractive. What I mean is, your looks make me sick to my stomach. From attractiveness. Indeed, methinkest your ethereal face must needs be veiled so that we poor mortals might fall not dead at the sight of a countenance so perfectly unrepulsive. To say nothing, forsooth, of the bosomage heretofore mentioned and yea oh-so-voluminous. But if you should deign that I may utter yet a few syllables more..." The prince is speaking more frantically and recklessly by the moment, and you aren't at all certain that he is out of danger of being peremptorily inducted into the queen's harem, when trumpet music heralds the approach of a grand caravan. Amidst a fleet of gaudily-dressed llama riders, another dark and proud young woman appears in an open but ornately-pavilioned carriage. "Rashva-tana!" the queen cries, discarding the prince as quickly as she had taken him up. "Dear sister, what a surprise!" Risht-alura rushes to the oncoming carriage, her regality not wholly vanquishing her girlish delight. And here we will wrap up the matter succinctly, for the two favored women of Azhgaloth almost immediately repair to the palace, taking all of their retinue with them, to spend many happy days there comparing dresses and husbands acquired since each saw the other last. The prince is still standing there wide-eyed and shock-stricken, with horror on his face. "Galloping gopher hordes, Valkyrian! I almost just got turned into a husband!" <>> undo Taking back one turn: “ne”. <> By the palace gatehouse and trumpet tower <> The street has climbed just high enough up the gorgeside to give you a magnificent panorama of Azh Bansilkris to the east. To the west is a gatehouse to the grounds of the palace, which sits yet higher up the gorgeside on a prominent terraced overlook. Just north of the gatehouse, embedded in the wall of the palace grounds, is a tall, freestanding tower, which manifests itself to be the trumpet tower of the city. The street goes downhill to the northeast, and also continues to the south. A written notice has been posted next to the tower door. Your sidekick sojourns with you in the city of Azh Bansilkris. <>> u Once in the door, you lead Quisborne up the winding stair without further ado... <> Trumpeter's quarters <> You are in a room occupying the topmost part of the trumpet tower save for the roof. The room is fitted out as dwelling quarters for the trumpeter on duty. There is a small fireplace in the round wall, and an unglazed window looks south. The furniture consists of the typical bed, table, and chair. A ladder runs up the west part of the wall through a hatch in the ceiling, and a door leads to the staircase down. Between the window and the ladder, a large chart is fixed to the wall. Sitting on the chair but slumped over the table is a middle-aged man, slobberknocked into oblivion by the effects of alcohol consumption. On the table is the trumpet. The prince occupies the small room with you. <>> * && Finally the Queen takes notice of this fine young specimen. I'll read about her appraisal of him next time. Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> * && I'll copy the trumpet signals in my notes. Comment recorded. <>> x chart The chart is a reference to the various trumpet calls and signals used in Azh Bansilkris, done nicely in illuminated letters and detailed borders. The contents of the chart are as follows: "The Numbres beelow repressent eache a syngle Blast on the Troumpet with the correspondynge Keye pressd down: Hygh Noon: 1 1 1 Our Queene Re-enterynge the Citie: 1 1 2 Fyre Alarme: 3 3 3 Dragonne Sightynge: 3 3 2 Enemyes Approachynge From Northe: 3 2 3 Enemyes Approachynge From Southe: 3 2 2 Fyre Drille, Northeaste Quarter: 2 1 1 Fyre Drille, Southeaste Quarter: 2 2 1 Fyre Drille, Northweste Quarter: 2 3 3 Fyre Drille, Southweste Quarter: 2 3 1 Djukk-doras Daye of Honour: Djukk-doras Anthemm is to be playd Our Queene's Birthdaye: Anthemm of Azhgaloth is to be playd Note: Fyre Drilles are to be soundedd no more than once in a Weeke per citie Quarter, at Troumpeter's discretionne, nor shalle more than one citie Quarter be drilld in one Daye." <>> Silence can also be a virtue. <> Trumpeter's quarters <> You are in a room occupying the topmost part of the trumpet tower save for the roof. The room is fitted out as dwelling quarters for the trumpeter on duty. There is a small fireplace in the round wall, and an unglazed window looks south. The furniture consists of the typical bed, table, and chair. A ladder runs up the west part of the wall through a hatch in the ceiling, and a door leads to the staircase down. Between the window and the ladder, a large chart is fixed to the wall. Sitting on the chair but slumped over the table is a middle-aged man, slobberknocked into oblivion by the effects of alcohol consumption. On the table is the trumpet. The Dwindeldornian heir occupies the small room with you. <>> get trumpet You take the trumpet. <>> u <> Trumpet tower balcony <> Overhead is the large onion-shaped dome of the tower, supported on columns; around you, balconies ring the tower in all directions, and the view of the royal city and the magnificent gorge-valley in which it lies is unimpeded. You may, of course, descend back into the tower by the ladder hatch. The king's son is with you on the tower's balconies. The princeling walks to another section of the balcony. <>> save Saved. <>> press 1 You press down the first key on the trumpet. <>> blow You put the trumpet to your lips and fill the city with a minor triad's lowest note. <>> blow You raise the trumpet and sound the lowest note of a minor triad for all the city to hear. <>> blow You blast the lowest note of a minor triad out into the city of Azh Bansilkris. Your signal is supposed to indicate that the time of day is high noon. That isn't the time, though... you are lucky that Azh Bansilkris has had a bout of unreliable trumpeters, so that the people might assume you've just made a rookie mistake. <>> press 1 Perhaps you did not realize that the first key is already pushed? "Pop never let me go up to the tops of any of our spires," Prince Q relates. "Too risky, of course. I never got a view like this! It's almost like there's air everywhere around you except right under your feet!" <>> blow You blow a blast on the trumpet, producing the lowest note of a minor triad, which rings loud and clear through the city of Azh Bansilkris. <>> blow You put the trumpet to your lips and fill the city with a minor triad's lowest note. <>> press 2 First releasing the first key, you press down the second key on the trumpet. <>> blow You blast the middle note of a minor triad out into the city of Azh Bansilkris. Your signal is supposed to indicate that Queen Risht-alura is returning to the city from an absence. As she is not, you are lucky that Azh Bansilkris has had a bout of unreliable trumpeters, so that the people might assume you've just made a rookie mistake. That might be the last time you can expect to flub the trumpet signals without somebody coming after you. <>> press 3 First releasing the second key, you press down the third key on the trumpet. The feckless prince circles his way around the tower top. <>> blow You put the trumpet to your lips and fill the city with a minor triad's highest note. <>> blow You raise the trumpet and sound the highest note of a minor triad for all the city to hear. <>> press 2 First releasing the third key, you press down the second key on the trumpet. <>> blow You blow a blast on the trumpet, producing the middle note of a minor triad, which rings loud and clear through the city of Azh Bansilkris. You've just sounded abroad the signal indicating that a dragon has been sighted within dangerous proximity to the city. Within a minute, officials of the queen have ascended the tower to ascertain news of the danger. It's not a good situation when they discover that two foreigners have been tampering with the important city trumpet. You are both apprehended immediately and dragged away. If it's any consolation, the drunken fellow is removed as well. *** A little more common sense might have kept you from ending life in a foreign prison *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> restore Restored. <> Trumpet tower balcony <> Overhead is the large onion-shaped dome of the tower, supported on columns; around you, balconies ring the tower in all directions, and the view of the royal city and the magnificent gorge-valley in which it lies is unimpeded. You may, of course, descend back into the tower by the ladder hatch. The Dwindeldornian heir is with you on the tower's balconies. <>> press 3 You press down the third key on the trumpet. <>> blow You put the trumpet to your lips and fill the city with a minor triad's highest note. <>> press 2 First releasing the third key, you press down the second key on the trumpet. The feckless prince circles his way around the tower top. <>> blow You blow a blast on the trumpet, producing the middle note of a minor triad, which rings loud and clear through the city of Azh Bansilkris. <>> press 3 First releasing the second key, you press down the third key on the trumpet. <>> blow You blast the highest note of a minor triad out into the city of Azh Bansilkris. You've just sounded abroad the signal indicating that hostile forces have been spotted approaching from the north. Within a minute, officials of the queen have ascended the tower to ascertain news of the danger. It's not a good situation when they discover that two foreigners have been tampering with the important city trumpet. You are both apprehended immediately and dragged away. If it's any consolation, the drunken fellow is removed as well. *** Our story ends with you and Prince Quisborne locked up indefinitely in Azhgaloth *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> restore Restored. <> Trumpet tower balcony <> Overhead is the large onion-shaped dome of the tower, supported on columns; around you, balconies ring the tower in all directions, and the view of the royal city and the magnificent gorge-valley in which it lies is unimpeded. You may, of course, descend back into the tower by the ladder hatch. Your ostensible squire is with you on the tower's balconies. <>> * && I think I can send the fire brigade to the SE quarter to flush out the insurgents. I want to check the rest of the palace first though. And Quis's appointment to Royal Trumpeter has not been made official yet. Comment recorded. <>> give trumpet to quisborne You and the prince pretty well share everything: you probably won't need to explicitly give him things. <>> d <> Trumpeter's quarters <> You are in a room occupying the topmost part of the trumpet tower save for the roof. The room is fitted out as dwelling quarters for the trumpeter on duty. There is a small fireplace in the round wall, and an unglazed window looks south. The furniture consists of the typical bed, table, and chair. A ladder runs up the west part of the wall through a hatch in the ceiling, and a door leads to the staircase down. Between the window and the ladder, a large chart is fixed to the wall. Sitting on the chair but slumped over the table is a middle-aged man, slobberknocked into oblivion by the effects of alcohol consumption. The future ruler of the land occupies the small room with you. <>> put trumpet on trumpeter's head The drunken trumpeter does not appear to have any such thing. <>> put trumpet on trumpeter We're going to mostly leave the poor fellow alone. Nothing is going to bring him back but time, and a lot of it. <>> put trumpet on bed You don't find the trumpeter's bed very interesting. It isn't concealing anything that you're going to take with you. <>> put trumpet on chair The chair doesn't warrant much interaction, as it is wholly occupied with embracing the trumpeter's fundaments. <>> put trumpet on ladder The ladder isn't the best place to be trying to set things. PQ looks at the ground far below. <>> put trumpet on table You put the trumpet on the table. <>> d <> By the palace gatehouse and trumpet tower <> The street has climbed just high enough up the gorgeside to give you a magnificent panorama of Azh Bansilkris to the east. To the west is a gatehouse to the grounds of the palace, which sits yet higher up the gorgeside on a prominent terraced overlook. Just north of the gatehouse, embedded in the wall of the palace grounds, is a tall, freestanding tower, which manifests itself to be the trumpet tower of the city. The street goes downhill to the northeast, and also continues to the south. A written notice has been posted next to the tower door. The princeling has exited the tower. <>> read notice A rectangle of parchment has been loosely pasted beside the tower entrance. Upon it are written the following words: "COMPETENTE AND DEPENDABLE TROUMPETERS WANTED: ENQUYRE AT CITIE COUNSELL-HOUSE" <>> x gatehouse The gatehouse these days is mostly just a formal entrance to the palace grounds. Probably at some point in the past it was important for it to be fortified. There aren't even any gatekeepers now: the security measures must be farther up the way towards the palace. <>> knock on gates You give the gatehouse a couple of sharp raps with your knuckles. <>> w You won't get far approaching the palace without an invitation. And you feel pretty strongly that neither Risht-alura nor anyone in her palace are going to be interested in anything you have to say. The young figurehead admires the royal palace in the distance. <>> l <> By the palace gatehouse and trumpet tower <> The street has climbed just high enough up the gorgeside to give you a magnificent panorama of Azh Bansilkris to the east. To the west is a gatehouse to the grounds of the palace, which sits yet higher up the gorgeside on a prominent terraced overlook. Just north of the gatehouse, embedded in the wall of the palace grounds, is a tall, freestanding tower, which manifests itself to be the trumpet tower of the city. The street goes downhill to the northeast, and also continues to the south. A written notice has been posted next to the tower door. The future king of Dwindeldorn sojourns with you in the city of Azh Bansilkris. <>> x palace The palace is away from and above you, so you can only get a partial sense of its grandeur. Queen Risht-alura certainly lives well. <>> enter gatehouse This does not appear to be very applicable. The Dwindeldornian prince looks through the gates into the lush palace grounds <>> x south road You don't see any south road in view. <>> x road The street is paved with flags, and mostly open on the east side as the ground drops. It runs northeast and south. <>> e The ground drops at a pretty healthy rate east of the street. It makes far more sense to take the road back down to the city. <>> e The ground drops at a pretty healthy rate east of the street. It makes far more sense to take the road back down to the city. Prince Q sings a made-up melody. <>> s You lead Prince Quisborne further down the street. You pass a few more lordly halls, and find the street ends at something like a recreation district. Here there are lawn tennis courts, field hockey fields, and a large llama racetrack with seating for at least five hundred people. Those who have never seen the Azhgalothian speed llamas run would never guess how quickly they can go. While all this is very quaint and pleasant, you find nothing to further you on your adventures, nor to significantly alter the prince for the better. You head back north to the gatehouse. <>> d <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Queen Risht-alura is publicly disporting herself and attracting a large crowd in the general area of the palace street and the grassy green. The king's son doesn't stray too far in this foreign city. Against all odds, Risht-alura, Queen of Azhgaloth takes notice of the mild- mannered prince as he is passing through the crowd. She waves off the rich and oily lord that was in the process of making romantic advances to her by describing the size of his llama herds, and makes her way to the boy, drawing every eye after her. Apparently taking him for one of her subjects, she says, "Thy fair and honest face moves me strangely, young liege. I would see more of it. Nay: I believe I would wish to see it always. May I do you the honor of becoming your wife." These astonishing words should properly be written with a final question mark, but are spoken with the inflection of a decided declaration, and not a request. The prince is so utterly cowed by the brazen queen and the whole situation that he is in the act of stammering "Yes, Your Majesty...", when in consternation you step forward, and kneel to intervene. With humble and genteel speech you inform her that the young man is in your charge, and that he is of certain special significance to the King of Dwindeldorn. But Prince Quisborne finds his voice at this juncture, and verbally goes careening off a precipice: "That's right, Your Ineffable Comeliness... I'm his prodigy." (He means protegé, but we're not sure whether he misspoke or just doesn't know the difference.) "And I'd like to expose myself in the presence of... what?... sorry, ex*press* myself in the presence of this right honorable congregation and thy oh-so-voluminous bosomage regarding your so magnanimous condescension. Be it known, O most blossoming flower of all womanity, that – hold on, "womanity"'s not even a word... I knew that! Pshh! – indubitably I am inexpressibly graced to be favored by a one such as yourself so disgustingly attractive. What I mean is, your looks make me sick to my stomach. From attractiveness. Indeed, methinkest your ethereal face must needs be veiled so that we poor mortals might fall not dead at the sight of a countenance so perfectly unrepulsive. To say nothing, forsooth, of the bosomage heretofore mentioned and yea oh-so-voluminous. But if you should deign that I may utter yet a few syllables more..." The prince is speaking more frantically and recklessly by the moment, and you aren't at all certain that he is out of danger of being peremptorily inducted into the queen's harem, when trumpet music heralds the approach of a grand caravan. Amidst a fleet of gaudily-dressed llama riders, another dark and proud young woman appears in an open but ornately-pavilioned carriage. "Rashva-tana!" the queen cries, discarding the prince as quickly as she had taken him up. "Dear sister, what a surprise!" Risht-alura rushes to the oncoming carriage, her regality not wholly vanquishing her girlish delight. And here we will wrap up the matter succinctly, for the two favored women of Azhgaloth almost immediately repair to the palace, taking all of their retinue with them, to spend many happy days there comparing dresses and husbands acquired since each saw the other last. The prince is still standing there wide-eyed and shock-stricken, with horror on his face. "Galloping gopher hordes, Valkyrian! I almost just got turned into a husband!" <>> The Queen of oh-so-Voluminous Bosomage and Magnanimous Condescension! Brilliant! This is one of those times where we may not have covered the verb you're trying to use... <>> se <> In the city of Azh Bansilkris, central square <> There is a large public open space at the center of the city, filled with small tents and kiosks, and surrounded by many prominent-looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. The king-to-be is near at hand. <>> n You don't think they're going to hire a foreigner for a trumpeter, now, do you? <> In the city of Azh Bansilkris, central square <> There is a large public open space at the center of the city, filled with small tents and kiosks, and surrounded by many prominent-looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. Quiz sojourns with you in the city of Azh Bansilkris. <>> * && I'll have to blow the trumpet in an unofficial capacity then... Comment recorded. <>> nw <> In the city of Azh Bansilkris, northwest quarter <> This locale in the northwest quarter of Azh Bansilkris is a fair scene to behold, and also the site of a very busy populace. Where you stand is just on the western bank of the beautiful Arduvlekh river, which flows north all the way through the confines of the city. On this side of the river and south of the street, a space the size of a small cropfield is left unbuilt, being filled with inviting sage-green grass, splendid trees, and a large water hole, which empties into the river from a mineral-rich hot spring. Further west and southwest beyond the treetops, you can see more rooftops which line streets that begin rising up the footslopes of the deep gorge; beyond them, higher up still and set apart on a magnificent natural terrace in the side of the gorge, is the royal palace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge near which you stand, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. The young sprig of royalty doesn't stray too far in this foreign city. The rubbish wagon goes rumbling by. <>> u It's unclear what you're trying to go up, if anything. The heir to the throne of Dwindeldorn goes over to the hot spring and dips his fingers in. Youths and maidens swim and play vigorously in the hot spring. <>> sw <> By the palace gatehouse and trumpet tower <> The street has climbed just high enough up the gorgeside to give you a magnificent panorama of Azh Bansilkris to the east. To the west is a gatehouse to the grounds of the palace, which sits yet higher up the gorgeside on a prominent terraced overlook. Just north of the gatehouse, embedded in the wall of the palace grounds, is a tall, freestanding tower, which manifests itself to be the trumpet tower of the city. The street goes downhill to the northeast, and also continues to the south. A written notice has been posted next to the tower door. Quiz is on the street with you. <>> nw Once in the door, you lead Quisborne up the winding stair without further ado... <> Trumpeter's quarters <> You are in a room occupying the topmost part of the trumpet tower save for the roof. The room is fitted out as dwelling quarters for the trumpeter on duty. There is a small fireplace in the round wall, and an unglazed window looks south. The furniture consists of the typical bed, table, and chair. A ladder runs up the west part of the wall through a hatch in the ceiling, and a door leads to the staircase down. Between the window and the ladder, a large chart is fixed to the wall. Sitting on the chair but slumped over the table is a middle-aged man, slobberknocked into oblivion by the effects of alcohol consumption. On the table is the trumpet. Your protegé occupies the small room with you. PQ plays around with his hair. <>> get trumpet You take the trumpet. <>> u <> Trumpet tower balcony <> Overhead is the large onion-shaped dome of the tower, supported on columns; around you, balconies ring the tower in all directions, and the view of the royal city and the magnificent gorge-valley in which it lies is unimpeded. You may, of course, descend back into the tower by the ladder hatch. Your young pal is with you on the tower's balconies. <>> * && I've tried all the signals except the drills. And the anthems. Comment recorded. <>> play djukk-doras anthem (first taking the dart from the bamboo whistle) You whip out the bamboo whistle and play some simple tunes. The feckless prince circles his way around the tower top. <>> blow djukk-doras anthem "Djukk-doras" could either be something as yet unknown to you or else a phrasing unknown to us. <>> play djukk-doras anthem on trumpet You aren't trumpeter enough to play real music on this instrument. <>> save Saved. <>> * && Putting a save here for when I exceed the maximum fire drills. Comment recorded. <>> x city (Azh Bansilkris) A sea of colorful and queerly-shaped roofs spreads out below you, filling the breadth of the gorge-valley. The boy watches to see what you'll do next. <>> x ne quarter "Ne quarter" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x southeast quarter "Southeast quarter" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x statue You don't see any statue in view. <>> x aplace "Aplace" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x palace The palace is beautiful and magnificent, a composite of stone and wood construction. It's a little southwest of you, sitting at an even higher elevation than you are at the top of the tower. <>> x river You don't see any river in view. <>> x fire station You don't see any fire station in view. <>> x pottery You don't see any pottery in view. <>> d <> Trumpeter's quarters <> You are in a room occupying the topmost part of the trumpet tower save for the roof. The room is fitted out as dwelling quarters for the trumpeter on duty. There is a small fireplace in the round wall, and an unglazed window looks south. The furniture consists of the typical bed, table, and chair. A ladder runs up the west part of the wall through a hatch in the ceiling, and a door leads to the staircase down. Between the window and the ladder, a large chart is fixed to the wall. Sitting on the chair but slumped over the table is a middle-aged man, slobberknocked into oblivion by the effects of alcohol consumption. The royal youth occupies the small room with you. <>> d Rightly assuming that you could get in big trouble if you were found with the official trumpet of Azh Bansilkris, you make sure to leave the trumpet on the table. <> By the palace gatehouse and trumpet tower <> The street has climbed just high enough up the gorgeside to give you a magnificent panorama of Azh Bansilkris to the east. To the west is a gatehouse to the grounds of the palace, which sits yet higher up the gorgeside on a prominent terraced overlook. Just north of the gatehouse, embedded in the wall of the palace grounds, is a tall, freestanding tower, which manifests itself to be the trumpet tower of the city. The street goes downhill to the northeast, and also continues to the south. A written notice has been posted next to the tower door. Your ostensible squire has exited the tower. <>> x panorama You can see the humpy and bulbous rooftops of the city spread all the way across the valley floor to the mountains on the other side, with the Arduvlekh River slicing its way through the human handiwork. <>> x northwes quarter "Northwes quarter" could either be something as yet unknown to you or else a phrasing unknown to us. <>> x northwest quarter "Northwest quarter" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> x statue You don't see any statue in view. <>> x river You don't see any river in view. <>> x valley Everywhere you look, oddly-shaped shale towers and flat-topped mountains rise above you at varying distances, mottled with colorful plant life and highly- textured rock. <>> u Once in the door, you lead Quisborne up the winding stair without further ado... <> Trumpeter's quarters <> You are in a room occupying the topmost part of the trumpet tower save for the roof. The room is fitted out as dwelling quarters for the trumpeter on duty. There is a small fireplace in the round wall, and an unglazed window looks south. The furniture consists of the typical bed, table, and chair. A ladder runs up the west part of the wall through a hatch in the ceiling, and a door leads to the staircase down. Between the window and the ladder, a large chart is fixed to the wall. Sitting on the chair but slumped over the table is a middle-aged man, slobberknocked into oblivion by the effects of alcohol consumption. On the table is the trumpet. The Dwindeldornian prince occupies the small room with you. The Dwindeldornian heir talks about wanting to invent things once he returns to the castle. <>> get trumpet You take the trumpet. <>> u <> Trumpet tower balcony <> Overhead is the large onion-shaped dome of the tower, supported on columns; around you, balconies ring the tower in all directions, and the view of the royal city and the magnificent gorge-valley in which it lies is unimpeded. You may, of course, descend back into the tower by the ladder hatch. Your young pal is with you on the tower's balconies. <>> * && The bad guys are in the SE quarter. Comment recorded. <>> press 2 You press down the second key on the trumpet. <>> blow You put the trumpet to your lips and fill the city with a minor triad's middle note. <>> press 3 First releasing the second key, you press down the third key on the trumpet. <>> blow You blast the highest note of a minor triad out into the city of Azh Bansilkris. <>> blow You raise the trumpet and sound the highest note of a minor triad for all the city to hear. You've just sounded the three notes which, according to the chart, constitute the signal for a fire drill in the northwestern quarter of the city. Though the view of that quarter is mostly rooftops, in a few places you can see down into the streets where people are issuing forth from the buildings to convene at the central firefighting station for the drill. Quisborne chuckles. "Look what we did, sir! A whole quarter of the city is astir from our little antics! I suppose it's no real imposition on them, though... since, if our sleepy little friend hadn't been so sleepy, he might have been blowing the drill for them today anyway." <>> press 2 First releasing the third key, you press down the second key on the trumpet. Your sidekick marks time with some pushups. <>> blow You blow a blast on the trumpet, producing the middle note of a minor triad, which rings loud and clear through the city of Azh Bansilkris. <>> blow You put the trumpet to your lips and fill the city with a minor triad's middle note. <>> press 1 First releasing the second key, you press down the first key on the trumpet. <>> blow You blast the lowest note of a minor triad out into the city of Azh Bansilkris. Unwisely, you have disregarded the warning on the trumpet chart, and blown the signal for the southeastern quarter fire drill on the same day that another quarter has already been drilled. This must perforce attract the attention of every citizen in the city older than seven or eight years of age. In very little time, some official persons have hustled up the tower to question their trumpeter. It's not a good situation when they discover two foreigners tampering with the important city trumpet. You are both apprehended, and the drunken fellow is removed as well. *** You and the prince grow old together in an Azhgalothian prison on account of subversive activity *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> restore Restored. <> Trumpet tower balcony <> Overhead is the large onion-shaped dome of the tower, supported on columns; around you, balconies ring the tower in all directions, and the view of the royal city and the magnificent gorge-valley in which it lies is unimpeded. You may, of course, descend back into the tower by the ladder hatch. The youth is with you on the tower's balconies. <>> d <> Trumpeter's quarters <> You are in a room occupying the topmost part of the trumpet tower save for the roof. The room is fitted out as dwelling quarters for the trumpeter on duty. There is a small fireplace in the round wall, and an unglazed window looks south. The furniture consists of the typical bed, table, and chair. A ladder runs up the west part of the wall through a hatch in the ceiling, and a door leads to the staircase down. Between the window and the ladder, a large chart is fixed to the wall. Sitting on the chair but slumped over the table is a middle-aged man, slobberknocked into oblivion by the effects of alcohol consumption. Prince Quiz occupies the small room with you. <>> d Rightly assuming that you could get in big trouble if you were found with the official trumpet of Azh Bansilkris, you make sure to leave the trumpet on the table. <> By the palace gatehouse and trumpet tower <> The street has climbed just high enough up the gorgeside to give you a magnificent panorama of Azh Bansilkris to the east. To the west is a gatehouse to the grounds of the palace, which sits yet higher up the gorgeside on a prominent terraced overlook. Just north of the gatehouse, embedded in the wall of the palace grounds, is a tall, freestanding tower, which manifests itself to be the trumpet tower of the city. The street goes downhill to the northeast, and also continues to the south. A written notice has been posted next to the tower door. The young figurehead has exited the tower. <>> ne <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. The boy moves through the city with you. PQ crosses the footbridge. Older folk soak their unstockinged feet in the healthful waters bubbling out of the rock. <>> sw <> By the palace gatehouse and trumpet tower <> The street has climbed just high enough up the gorgeside to give you a magnificent panorama of Azh Bansilkris to the east. To the west is a gatehouse to the grounds of the palace, which sits yet higher up the gorgeside on a prominent terraced overlook. Just north of the gatehouse, embedded in the wall of the palace grounds, is a tall, freestanding tower, which manifests itself to be the trumpet tower of the city. The street goes downhill to the northeast, and also continues to the south. A written notice has been posted next to the tower door. The king-to-be is on the street with you. <>> u Once in the door, you lead Quisborne up the winding stair without further ado... <> Trumpeter's quarters <> You are in a room occupying the topmost part of the trumpet tower save for the roof. The room is fitted out as dwelling quarters for the trumpeter on duty. There is a small fireplace in the round wall, and an unglazed window looks south. The furniture consists of the typical bed, table, and chair. A ladder runs up the west part of the wall through a hatch in the ceiling, and a door leads to the staircase down. Between the window and the ladder, a large chart is fixed to the wall. Sitting on the chair but slumped over the table is a middle-aged man, slobberknocked into oblivion by the effects of alcohol consumption. On the table is the trumpet. PQ occupies the small room with you. <>> get trumpet You take the trumpet. Your protegé fills your ears with more ruminations on the subject of Princess Persimmon. <>> u <> Trumpet tower balcony <> Overhead is the large onion-shaped dome of the tower, supported on columns; around you, balconies ring the tower in all directions, and the view of the royal city and the magnificent gorge-valley in which it lies is unimpeded. You may, of course, descend back into the tower by the ladder hatch. The lad is with you on the tower's balconies. <>> press 2 You press down the second key on the trumpet. The king-to-be is humming the tune to 'Red Lips Got Me Blue'. <>> blow You put the trumpet to your lips and fill the city with a minor triad's middle note. <>> blow You blast the middle note of a minor triad out into the city of Azh Bansilkris. <>> press 1 First releasing the second key, you press down the first key on the trumpet. "Pop never let me go up to the tops of any of our spires," Prince Q relates. "Too risky, of course. I never got a view like this! It's almost like there's air everywhere around you except right under your feet!" <>> blow You put the trumpet to your lips and fill the city with a minor triad's lowest note. You've just sounded the three notes which, according to the chart, constitute the signal for a fire drill in the southeastern quarter of the city. Though from here you can only see rooftops and high walls of that quarter, you can detect an increase in the sound of bustle coming from there. Quisborne chuckles. "Look what we did, sir! A whole quarter of the city is astir from our little antics! I suppose it's no loss to them, though, since if our sleepy little friend hadn't been so sleepy, he might have been blowing the drill for them today anyway." <>> d <> Trumpeter's quarters <> You are in a room occupying the topmost part of the trumpet tower save for the roof. The room is fitted out as dwelling quarters for the trumpeter on duty. There is a small fireplace in the round wall, and an unglazed window looks south. The furniture consists of the typical bed, table, and chair. A ladder runs up the west part of the wall through a hatch in the ceiling, and a door leads to the staircase down. Between the window and the ladder, a large chart is fixed to the wall. Sitting on the chair but slumped over the table is a middle-aged man, slobberknocked into oblivion by the effects of alcohol consumption. Your young pal occupies the small room with you. <>> d Rightly assuming that you could get in big trouble if you were found with the official trumpet of Azh Bansilkris, you make sure to leave the trumpet on the table. <> By the palace gatehouse and trumpet tower <> The street has climbed just high enough up the gorgeside to give you a magnificent panorama of Azh Bansilkris to the east. To the west is a gatehouse to the grounds of the palace, which sits yet higher up the gorgeside on a prominent terraced overlook. Just north of the gatehouse, embedded in the wall of the palace grounds, is a tall, freestanding tower, which manifests itself to be the trumpet tower of the city. The street goes downhill to the northeast, and also continues to the south. A written notice has been posted next to the tower door. The royal youth has exited the tower. Prince Q takes the makeshift dart gun and fires a shot at the door. Afterwards, he retrieves the dart. <>> ne <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Prince Quiz doesn't stray too far in this foreign city. Prince Quisborne keeps up his pushup regimen. <>> se <> In the city of Azh Bansilkris, central square <> There is a large public open space at the center of the city, filled with small tents and kiosks, and surrounded by many prominent-looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. Citizens of nearly all classes and ages have convened at the firefighting station from the southeastern quarter of the city. Besides having drilled their response to the call of action, they are reviewing procedures for most quickly distributing buckets and beating mops and dispatching the tank wagons. Soon they will be dismissed to carry on as they were. A few parked llamas laze in the shade on the south side of the plaza. The future king of Dwindeldorn is near at hand. A llama rider clops by. <>> se <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. The Dwindeldornian prince moves through the city with you. <>> s <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. Prince Quisborne doesn't stray too far in this foreign city. Catfights seem to be a common occurrence in this neighborhood. <>> enter yard (first opening the iron gate) You grunt the hinge side of the gate off its pins and push it inward just enough to squeeze by. You make sure to close the gate after you. <> In an unused tanning yard <> A good deal of the yard behind the tannery is made up of many square pits, only about three or four feet deep, six to eight feet on a side. There is also a capstan in the yard, where llamas would have been hitched to turn the bark mill, and a great mound of unground bark near by it. Tall stone walls surround the yard except on the back side, where the narrow but deep Arduvlekh River flows through the city. More unkempt houses crowd the view on the other side of the river. The iron gate back to the street is northeast, around the building. The back side of the tannery, to the east, is rather nondescript. It consists of a large set of bifolding barn doors near the northern end, and a plain walk-door near the center, in addition to a large tableau of vertical plank siding. There is a knothole in the plank wall, off to the side of the walk-door. The incumbent to the throne moves through the city with you. <>> e (first opening the back door of the tannery) <> In an old tannery <> You're inside the old tannery. The whole length of the back half of the building is one large space, in the dim far corners of which you see some wooden hoppers and huge baskets left behind, along with some curved scraping horses and a pile of valonia acorns. The exit is to the west. There is a knothole in the plank wall, off to the side of the walk-door. A large buffalo hide is lumped up against the east wall opposite the knothole. Your squire is in the tannery with you. "Our plan worked!!" blusters the heir. "Those blackguards must have gone to the fire drill to maintain their appearances! We'd better hurry, right?!" <>> * && Not even one thug left to guard the hide-out? Comment recorded. <>> save Saved. <>> search hoppers Don't mess with that stuff: you shouldn't be here a minute longer than necessary. The future king of Dwindeldorn does a little inspection of the tannery. <>> x baskets Curved scraping horses: for supporting hides while scraping off hair and fleshy gunk. Valonia acorns: possess different properties from ordinary bark for tanning different kinds of leather. Baskets and hoppers: for holding lots of stuff. <>> search hide Lifting up the heavy hide, you see that it is still there: the deadly keg of black powder. <>> get keg You take the keg of black powder. *** Your score has just gone up by six points *** <>> light keg This is us giving you another chance at life. <>> sniff powder We're not going to mess too much with the actual powder in the keg. Your companion wonders how soon the fire drill will be over. <>> w You take the back door of the tannery back out of the pocket. You take the back door of the tannery back out of the pocket. <> In an unused tanning yard <> A good deal of the yard behind the tannery is made up of many square pits, only about three or four feet deep, six to eight feet on a side. There is also a capstan in the yard, where llamas would have been hitched to turn the bark mill, and a great mound of unground bark near by it. Tall stone walls surround the yard except on the back side, where the narrow but deep Arduvlekh River flows through the city. More unkempt houses crowd the view on the other side of the river. The iron gate back to the street is northeast, around the building. The back side of the tannery, to the east, is rather nondescript. It consists of a large set of bifolding barn doors near the northern end, and a plain walk-door near the center, in addition to a large tableau of vertical plank siding. There is a knothole in the plank wall, off to the side of the walk-door. Your young pal is near at hand. It may not be wise to dawdle too long around here... you never know when Kus- amenjin's band might be returning. <>> exit (first opening the iron gate) You grunt the hinge side of the gate off its pins and pull it inward just enough to squeeze by. You make sure to close the gate after you. <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. Your squire moves through the city with you. Somewhere in the neighborhood, a dog barks. <>> n <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. Quiz doesn't stray too far in this foreign city. <>> n <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The prince is near at hand. With the sack on his shoulders, the king's son pumps out a few squats. <>> ne You can proceed how you wish, but we're just going to say that the guards seeing a powder keg amongst your stuff might not go over too well. Llama-drawn wagons roll down the thoroughfare. <>> ne Before you can pass through the gates of Azh Bansilkris, the guards halt you and probe through your sack. Seeing the keg, they pull it out to inspect what it is. Now surely you can imagine how it must appear: two foreigners being caught in the royal city with one of the most destructive substances known to mankind. Your claims of having snatched the keg out of the grasp of dangerous insurrectionists go completely unheeded: after all, you're the ones holding the deadly keg. As you and the prince are swiftly subdued and being dragged off to prison, you beg and urge that they would send someone to investigate the old tannery where you found it. Alas! They don't. Or maybe they did, but Kus- amenjin's men fed them a good story about how you are to blame. Either way, it's the same. *** The prime years of Prince Quisborne's life are spent beside you in an Azhgalothian prison *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “ne”. <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The royal youth sojourns with you in the city of Azh Bansilkris. <>> * && The river to sneak out the keg? Comment recorded. <>> w <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Your young pal moves through the city with you. <>> throw keg in river If you're trying to get the keg out of the city without being caught with it at the gates, this is an interesting idea. The river does indeed issue out from under the city's northern wall. But even if the keg stayed afloat, which isn't a given, it is most likely that it would be dashed to pieces on the walls or submerged rocks of the river. Certainly the powder would get soaked through, and you'd probably never be able to find or retrieve it after it left your sight. <>> * && Ah. Thank you for the explanation why my brilliant idea won't work. Comment recorded. <>> open case You open the artifact case. The king-to-be sketches the bunch of carrots on the keg of black powder with the chalk. <>> pour powder in case It's best to keep the volatile powder in the keg. <>> close case You close the artifact case. <>> e <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The young sprig of royalty is near at hand. <>> save Saved. <>> * && I want to blow the fire drill for this quarter. But I'd have to wait a day... Comment recorded. <>> w <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. The future king of Dwindeldorn doesn't stray too far in this foreign city. The Dwindeldornian prince enjoys having so many llamas around. <>> sw <> By the palace gatehouse and trumpet tower <> The street has climbed just high enough up the gorgeside to give you a magnificent panorama of Azh Bansilkris to the east. To the west is a gatehouse to the grounds of the palace, which sits yet higher up the gorgeside on a prominent terraced overlook. Just north of the gatehouse, embedded in the wall of the palace grounds, is a tall, freestanding tower, which manifests itself to be the trumpet tower of the city. The street goes downhill to the northeast, and also continues to the south. Your young pal is on the street with you. <>> u The notice has been removed from beside the tower door: perhaps a competent trumpeter has been found after all. You've got no more business monkeying with the trumpet tower. <>> * && Okay. That rules out that plan. I was going to have a slumber party on the tower terrace and blow the fire drill first thing in the morning. Comment recorded. <>> s The llama racetrack doesn't hold Quisborne's destiny. <>> w You won't get far approaching the palace without an invitation. And you feel pretty strongly that neither Risht-alura nor anyone in her palace are going to be interested in anything you have to say. <>> x keg It's quite a small wooden keg, filled with black powder. It's coopered together with wooden hoops instead of steel ones, so that accidental sparks don't create an explosion hazard. It isn't every day you see the likes of this stuff in Dwindeldorn or any of the Northeastern Realms. The bunghole is closed. Drawn in chalk on the keg of black powder is a picture of the bunch of carrots. <>> put carrots in keg The opening in the keg is very small. Your ostensible squire reads the notice on the wall. <>> read notice You don't see any notice in view. <>> * && Quisborne has just read an invisible notice? Comment recorded. <>> ne <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Prince Quisborne moves through the city with you. Quisborne is doing some pull-ups. He manages thirty-five repetitions. <>> s <> In the city of Azh Bansilkris, southwest quarter <> Here the main streets make a bend from north to east and vice versa; ways going any further south or west are narrower lanes which seem to lead toward private homes of respectable folk. The Aksh Ramivar also ends (or starts) here, going away to the northeast. Sitting caddy-corner along the southwest corner of the bend is a one-story shop. On the wall beside the open door is a sign reading "Thelgrimane's Dwindeldornian Earthenwayre." PQ doesn't stray too far in this foreign city. <>> sw <> Potter's shop <> The interior of the potter's shop has that quaint and comfortable feeling that comes when a place is filled with things meant for creativity and industry: things meant to be used and not merely looked at. There is a large work table against the northwest wall, a kiln is built into the back wall, and the front wall is primarily taken up with window space and racks of finished wares displayed for sale. The southeast wall and any remaining wall space is mostly taken up with racks and shelves of various things for the potter's use: tools, large blocks of raw clay, formed vessels that are waiting for glazing, and the like. There is also a door in the back wall, which could be assumed to lead to the potter's personal quarters, and of course the entry door to the northeast. The potter is seated at his wheel in the center of the room. Prince Quisborne is to be found here in the potter's shop. "Welcome back, fellows!" booms the potter. <>> show keg to potter We are truly sorry... we try our hardest to comply with your every wish, but sometimes we just find ourselves getting mixed up or confused. It's highly unlikely that what's happening is of critical importance to your mission; nonetheless, we must confess that the last turn may or may not have been fully carried out as intended. [A file called "pqerror" has been created in the game directory... you would be rendering great service if you would be willing to simply attach that file to an email and send it to johnnywz00@yahoo.com with a subject of "PQ bug." This could help other people in the future enjoy this game with less problems. Many thanks!] <>> ask potter about keg You choose not to embroil the benign potter in sticky matters. You and the prince will think of something. Maybe a hiding place in an unfrequented area. <>> * && This clue is confusing. A hiding place for whom ot what? First I thought Valkyrian and Quisborne needed to hide nearby the Tannery. Then I thought it pointed to the hide-out of the insurgents, i.e. the Tannery itself. But now I get the same clue Comment recorded. <>> * && about the keg. I can hardly hide the keg somewhere in the city, can I? I need to get it out. Comment recorded. <>> * && I hoped the potter would hide it in a cartload of his wares to be sold in Dwindeldorn. Comment recorded. <>> ne <> In the city of Azh Bansilkris, southwest quarter <> Here the main streets make a bend from north to east and vice versa; ways going any further south or west are narrower lanes which seem to lead toward private homes of respectable folk. The Aksh Ramivar also ends (or starts) here, going away to the northeast. Sitting caddy-corner along the southwest corner of the bend is a one-story shop. On the wall beside the open door is a sign reading "Thelgrimane's Dwindeldornian Earthenwayre." Your protegé is near at hand. The heir to the throne of Dwindeldorn waves and smiles to someone going by. <>> sw <> Potter's shop <> In the potter's shop, a large work table is against the northwest wall, a kiln is built into the back wall, and the front wall is primarily taken up with window space and racks of finished wares displayed for sale. The southeast wall and any remaining wall space is mostly taken up with racks and shelves of various things for the potter's use: tools, large blocks of raw clay, formed vessels that are waiting for glazing, and the like. There is also a door in the back wall, and the entry door to the northeast. The potter is seated at his wheel in the center of the room. The prince is to be found here in the potter's shop. "Welcome back, fellows!" booms the hairy potter. <>> ask potter about gates It doesn't seem as though your adventure will be furthered by asking that question. <>> * && If there's a NE gate, maybe there's a lesser used/known SW gate? Comment recorded. <>> s The exit is northeast. <>> ne <> In the city of Azh Bansilkris, southwest quarter <> Here the main streets make a bend from north to east and vice versa; ways going any further south or west are narrower lanes which seem to lead toward private homes of respectable folk. The Aksh Ramivar also ends (or starts) here, going away to the northeast. Sitting caddy-corner along the southwest corner of the bend is a one-story shop. On the wall beside the open door is a sign reading "Thelgrimane's Dwindeldornian Earthenwayre." The Dwindeldornian heir moves through the city with you. <>> s There doesn't seem to be any pressing reason to roam the well-to-do neighborhoods of Azh Bansilkris. <>> e <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. Your sidekick is near at hand. <>> se The southeastern street traverses some seedy neighborhoods and then curves back around to the west... <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. The young figurehead doesn't stray too far in this foreign city. The young sprig of royalty twirls his hair. <>> se Your quest probably won't involve barging into occupied houses uninvited. <>> s Your quest probably won't involve barging into occupied houses uninvited. Prince Quisborne sniffles. <>> e The eastern street traverses some seedy neighborhoods, and then curves back around to the northwest... <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. Prince Quiz is near at hand. <>> s <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs mildly downhill to the north, and makes a wide- sweeping curve here to the east. Some large storehouses sit back and occupy the space within the elbow of the road bend, and on the west side of the street a modestly large plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". However, the many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards, and peopled by the poor, the unfortunate, and the insolvent. Dwindeldorn's future king doesn't stray too far in this foreign city. <>> sw Your quest probably won't involve barging into occupied houses uninvited. The young figurehead follows you around. Occasionally you hear some domestic noises issuing from the neighboring houses. <>> put keg in secret pocket It's a highly questionable move to leave this keg of black powder unattended in the city of Azh Bansilkris. It's sure to get spotted in no time, and you don't need to run the risk of getting mixed up with any false rumors or allegations. You would at least need to put it somewhere that would serve as a good hiding place. <>> * && However useful this clue is, it seems like an unappropriate response to my attempt to stuff an entire keg in my tiny pocket. Comment recorded. <>> put keg under porch It's a little risky stowing the keg so close to Kus-amenjin's hideout, but as long as it's not in plain sight, you might just get away with it in such an out-of-the-way location. You have to slide the tub out from under the porch to lift it enough to get the keg under. Then you shove both far back under the porch, and brush away the slide marks. Somewhere in the neighborhood, a dog barks. <>> undo Taking back one turn: “put keg under porch”. <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. The Prince of Dwindeldorn sojourns with you in the city of Azh Bansilkris. <>> put keg under tub It's a little risky stowing the keg so close to Kus-amenjin's hideout, but as long as it's not in plain sight, you might just get away with it in such an out-of-the-way location. You have to slide the tub out from under the porch to lift it enough to get the keg under. Then you shove both far back under the porch, and brush away the slide marks. <>> * && And now? Draw doodles in the sand while whistling and counting my knuckles? Comment recorded. <>> n <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. The heir to the throne of Dwindeldorn moves through the city with you. A knot of people in Azhgalothian garb hurry by. <>> ne The buildings in that direction are private and not for you to waltz into. A llama rider passes by. <>> n <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Prince Quisborne is near at hand. Prince Quisborne tries to strike up conversation with a stranger. <>> ne The guards perform a routine check, and you pass through the gates. <> The gates of Azh Bansilkris <> You have exited the gates of Azh Bansilkris. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step- shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The royal youth has passed through the gates with you. At some distance you can see llamas milling about high on the stepped sides of the valley wall. <>> sw The guards perform a routine check, and you pass through the gates. <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. The gate is steadily manned by the guards that cleared you to enter the city. Dwindeldorn's future king doesn't stray too far in this foreign city. The guards at the gate monitor the traffic going out. <>> sw <> In the city of Azh Bansilkris, central square <> There is a large public open space at the center of the city, filled with small tents and kiosks, and surrounded by many prominent-looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. Your sidekick moves through the city with you. <>> nw <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. The lad is near at hand. <>> e <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Quiz moves through the city with you. <>> sw <> In the city of Azh Bansilkris, central square <> There is a large public open space at the center of the city, filled with small tents and kiosks, and surrounded by many prominent-looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. Your young pal doesn't stray too far in this foreign city. The royal youth talks more about the hunt for the temple and the Artifact of Enj Trahen. <>> w The firefighting station seems to be a dead end as far as exploration, discovery and adventure are concerned. <>> n A permanent job as trumpeter for Azh Bansilkris is not part of your agenda. <> In the city of Azh Bansilkris, central square <> This location is at the center of Azh Bansilkris, and features what you would be tempted to call a "square", only it's not square, or even rectangular. Nonetheless there is a large public open space shaped sort of like a jagged crescent, filled with small tents and kiosks, and surrounded by many prominent- looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. The incumbent to the throne sojourns with you in the city of Azh Bansilkris. <>> * && I hoped the citizens of the SE quarter would still be here doing their drill, so I could point out the insurgent leader to the fire brigade sergeant. He would not look kindly on playing with fireworks in his city, I imagine. Comment recorded. <>> se <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. The king-to-be moves through the city with you. <>> s <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. Your protegé is near at hand. <>> get tub The tub is heavy and threatening to fall apart if taken out. You decide it can continue its quiet decay where you found it. You hear the unearthly howls of two toms in a catfight. <>> z Time passes... The prince's unlucky streak as a bird poop target continues. <>> z Time passes... <>> nw Your quest probably won't involve barging into occupied houses uninvited. Occasionally you hear some domestic noises issuing from the neighboring houses. <>> n <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. The princeling doesn't stray too far in this foreign city. Llama-drawn carriages clatter down the streets. <>> nw <> In the city of Azh Bansilkris, central square <> There is a large public open space at the center of the city, filled with small tents and kiosks, and surrounded by many prominent-looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. Dwindeldorn's future king moves through the city with you. Quisborne recollects the hunt for the temple and the Artifact of Enj Trahen. <>> ne <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. Wood, in that that is what nearly every building is made of, in an aesthetic and peculiarly Azhgalothian style, and llamas, in that those animals are the backbone of typical Azhgalothian livelihood, being used for a wide variety of purposes including riding and drawing carriages. Besides running out the gate to the northeast, major thoroughfares run west, southwest and south (Aksh Ijavesht, Aksh Ramivar, and Aksh Agushtan), lined with a swordmaker's shop and other buildings of different shapes and heights. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The royal youth is near at hand. A few people in Azhgalothian attire stroll by. <>> ne The guards perform a routine check, and you pass through the gates. <> The gates of Azh Bansilkris <> You have exited the gates of Azh Bansilkris. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step- shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Your young pal has passed through the gates with you. <>> ne You make the long return journey to Dwindeldorn, eventually crossing the river Rushindith... Somewhere between leaving there and arriving here, you and the prince stopped for the night. <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. The future ruler of the land is hanging around. The lad keeps up his sprinting practice. <>> ne <> Brinekettle village <> You're in the common green of Brinekettle village. The village is rather a quiet one in the absence of the seasonal gala, and even the music stage lies dormant. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Quisborne is following you wherever you go. <>> e You can leave the village west, southwest, southeast, and northeast by proper roads. <>> ne <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." Your "squire" is in tow. The heir to the throne of Dwindeldorn makes shrill noises by blowing on a piece of grass. <>> e <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a modest-sized building project underway at Skrolpingale Castle. Your ostensible squire is present as ever. A couple of horse riders trot on by. <>> se You have no audience with my lords Skrolpingale, Poldigroyne, Baultshiffle, Quaxeldorst, Griltindarl, or Oscalbroyne. <>> ne <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The young sprig of royalty is following you as ever. Dwindeldorn's future king is peering into a burrow. <>> e You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> The road arrives here from two different directions at the ferry landing: west of you, the lovely Ribbleskinder River flows roughly south-southwest. The western bank is a continuous line of bluffs covered with grass and trees, while the land on this side makes a more gradual descent to the water. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here, at the confluence of the Ribbleskinder and Gloskinfroke rivers. The road travels off to the southeast and to the northeast, in addition to a small lane that follows the riverbank north towards the town. A small, tree-flanked hut standing just up the bank from the ferry landing appears to be a shelter for waiting folk when the ferry crossing is extra busy, and on its side is painted in large decorative lettering: "WRATCHBUNTING FERRIE." The ferry dock extends a short way into the river's waters where the road comes down to it. The ferry floats alongside the dock near you. The royal youth is sticking about in your general vicinity. <>> ne Passing over the Gloskinfroke on a small bridge, you make your way northeast until coming to Blatterfarthing... <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. Your companion comes along. <>> n You've got nothing more to gain from the sausage shop under the circumstances. <> Blatterfarthing village green <> The village of Blatterfarthing is described as a central communal green featuring a running brook and several large shade trees, encircled a few rings deep by the buildings which make up the community. The Snorting Sow harbors the village's wayfarers on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. Your squire is here with you as always. <>> ne <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Scholarly Bivalves are playing the Mop Buckets. The grandstands quiver with the energy of their human cargo. The Dwindeldornian prince is here. <>> n ( Nighttime came and went.) <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. Your "squire" is in tow. <>> nw You descend into the woods towards the river bottom... <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The building stands among tall trees and thick thorn thickets to the north. The side of the building facing you is dominated by a wide rolling door, which is slid wide open. You can hear the river to the west, and a track leads upwards southeast. Your companion, the incumbent to the throne, is here with you. Quisborne observes a creeping woolly-worm. <>> n You stroll on into the mill... <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A ladder leads up to the gangway. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. PQ is sticking nearby. <>> e You take the path out to the millpond... <> By a millpond <> You're at the edge of the millpond, behind the mill itself. The bank is covered in thick, deep ground cover, and tall trees close you in. A gutter- shaped conduit connecting to the sluice gate in the mill wall travels on elevated trestles until it reaches the bank of the pond. The pond is empty, save for a scummy mess of muck at the bottom. Amidst the thick underbrush you can see the millrace going northwest. A path leads back southward down the steep bank towards the back door of the mill. Near by your side sticks the heir to the throne of Dwindeldorn. <>> nw You take the channel towards the river... <> Ribbleskinder River <> You've made your way to the bank of the Ribbleskinder River, which flows in from the north, and bends off to the southwest at this particular spot. On both sides densely growing trees of substantial diameter line the green banks of the river. You can see that the millrace is blocked off from the river by a mountainous deposit of flood debris, which are effectively creating a dam. The only apparent way to go is back along the millpond channel to the southeast. The Dwindeldornian heir is present as ever. The air near the dam smells quite unpleasant. A fly gets in your ear momentarily, then flies off. <>> x dam It's a miniature mountain of tangled, interlocked flood debris. A great tree with an enormous, gnarled root ball must have lodged in the channel opening during some past flood, and then other logs, branches, flotsam and mats of debris caught and built up around it over time, until the blockage finally became impenetrable to water flow. The dam smells quite foul, as it is a big trap for all kinds of gunk, scum, rotting matter, and dead things. The Dwindeldornian prince pops the densely growing trees with a shot from the dartgun, retrieving the dart afterward. <>> put gunpowder in dam You don't see any gunpowder in view. <>> se You follow the edge of the millrace through the thick brush and back to the millpond... <> By a millpond <> You're at the edge of the millpond, behind the mill itself. The bank is covered in thick, deep ground cover, and tall trees close you in. A gutter- shaped conduit connecting to the sluice gate in the mill wall travels on elevated trestles until it reaches the bank of the pond. The pond is empty, save for a scummy mess of muck at the bottom. Amidst the thick underbrush you can see the millrace going northwest. A path leads back southward down the steep bank towards the back door of the mill. The youth comes along. <>> s You go back down the steep bank and in through the back door of the mill... <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A ladder leads up to the gangway. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. Your companion is following you as always. <>> s <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The building stands among tall trees and thick thorn thickets to the north. The side of the building facing you is dominated by a wide rolling door, which is slid wide open. You can hear the river to the west, and a track leads upwards southeast. Prince Quiz is present and accounted for. You see some squirrels at play. <>> sw You found nothing to pursue along that stretch of the river. <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The building stands among tall trees and thick thorn thickets to the north. The side of the building facing you is dominated by a wide rolling door, which is slid wide open. You can hear the river to the west, and a track leads upwards southeast. The young sprig of royalty is sticking nearby. <>> s There doesn't appear to be anything but woods that way. <>> se The track takes you up out of the woods back to the top of a knoll... <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. The heir to the throne of Dwindeldorn is here. <>> sw There's a time and place for blazing new trails... now doesn't seem like one of the most compelling. Better options are southeast, northwest, northeast, or south towards Squarchminster. Quiz takes a tuft of dandelion seeds and blows it apart. <>> se <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. The royal youth is here with you as always. <>> sw <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Mighty Udders are playing the Snide Pilgrims. The grandstands groan with the liveliness of the seated crowd. Prince Quiz is hanging around. <>> s The roads will take you wherever you need to go. <>> sw You traverse the pleasant countryside outside of Squarchminster, and come to Blatterfarthing village... <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. Your young pal tags along. <>> sw <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Nearby, your squire is ambling around, carrying the sack. <>> w Once again you and the prince make a westward crossing over the river on the ferry, as he mans the crank. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The princeling is with you like your shadow. <>> sw <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see a small building project underway at Skrolpingale Castle. Your young pal is following you wherever you go. The lad has found another toad to pet. <>> w <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The boy is present as ever. <>> sw ( Another night passed...) <> Brinekettle village <> You're in the common green of Brinekettle village. The village is rather a quiet one in the absence of the seasonal gala, and even the music stage lies dormant. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. PQ is following you as ever. <>> sw <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. The royal youth is sticking nearby. Your sidekick is picking bark off of a tree. <>> sw Traveling southwest, you soon cross the river Rushindith, and leave the realm of Dwindeldorn behind. The high road leads you into the fantastical landscapes of Azhgaloth... Every journey down the Azhgaloth Road involves stopping for the night... <> The gates of Azh Bansilkris <> You have ventured from Dwindeldorn into Azhgaloth, land of of the llama- lords, and stand near the gates of Azh Bansilkris, the royal city. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step-shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Your ostensible squire is journeying with you through Azhgaloth. <>> sw The guards perform a routine check, and you pass through the gates. <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. The gate is steadily manned by the guards that cleared you to enter the city. The king-to-be doesn't stray too far in this foreign city. The rubbish wagon goes rumbling by. <>> s <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. The royal youth moves through the city with you. <>> s <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. The youth is near at hand. The prince does some straight-arm lifts with the hammer head for weight. <>> n <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. Your sidekick doesn't stray too far in this foreign city. <>> n <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The young figurehead is near at hand. <>> * && I've hidden the keg inside the city. How does this help me getting it out of the city? Should I lure the guards away from the gate? Comment recorded. <>> script off & & & & The transcript will be saved to the file. Type SCRIPT OFF to discontinue scripting. <>> l <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The king's son sojourns with you in the city of Azh Bansilkris. <>> * && Hiding the keg inside the city suggests that I'll have to find a means of covert transportation from outside the city. I'm thinking about merchants or farmers with a cart or wagon. Comment recorded. <>> * && Or, but I think this is out of the question now, a wheelbarrow chock-full of rutabagas with the keg at the bottom. Comment recorded. <>> ne The guards perform a routine check, and you pass through the gates. <> The gates of Azh Bansilkris <> You have exited the gates of Azh Bansilkris. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step- shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Your young pal has passed through the gates with you. <>> ne You make the long return journey to Dwindeldorn, eventually crossing the river Rushindith... (You both camped for the night.) <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn, and the unobtrusive road winds in harmony with the contours of the land. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the strange and sometime unfriendly kingdom of Azhgaloth. With just a bit more elevation, you would be able to look east or southeast and see the Firth of Cairnash, a large northward-reaching arm of the Great Skalfyrth Water, which cuts off the lands of Dwindeldorn and Azhgaloth from meeting each other anywhere except at their extreme corners. South and southwestward where the road leads, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of the country of Azhgaloth. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. Your companion is hanging around. The youth whittles on a twig from a nearby tree. <>> * && There was something in the Wizard's book about losing an entire cartload full of tomatoes in the river Scumbrinoddy... Comment recorded. <>> travel to library <> Brinekettle village <> You're in the common green of Brinekettle village. The village is rather a quiet one in the absence of the seasonal gala, and even the music stage lies dormant. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. The Dwindeldornian heir tags along. <>> ct The road to Chedderwicket winds through a good deal of very abundant land... (Nighttime came and went.) <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is the junk drop-off, an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. Your young pal is following you wherever you go. <>> g Southeast from Chedderwicket, you go through bottom lands, cane brakes, and cotton fields... <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. The future king of Dwindeldorn comes along. <>> n The squabbling towns are not likely to be the scene of any unfolding adventure. <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. Nearby, your ostensible squire is ambling around. A cart rolls by, disappearing down the road. <>> ct You and Prince Q take the path that circles around the butte, and arrive at the lake's edge... <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. The turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below, and on the horizon you can see the dim blue of the lands beyond the Water. The base of Dyss Butte is just north of the rim, with moss-covered protrusions and outcroppings that make a regular ascent upward. Traveling the trail northeast will lead back around the butte and to the road. Near by your side is your young pal. <>> g You are able to pick your way with comparative ease from ledge to ledge up the steep side of the butte... <> Halfway up Dyss Butte <> You're somewhat over halfway up the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. The natural mossy steps continue towards the top of the butte. Under the limbs of the trees, a moss-covered section of the side of the butte is actually a camouflaged door leading into the earth. Prince Quisborne is here with you as always. <>> g You pull open the door in the side of the butte, and enter in. <> Library of the Wizard of Aahh!'s <> The Wizard's library might in fact be more expansive than those found in kings' castles. The walls of the hourglass-shaped room are solidly covered to surprising heights with shelves full of books, punctuated with an occasional draped alcove. A rolling ladder on a rail provides access to the many books which sit out of arm's reach. The great doors from the Wizard's domains are to the north; to the south, a small passage burrows through the butte wall to another door further back. Smack in the middle of the room is a large and fancy desk in the shape of a horseshoe. It has the appearance of being the Wizard's personal study space. The poetry section contains Grenchmola's poems, et cetera. The northwest section has a copy of a reptilian reference and a treatise on flowering plants, among other things. The southwest section has a copy of "A Condensd Historie of the House of Dubious Renowne." Nearby, the future king of Dwindeldorn is pacing around. After you pass through, the camouflaged door shuts itself. <>> read papers You reread the only sheet amongst the papers that seems interesting: "...Izgreel has broght me somme moste fascinatynge News. It's about tyme that Blighter prooved himself a partiallie usefulle Assistaunt. Ah, for the goode olde Dayes when my Assistaunts gladlie dug my Cavernes for me, and ausked nothynge in retourn sayve the Honoure of beeing admytted to observe and assist! Anywaye. Hee sayes he's learnd that the Minynge Monkes of Mowm have discouverd a rayre and extraordinarie Minerall calld the Lodestone. In facte have been in seecret possessioun of this marvell for perhaups Generatiouns. Accordynge to him this Minerall, without anye magicall taumpering or interventioun, exhibbits an inexpliccable proupensitie to leep through thinne Ayre in order to clynge to Metalls of ironne! My Imaginatioun runnes wylde with the possibilityes for creatioun and experimentatioun iff I coulde get my haunds on a quantitie of such Stones. And that is not all. Apparentlie the Monkes found that the Lodestone could be mayde to impaurt its Poweres to a small thinn wand of Metall, such thatt if the wand were then causd to floate upon a surfasse of Wauter, it woulde unfailinglie alygne itself to poynte in a northwaurd Direcktion! Truelie there is grayte Misterie to be unravelld here. I must plaun a Jornie to seeke out these Monkes and see if I can baurter for somme of these maurvellous Stones. Likelie the Monkes are not interrested in worldlie Welth, but perhaups I coulde invent them somme minynge Equippmente in retourn. Drat that bunglynge Izgreel! I'd have had all the Fundes I need for travell ryght now, if he hadn't tumbld that half caurtloade of my musickallie-grown Tomautoes into the Ryver at Throxbaddle Ford on his waye to Baultshiffle Caustle. Lord Baultshiffle was paiynge out a prettie pennie! Reallie, I am far too magnaunimous with this cloddishe..." Here the Wizard of Aahh!'s digresses into personal reflections on the character and shortcomings of the assistant Izgreel. <>> * && There it is: Throxbaddle Ford. But it says "half a cartload". That doesn't mean there's a cart lying in the river... Comment recorded. <>> * && Throxbaddle is on the map straight North from Dys Butte. Since I can't take the road North from the crossing, I suppose this is not the answer. Comment recorded. <>> * && Farmers and merchants... Comment recorded. <>> travel to brinekettle (first opening the exit door) After you pass through the library door, it swings shut. <> Halfway up Dyss Butte <> You're not quite halfway down the side of Dyss Butte. The ledge here is a grassy one the size of a very small yard, with two trees large enough for shade, whose northern limbs crowd against the side of the butte. The natural mossy steps lead both upwards and downward. Under the limbs of the trees, a moss-covered section of the side of the butte is actually a camouflaged door leading into the earth, from which you have emerged. Your "squire" is in tow. <>> ct <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. The turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below, and on the horizon you can see the dim blue of the lands beyond the Water. The base of Dyss Butte is just north of the rim, with moss-covered protrusions and outcroppings that make a regular ascent upward. Traveling the trail northeast will lead back around the butte and to the road. The lad is here. Shadows create pleasing contrasts across the landscape. <>> * && Wait! Can I carve the pumpkin and hide the keg inside? Comment recorded. <>> x pumpkin It's a pumpkin, very yellowish, and of a medium size for this kind of gourd. Its rind is particularly warty and creasy. Pumpkins are used extensively for food in the areas where you come from, and probably are in Dwindeldorn as well. The Dwindeldornian prince is barking at a squirrel. <>> hollow out pumpkin We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> hollow pumpkin You may be trying to use a verb that we weren't instructed how to handle... <>> cut pumpkin (with the axe) Uarthain gave you this pumpkin from his own stores... hacking it up with an axe is just a waste of his generosity. The great water sparkles below. <>> cut pumpkin with knife Using the knife, you slice into the pumpkin rind, following natural creases with your cuts. You cut the top off of the pumpkin in such a manner that when it is set back on, it is scarcely detectable that the pumpkin has been cut. Inside the pumpkin, naturally, is a healthy wad of pumpkin seeds. <>> * && Hahaaa!!! Comment recorded. <>> get seeds from pumpkin You take the pumpkin seeds. Quiz drops a pebble off the cliff. <>> x pumpkin It's a pumpkin, very yellowish, and of a medium size for this kind of gourd. Its rind is particularly warty and creasy, hiding very well the fine and camouflaged cut marks which you've made to open it up. Pumpkins are used extensively for food in the areas where you come from, and probably are in Dwindeldorn as well. <>> put seeds in pumpkin You put the pumpkin seeds in the pumpkin. The lad is finding more burrows. <>> put all in pumpkin magic bean: You put the magic bean in the pumpkin. needle: You put the needle in the pumpkin. burlap sack: Let's just keep it simple: you want the sack. You, or the prince, will set it down when and where you need to. And carrying things is really its one claim to fame. basket: The basket is too large for the pumpkin. fishing pole: You put the fishing pole in the pumpkin. brass javelin: You put the brass javelin in the pumpkin. broken mattock: There's only so much room in the pumpkin to put things. axe: There's only so much room in the pumpkin to put things. roll of privy paper: There's only so much room in the pumpkin to put things. ball: There's only so much room in the pumpkin to put things. knife: You put the knife in the pumpkin. sedative: You put the sedative in the pumpkin. bamboo whistle: There's only so much room in the pumpkin to put things. sledgehammer head: There's only so much room in the pumpkin to put things. handkerchief: You put the handkerchief in the pumpkin. piece of chalk: You put the piece of chalk in the pumpkin. iron bar: There's only so much room in the pumpkin to put things. honeycomb: You put the honeycomb in the pumpkin. slate: There's only so much room in the pumpkin to put things. your ember box: There's only so much room in the pumpkin to put things. book of utterances: You put the book of utterances in the pumpkin. artifact case: There's only so much room in the pumpkin to put things. glove: There's only so much room in the pumpkin to put things. clay bowl: There's only so much room in the pumpkin to put things. thread: You put the thread in the pumpkin. dart: You put the dart in the pumpkin. <>> undo Taking back one turn: “put all in pumpkin”. <> By Dyss Butte and the Great Skalfyrth Water <> This is truly a magnificent spot... you stand upon the very rim of the Great Skalfyrth Water. The turfy ground drops off suddenly into a sheer plunge of more than two hundred feet to the water below, and on the horizon you can see the dim blue of the lands beyond the Water. The base of Dyss Butte is just north of the rim, with moss-covered protrusions and outcroppings that make a regular ascent upward. Traveling the trail northeast will lead back around the butte and to the road. The future king of Dwindeldorn is hanging around. <>> * && It's funny to see which things can and cannot fit in the pumpkin. It has nothing to do with size. Comment recorded. <>> look in pumpkin The hollow of the pumpkin contains some pumpkin seeds. <>> enter pumpkin Let's not take Cinderella too literally. <>> * && Nice. Comment recorded. <>> close pumpkin You put the top back on the pumpkin. Without special scrutiny, it looks like a whole pumpkin. <>> travel to azh bansilkris The trail takes you through woods around the butte to the road. <> Road past a butte <> The road in this region runs now and again along the top of a dike through a balmy country of mild hills and rice paddies. It sweeps around here to the north, otherwise leading northwestward eventually to Chedderwicket. Southeast of you the ground rises, turning from rice fields to woods, and neither near to the road nor yet at any great distance, a striking butte-like landform rises in stark contrast above the surrounding country. Your companion, the youth, is here with you. <>> ct You return to Chedderwicket town, after a journey through the balmy lands and cotton fields of southern Dwindeldorn... <> Chedderwicket town <> Chedderwicket town is a bustling place in southwestern Dwindeldorn, the market center of a large, populous region, and also a flourishing seat of much architectural and artistic pursuit. Thoroughfares that leave the town go northeast, northwest, and southeast; a narrow court encircled by closely clustered three-story buildings is entered to the east by a cobbled walk. North of you lies The Plastered Pilgrim, Chedderwicket's largest inn, and off to the west is the junk drop-off, an open yard with miscellaneous piles stacked here and there. Otherwise your view is filled with the charming and curious buildings of Chedderwicket. Your ostensible squire is present and accounted for. There's always some kind of hubbub going on in Chedderwicket. <>> g <> Brinekettle village <> You're in the common green of Brinekettle village. The village is rather a quiet one in the absence of the seasonal gala, and even the music stage lies dormant. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Nearby, the future king of Dwindeldorn is ambling around. <>> g Departing from Brinekettle to the southwest, you travel till you have passed through the last settled regions of southwestern Dwindeldorn, and are heading down the Azhgaloth Road... <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. Your companion, the Prince of Dwindeldorn, is here with you, sack in tow. <>> g Traveling southwest, you soon cross the river Rushindith, and leave the realm of Dwindeldorn behind. The high road leads you into the fantastical landscapes of Azhgaloth... You and the prince find an uninhabited stretch to camp for the night in, and resume your travels in the morning... <> The gates of Azh Bansilkris <> You have ventured from Dwindeldorn into Azhgaloth, land of of the llama- lords, and stand near the gates of Azh Bansilkris, the royal city. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step-shouldered towers of shale, clothed with sage-green grass and fuchsia-colored trees, convert the whole land into a network of narrow walled valleys between them. The city gates are southwest of you, and a rushing river emanates from the city wall northeastward. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The youth is journeying with you through Azhgaloth. <>> sw The guards perform a routine check, and you pass through the gates. <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. The buildings are peculiarly Azhgalothian, and llamas are rarely absent from view. Besides running out the gate to the northeast, major thoroughfares run west past the swordmaker's, southwest and south. The gate is steadily manned by the guards that cleared you to enter the city. The Dwindeldornian prince moves through the city with you. The Dwindeldornian prince enjoys having so many llamas around. Doors along the street open and close at scattered intervals. <>> s <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. The lad doesn't stray too far in this foreign city. <>> s <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. Your squire is near at hand. Prince Quisborne chews on some of the pumpkin seeds. <>> get keg First dragging the washtub out from under the porch and lifting it up, you regain possession of the powder keg, lastly shoving the tub back underneath. <>> open pumpkin Taking the top off the pumpkin, you see some pumpkin seeds inside. <>> get seeds You take the pumpkin seeds. PQ twitches. <>> put keg in pumpkin The small squat keg just fits inside the pumpkin, filling up the whole hollow. <>> close pumpkin You put the top back on the pumpkin. <>> * && An explosive Halloween! Comment recorded. <>> enter yard (first opening the iron gate) You grunt the hinge side of the gate off its pins and push it inward just enough to squeeze by. You make sure to close the gate after you. <> In an unused tanning yard <> A good deal of the yard behind the tannery is made up of many square pits, only about three or four feet deep, six to eight feet on a side. There is also a capstan in the yard, where llamas would have been hitched to turn the bark mill, and a great mound of unground bark near by it. Tall stone walls surround the yard except on the back side, where the narrow but deep Arduvlekh River flows through the city. More unkempt houses crowd the view on the other side of the river. The iron gate back to the street is northeast, around the building. The back side of the tannery, to the east, is rather nondescript. It consists of a large set of bifolding barn doors near the northern end, and a plain walk-door near the center, in addition to a large tableau of vertical plank siding. There is a knothole in the plank wall, off to the side of the walk-door. Your sidekick doesn't stray too far in this foreign city. <>> x pits These are the pits where animal hides were steeped for long periods of time in order to be turned into durable leather. You don't know a lot about the process, but you know that the hides are submerged in a solution mostly made with ground-up oak bark, which contains high amounts of tannic acid. Now the pits are just traps for deep, damp mats of dead leaves and other windblown litter. The future king of Dwindeldorn wanders along the wall of the yard. <>> plant seeds in pits You have curious notions of what fertile soil should look like. <>> plant seeds in leaves You have curious notions of what fertile soil should look like. The prince looks down into the Arduvlekh River. <>> out (first opening the iron gate) You grunt the hinge side of the gate off its pins and pull it inward just enough to squeeze by. You make sure to close the gate after you. <> A slummy street in Azh Bansilkris <> You are in a dirty street of some of the rougher-looking neighborhoods of Azh Bansilkris. The street runs downhill to the north, and makes a curve here to the east. There are large storehouses in the elbow of the road bend, and on the west side of the street a plank building bears a sign identifying it as "Jiron-dasht & Sons & Daughtres, Tanners and Curriers". The many tall windows facing the street are shuttered up, and an iron gate leading around to a walled yard behind the building is heavily chained. Otherwise up and down the street you can see a host of three- and four-story Azhgalothian houses, spreading wider as they grow upwards. The Dwindeldornian prince moves through the city with you. <>> n <> In the city of Azh Bansilkris, southeast quarter <> The southeast quarter of the city seems to be home to people of no more than moderate means. South of you the neighborhoods grow dirtier, the houses are built more crudely and plainly, and the walls are left uncolored. The road Aksh Ajishnap points west, the Aksh Uljurdjin northwest, and the Aksh Agushtan goes north from here. Smaller streets run amongst the neighborhoods: one southeast, and one goes uphill to the south. The future ruler of the land doesn't stray too far in this foreign city. <>> nw <> In the city of Azh Bansilkris, central square <> There is a large public open space at the center of the city, filled with small tents and kiosks, and surrounded by many prominent-looking buildings of considerable size. On the west, a canal spur coming from yet further west ends at a large utilitarian-looking building that houses equipment for the cooperative fighting of fires. One of the most elaborate buildings you've seen thus far is the counsel-house on the north side. The plaza is the crossing point of two principal streets: Aksh Ramivar, which runs southwest-northeast, and Aksh Uljurdjin, which runs northwest and southeast from here. Centrally located in the plaza is an enormous statue of Djukk-doras, the immortalized Azhgalothian hero, riding on a llama. A few parked llamas laze in the shade on the south side of the plaza. The boy is near at hand. <>> nw <> In the city of Azh Bansilkris, northwest quarter <> This locale in the northwest quarter of Azh Bansilkris is a fair scene to behold, and also the site of a very busy populace. Where you stand is just on the western bank of the beautiful Arduvlekh river, which flows north all the way through the confines of the city. On this side of the river and south of the street, a space the size of a small cropfield is left unbuilt, being filled with inviting sage-green grass, splendid trees, and a large water hole, which empties into the river from a mineral-rich hot spring. Further west and southwest beyond the treetops, you can see more rooftops which line streets that begin rising up the footslopes of the deep gorge; beyond them, higher up still and set apart on a magnificent natural terrace in the side of the gorge, is the royal palace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge near which you stand, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. Prince Q moves through the city with you. <>> plant seeds in soil You plant the pumpkin seeds in the ground. <>> water seeds You pour the bowl of water on the pumpkin seeds, which will consequently be wet until they dry. The Prince of Dwindeldorn flicks some dry llama droppings aside with his toe. <>> x seeds Best when dried, pumpkin seeds make a tasty and healthy energy snack. They are also useful for planting new pumpkin plants. The pumpkin seeds are still damp from the wetting they received. <>> l <> In the city of Azh Bansilkris, northwest quarter <> Where you stand is just on the western bank of the Arduvlekh river. On this side of it and south of the street, an open space is filled with inviting grass, splendid trees, and a large water hole kept filled by a hot spring. Further southwest you can see the royal palace set high on a natural terrace. Aksh Ijavesht, the road towards the palace, begins to swoop up and southwest around the green; otherwise, if you cross back over the Arduvlekh on the wide wooden footbridge, the principal streets run east, southeast, and south from there. The water hole is flocked with bathers and waders, picnics are in process under the trees, and almost everywhere is a general commingling of large numbers of people. To the southwest, up near the palace entrance, rises the tall form of the city's trumpet tower. You see the cork here. Your companion sojourns with you in the city of Azh Bansilkris. The king's son watches the river roaring furiously below. <>> plant seeds You poke a small hole in the ground and plant the pumpkin seeds there. <>> g You poke a small hole in the ground and plant the pumpkin seeds there. Quiz goes over to the hot spring and dips his fingers in. <>> g You poke a small hole in the ground and plant the pumpkin seeds there. <>> g You poke a small hole in the ground and plant the pumpkin seeds there. Quisborne watches the river roaring furiously below. <>> * && The seeds are still in my inventory. Does this mean I have a limitless supply? Should I plant some in the Monastery? On the island? Comment recorded. <>> drop seeds You drop the pumpkin seeds. <>> get seeds You dig out the pumpkin seeds which you previously planted here. <>> * && No, the dropped ones, not the planted ones. Comment recorded. <>> plant seeds You poke a small hole in the ground and plant the pumpkin seeds there. <>> fill bowl What do you want to fill it with? < object >> water (hot spring pool) You fill the clay bowl with some water from the hot spring pool. <>> get cork You take the cork. <>> put cork in bowl You place the cork into the quantity of water. It floats on the surface. Your companion is trying to make something out of clay mud. The Arduvlekh River rushes magnificently below you in its crevasse-like riverbed. <>> put needle in pocket You slip the needle into your secret pocket. <>> put bean in pocket You slip the magic bean into your secret pocket. <>> e <> Northeast gate of Azh Bansilkris <> You are just inside the northeast gate of the grand and exotic city of Azh Bansilkris. It can be described as a city of wood, llamas, and hot-blooded people who possess a zealous sense of honor. Wood, in that that is what nearly every building is made of, in an aesthetic and peculiarly Azhgalothian style, and llamas, in that those animals are the backbone of typical Azhgalothian livelihood, being used for a wide variety of purposes including riding and drawing carriages. Besides running out the gate to the northeast, major thoroughfares run west, southwest and south (Aksh Ijavesht, Aksh Ramivar, and Aksh Agushtan), lined with a swordmaker's shop and other buildings of different shapes and heights. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. The incumbent to the throne doesn't stray too far in this foreign city. Some incoming travelers are looked over by the guards before being admitted to the city. <>> ne As the deadly keg of black powder is concealed in the cleverly-cut pumpkin, you pass the guards' inspection without arousing their suspicion. <> The gates of Azh Bansilkris <> You have exited the gates of Azh Bansilkris. The country of Azhgaloth is truly a magical place, with a landscape almost as surreal as fantasy. Step- shouldered towers of shale, whose flats and slopes are clothed with sage-green grass, red ferns and fuchsia-colored trees, rise everywhere so thick as to convert the whole land into a network of lush gorges or narrow walled valleys between them. Azh Bansilkris lies at the bottom (and begins to climb the sides) of that gorge in which you find yourself, quite filling up the width of it, and the gates are southwest of you. A rushing river, sunk in a crevice of the valley floor, emanates from the city wall and follows the valley northeast toward Dwindeldorn. Four official-looking guards stand in the gateway, ready to screen any traffic entering or exiting the city. Prince Q has passed through the gates with you. Once satisfied of being outside the guards' earshot, the prince ventures an exclamation. "Ye gourds! Uarthain's pumpkin did the trick for us! I won't deny, sir, I was breaking a cold sweat while those guards looked through our things. Imagine if they *had* found that keg! We'd be goners!" He launches into a fresh sentence, but he's getting louder as he goes, and you promptly shut him up. The guards at the gate do a splendid job of not betraying that they are alive. *** Your score has just gone up by five points *** <>> ne You make the long return journey to Dwindeldorn, eventually crossing the river Rushindith... (You passed the night en route...) You and the prince cooked up Uarthain's pumpkin by the evening campfire and dined satisfactorily on it. <> Road to Azhgaloth <> The land is scantily populated here near the southwestern borders of the realm of Dwindeldorn. To the northeast the road stretches in the direction of Brinekettle village, and some miles to the southwest, the road will leave the precincts of Dwindeldorn entirely, entering into the foreign kingdom of Azhgaloth. South and southwestward, you can see the beginnings of the high but deeply furrowed terrain which marks a great portion of that country. In addition to the Azhgaloth Road, a lesser path leads from here to the northwest, into the nearly uninhabited Wolds of the Western Marches. Your protegé is present as ever, with sack slung over his shoulder. <>> travel to sawmill <> Brinekettle village <> You're in the common green of Brinekettle village. The village is rather a quiet one in the absence of the seasonal gala, and even the music stage lies dormant. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. The heir to the throne of Dwindeldorn comes along. <>> ct <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The incumbent to the throne is sticking nearby, carrying the sack. <>> g You traverse the fruit-filled country, pass through Chiveldrelm, and come to Castle Row... <> Castle Row <> Here just to the west of the river bluffs the land is quite open. The locality is known as Castle Row, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road west of the blufftop castles; there is also a road running west, and a smaller road descending northeast towards the ferry landing. You can see another building project underway at Quaxeldorst Castle. Your young pal is following you as ever. <>> g <> Ferry landing, west side <> You're at the western landing for the ferry across the Ribbleskinder River. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. Your sidekick tags along, sack in hand. <>> g You and the prince make another ferry trip eastward over the Ribbleskinder River, and disembark on the other side. <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. The ever-present prince is here. <>> g ( Another night passed...) <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. Quiz is present and accounted for. <>> g Leaving Blatterfarthing to the northeast, you travel across the pleasant country. The next town along the road is Squarchminster... <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Fearsome Teacups are playing the Sweaty Mammoths. The grandstands shake with the energy of their human cargo. Quisborne is following you wherever you go. <>> g <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. From the top of one of the more gently-sloping knolls where you are, the large Ribbleskinder River can be seen not far to the west, bending its course in a valley from southward to southwestward. Beyond it lies the great and ancient Spurnwharking Forest. On the far northern horizon there is a large escarpment and a highland beyond; east and south you can catch glimpses here and there of a castle, farm, or village in the folds between the knobby hills. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest, towards the river. Your protegé is here. <>> g You descend into the woods towards the river bottom... <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The building stands among tall trees and thick thorn thickets to the north. The side of the building facing you is dominated by a wide rolling door, which is slid wide open. You can hear the river to the west, and a track leads upwards southeast. Your "squire" is in tow. <>> open pumpkin You don't see any pumpkin in view. <>> get keg You've already got the keg of black powder among your things. The future king of Dwindeldorn makes a dash for some landmark a ways off, reaches it, and dashes back. <>> * && Oh. We roasted the pumpkin on the campfire. Mmmhh... roasted pumpkin. Yum. Comment recorded. <>> n You stroll on into the mill... <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A ladder leads up to the gangway. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. The royal youth is hanging around. <>> e You take the path out to the millpond... <> By a millpond <> You're at the edge of the millpond, behind the mill itself. The bank is covered in thick, deep ground cover, and tall trees close you in. A gutter- shaped conduit connecting to the sluice gate in the mill wall travels on elevated trestles until it reaches the bank of the pond. The pond is empty, save for a scummy mess of muck at the bottom. Amidst the thick underbrush you can see the millrace going northwest. A path leads back southward down the steep bank towards the back door of the mill. Near by your side sticks the Dwindeldornian prince. Your ostensible squire makes squawking sounds with a grass blade. <>> plant seeds You poke a small hole in the ground and plant the pumpkin seeds there. A grasshopper jumps, and then vanishes. <>> nw You take the channel towards the river... <> Ribbleskinder River <> You've made your way to the bank of the Ribbleskinder River, which flows in from the north, and bends off to the southwest at this particular spot. On both sides densely growing trees of substantial diameter line the green banks of the river. You can see that the millrace is blocked off from the river by a mountainous deposit of flood debris, which are effectively creating a dam. The only apparent way to go is back along the millpond channel to the southeast. The youth is here with you as always. The air near the dam smells quite unpleasant. The river flows swiftly southward. <>> put keg in dam You shove the keg deep down amongst the tangle of roots and limbs. <>> get keg You take the keg of black powder. Tiny blotches of leaf-cast shadow move about on the ground. <>> open keg You open the bunghole and keep the stopper handy. The air near the dam smells quite unpleasant. <>> pour powder on dam It's best to keep the volatile powder in the keg. Prince Quisborne the Feckless skips rocks. <>> get hanky You've already got the handkerchief among your things. <>> put hanky in bunghole There are few things that would make sense to put in the powder keg. <>> * && I'm going to need a fuse, right? First I wanted to pour out a thin line of powder and lay down the keg with the open hole at the end, then light the powder. Then I tried to use the hanky as a fuse. I'll try to just burn the whole thing now... Comment recorded. <>> put keg in dam You shove the keg deep down amongst the tangle of roots and limbs. <>> light dam You won't be able to light the dam on fire... the river keeps it in a perpetual state of at least partial saturation. The air near the dam smells quite unpleasant. <>> light keg This is us giving you another chance at life. <>> light hanky You give the cloth article a light. Very soon it burns up. The princeling throws himself down on the ground for a minute, and then gets back up. <>> undo Taking back one turn: “light hanky”. <> Ribbleskinder River <> You've made your way to the bank of the Ribbleskinder River, which flows in from the north, and bends off to the southwest at this particular spot. On both sides densely growing trees of substantial diameter line the green banks of the river. You can see that the millrace is blocked off from the river by a mountainous deposit of flood debris, which are effectively creating a dam. The only apparent way to go is back along the millpond channel to the southeast. Stuck down amidst the tangled matter of the dam is the keg of black powder. The boy is here. The air near the dam smells quite unpleasant. <>> light glove There might be better uses for the glove than burning it up. The youth squats down by the river. <>> light slate Do you have some molten lava to light that with? <>> put paper in bunghole Surely you don't think you can fit a fat roll of privy paper in the bunghole! The king-to-be continues to improve his pushup abilities. <>> unroll paper You unroll the privy paper, transforming it from a soft, fat cylinder into a strand of tissue a dozen yards long. <>> put strand in keg "Strand" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> put paper in keg You tuck one end of the privy paper through the bunghole and into the powder, and draw the rest of the unrolled roll away from the keg like a long fuse. <>> * && Ahahahaa! Comment recorded. <>> light paper Setting fire to the tail end of the paper strand, you anticipate a magnificent blast once the flames reach the keg. However, the paper is wide and thin (as paper is wont to be), and the flame only creeps along a few inches and then smolders out, as if the ratio of air to burnable surface wasn't right. <>> x paper For quite awhile now some enterprising papermakers have been producing a reasonably pliable and absorbent material that you, for one, are pretty enthusiastic about – it sure beats the old corncobs and moss. It's rather yellowish. They're calling it "Paper in the Forme of a Roll, to Be Emploied for the Pourposes of Thatt Which Doth Take Place in the Privye", but most just call it "privy paper." It's unrolled into a long strand. Currently it's tucked into the bunghole of the powder keg. <>> x strand "Strand" could either be something as yet unknown to you or else a phrasing unknown to us. <>> tighten paper We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> roll paper It's a big hassle, but you and the princeling roll the privy paper up back into a roll. The air near the dam smells quite unpleasant. <>> unroll paper You unroll the privy paper, transforming it from a soft, fat cylinder into a strand of tissue a dozen yards long. The wind plays gentle noises in the trees. <>> squeeze paper You take the roll of privy paper. Prince Q throws himself down on the ground for a minute, and then gets back up. <>> twist paper Prince Quiz hears his name called, as you enlist him to help you twist up the privy paper into a tight strand. The privy paper is now rather like a long piece of twine. <>> x twine You don't see any twine in view. <>> x paper For quite awhile now some enterprising papermakers have been producing a reasonably pliable and absorbent material that you, for one, are pretty enthusiastic about – it sure beats the old corncobs and moss. It's rather yellowish. They're calling it "Paper in the Forme of a Roll, to Be Emploied for the Pourposes of Thatt Which Doth Take Place in the Privye", but most just call it "privy paper." It's unrolled into a long strand, and twisted tight. The princeling does a little tree climbing. <>> put fuse in keg You tuck one end of the privy paper through the bunghole and into the powder, and draw the rest of the unrolled roll away from the keg like a long fuse. <>> light twine You don't see any twine in view. <>> light fuse You set fire to the end of the privy paper strand farthest from the keg, and the flames steadily travel down the twisted strand towards the keg... <>> x flames You don't see any flames in view. <>> x fire You don't see any fire in view. <>> x fuse The privy paper has been twisted into a fuse, and is burning its way steadily towards the keg of black powder. The air near the dam smells quite unpleasant. <>> * && Should I get out of here? Comment recorded. <>> * && Nah, just a bit of fireworks... Comment recorded. <>> x dam It's a miniature mountain of tangled, interlocked flood debris. A great tree with an enormous, gnarled root ball must have lodged in the channel opening during some past flood, and then other logs, branches, flotsam and mats of debris caught and built up around it over time, until the blockage finally became impenetrable to water flow. Down amongst its branches you see the keg of black powder. Tucked into the bunghole of the keg is a strand of unrolled privy paper. The dam smells quite foul, as it is a big trap for all kinds of gunk, scum, rotting matter, and dead things. A great **KABOOOOOOMMM!!!** shakes the earth! Regrettably, you are not alive to witness the magnificent disintegration of the dam – as its multiform members are blasted sky-high and come to lodge in extremely improbable places among the treetops – nor the modest tidal wave generated in the river by the explosion displacement, since you were instantly ushered into oblivion yourself by the blast. *** Your adventures have ended as has the contiguity of your bodily members *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “x dam”. <> Ribbleskinder River <> You've made your way to the bank of the Ribbleskinder River, which flows in from the north, and bends off to the southwest at this particular spot. On both sides densely growing trees of substantial diameter line the green banks of the river. You can see that the millrace is blocked off from the river by a mountainous deposit of flood debris, which are effectively creating a dam. The only apparent way to go is back along the millpond channel to the southeast. Stuck down amidst the tangled matter of the dam is the keg of black powder. Tucked into the bunghole of the keg is a strand of unrolled privy paper. Near by your side is the king-to-be. The air near the dam smells quite unpleasant. <>> se You follow the edge of the millrace through the thick brush and back to the millpond... <> By a millpond <> You're at the edge of the millpond, behind the mill itself. Tall trees close you in, a light breeze occasionally rustling them around. From the edge of the pond the ground drops quickly towards the mill, and the bank is covered in thick, deep ground cover. A conduit connecting to the sluice gate in the mill wall travels on elevated trestles until it reaches the bank of the pond, where it can tap the water stored there. The pond is empty, save for a scummy mess of algae, muck and puddles down in the bed. The woods and the underbrush have grown up particularly densely all around the pond, but on the side of the pond farthest from the mill, you espy a sort of break in the growth that you know to be the channel that connects the millpond to the river. A path leads back southward down the steep bank towards the back door of the mill. The royal youth is present and accounted for. A great **KABOOOOOOMMM!!!** shakes the earth! Over the treetops to the northwest you can see a billowing of smoke and flying wood bits showering back down towards the earth. Suddenly, a torrent of water comes gushing down the channel and into the millpond. The prince gives a "Hurrah!" as the pond begins to steadily fill. <>> nw You and the prince make your way along the edge of the channel through the dense brush towards the river... <> Ribbleskinder River <> You've made your way to the bank of the Ribbleskinder River, which flows in from the north, and bends off to the southwest at this particular spot. On both sides densely growing trees of substantial diameter line the green banks of the river. Now that you have blown up the dam, chunks of black, wet logs and limbs are to be seen dangling from the maze of branches overhead, as well as littering the whole area, and water from the river is rushing into the newly opened channel as eagerly as cooped-up children being let out to play. The only apparent way to go is back along the millpond channel to the southeast. The prince is here, sack in tow. <>> x dam You don't see any dam in view. <>> * && Just a reminder of how it looked vs how it looks now? Comment recorded. <>> x river The river flows strong and clear here, gaining speed for a short plunge which you can see in the distance downriver. It sounds like Quisborne is at work trying to make rhymes. <>> x logs You don't see any logs in view. <>> x limbs You don't see any limbs in view. <>> x channel It is essentially a miniature canal that was dug to divert some of the river water off into the millpond for use. It's flowing with water once again. <>> follow water (river) "Following" does not seem to have a ready application in this situation. <>> follow channel Following the channel takes you back to the millpond. <> By a millpond <> You're at the edge of the millpond, behind the mill itself. The bank is covered in thick, deep ground cover, and tall trees close you in. A gutter- shaped conduit connecting to the sluice gate in the mill wall travels on elevated trestles until it reaches the bank of the pond. Water is gushing into the millpond from the channel, gradually filling it. Amidst the thick underbrush you can see the millrace going northwest. A path leads back southward down the steep bank towards the back door of the mill. Your young pal comes along. PQ practices his dart-firing aim, using the tall trees as a target. <>> x pond The pond is nearly full of water now, and still filling. The millpond has filled up. <>> swim You get into the water and swim... Prince Quisborne remains behind with the gear sack. <>> d It isn't necessary to swim down any deeper. <>> * && Who said anything about "necessary"? I'm rejoicing in the newly-filled pond, celebrating the flowing water! Comment recorded. <>> dive It isn't necessary to swim down any deeper. The millpond water quietly runs down the overflow and back toward the river. <>> out You get back out of the water. You are soaking, dripping wet. <>> x overflow "Overflow" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> s You go back down the steep bank and in through the back door of the mill... <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, standing idle, is the giant waterwheel, which is connected by a fascinating train of shafts, gears, and belts to the main sawing apparatus. A ladder leads up to the gangway. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. The lad is hanging around. <>> u <> Gangway in the mill <> You are on the narrow railed gangway overlooking the mill floor. At the western end of the walk the conduit that feeds the waterwheel goes through the north wall; there is a sluice gate there, which is tightly lowered shut. A wooden lever arm operates it. Down on the mill floor you can see the great waterwheel, standing idle, as well as the saw and roller bed, the sawdust heap, flitches, and all the rest. A ladder leads up to the gangway. Light filters in from the door to the millpond. PQ has come up to the gangway. The young figurehead looks up at the ceiling where the hoists used to be. <>> x waterwheel Even as commonplace as it is in the world, the massive oaken wheel affords you great satisfaction in surveying its construction and overall presence. A wonder of myriad smaller pieces tightly fitting together at various angles and spacings, a specimen of this nature could take a skilled joiner the better part of a year to complete. A conduit runs to the top of the wheel from the area of the gangway, and a channel leads from the wheel out underneath the wall, presumably to drain into the Ribbleskinder River. It doesn't appear that any water has been flowing through here since the mill was in operation, and the wheel stands silent and stock-still. The old mill groans slightly. <>> * && We'll see it turning soon, the beauty! Comment recorded. <>> x lever You probably don't need to do anything with the lever other than maybe push or pull it. Prince Quisborne sets the ball on the conduit, and watches it roll down, bounce on the waterwheel, and end up on the floor. His diversion complete, he retrieves the ball and rejoins you on the gangway. You've dried off to the point of just being thoroughly damp. <>> pull lever The water in the conduit outside the wall softens the grime that was caking the sluice gate shut. Quisborne leans on the lever, and with some reluctance, the sluice gate grates upward, and water comes gushing through the conduit down towards the waterwheel. Soon the wheel and the machinery attached to it are in full motion. <>> x machinery You don't see any machinery in view. <>> x conduit The conduit is like a large gutter that carries water from the sluice gate and dumps it on top of the waterwheel. <>> * && Even if it's not directly in view, the machinery should have a description on such a glorious moment. Perhaps just the sound of the old wooden gears finally connecting and finding their grip once again. Comment recorded. <>> x waterwheel Even as commonplace as it is in the world, the massive oaken wheel affords you great satisfaction in surveying its construction and overall presence. A wonder of myriad smaller pieces tightly fitting together at various angles and spacings, a specimen of this nature could take a skilled joiner the better part of a year to complete. A conduit runs to the top of the wheel from the area of the gangway, and a channel leads from the wheel out underneath the wall, presumably to drain into the Ribbleskinder River. The mighty wheel is turning steadily under the flow of water from the conduit. The mill is filled with the sounds of the groaning waterwheel and the clickety-clack of the saw. You're almost dry now. <>> d <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, robustly spinning under the flow of the water, is the giant waterwheel, which is connected by a fascinating train of whirring shafts, gears, and belts to the main sawing apparatus. The saw, engaged to the drive train, is dancing up and down, making a lively, not-unpleasant clickety-clack. A ladder leads up to the gangway. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. Your companion, Prince Quiz, is here with you. <>> x machinery You don't see any machinery in view. <>> x apparatus The rustic saw apparatus consists of a long, toothed blade fixed in a frame, which moves in an up-and-down reciprocating motion imparted by a crankshaft attached to the drive train of the waterwheel. Inked on the frame are the words "PROPERTIE OF CRELKINGSTRASH MILL". The engaging mechanism must have been left in position... now that the wheel is turning, the saw chugs merrily up and down in its guide runners. The building makes a slight creak. You have finally dried off from your last plunge. <>> * && Sorry. I was complaining but I had used the wrong noun. Comment recorded. <>> x saw The rustic saw apparatus consists of a long, toothed blade fixed in a frame, which moves in an up-and-down reciprocating motion imparted by a crankshaft attached to the drive train of the waterwheel. Inked on the frame are the words "PROPERTIE OF CRELKINGSTRASH MILL". With the wheel turning, the saw chugs merrily up and down in its guide runners. The Dwindeldornian prince watches the saw going chug-chug. <>> push quisborne You have plenty of ways to make the prince's life difficult without being a hooligan about it. <>> throw quisborne at saw Happily, the saw proves itself to be fully serviceable after all these years of neglect. Both halves of Prince Quisborne attest to this fact. Then one half of him falls off the rollers on one side, and the second half falls on the other. *** Prince Quisborne is twice the man he used to be *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> * && "Twice the man..." Ha! May it please you instead to choose one of the given options. Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo Taking back one turn: “throw quisborne at saw”. <> An abandoned sawmill <> You are inside the main room of the sawmill; it's well-lit with the wide door thrown open. You can see the large sawing apparatus, situated centrally in line with a bed of great wooden rollers, on which the logs traveled through the saw. With the door slid open, you can also see, along the back wall, a massive heap of sawdust, and a gangway running across the room up high. The floor is strewn with flitches. Along the western side of the building, robustly spinning under the flow of the water, is the giant waterwheel, which is connected by a fascinating train of whirring shafts, gears, and belts to the main sawing apparatus. The saw, engaged to the drive train, is dancing up and down, making a lively, not-unpleasant clickety-clack. A ladder leads up to the gangway. A thick log has been left lying on the roller bed. A doorway, previously concealed by the temporary stack of flitches, leads east out of the back corner of the building. Quisborne tags along. <>> push log Although they may have used some kind of powered log-feeding system in the mill's heyday, you find that you are able to maneuver the heavy log with the help of the bed of rollers. With satisfaction, you watch the blade chomp through the wood as you and your princeling steadily feed the log all the way through. A fresh, clean plank of well-seasoned wood now lies on the roller bed. Hopefully you didn't have any great aspirations of building anything substantial, because after feeding the log through the saw once, Prince Quisborne loses his handle on it, and it rolls off the roller bed with a heavy *clunk* to the floor. *** Your score has just gone up by six points *** <>> * && This strengthens my confidence that I just need the one plank for the seesaw. Comment recorded. <>> lift log Even lifting one end of the log at a time is too much for you. The prince stacks some of the strewn flitches. <>> x plank It's a plank of stout oak that you sawed yourself, about eight feet long and about a foot wide. <>> get plank You take the plank. <>> put plank in basket There's only so much room in the basket to put things. <>> s <> Outside an abandoned sawmill <> This is the site of an old mill, no longer in operation. The building stands among tall trees and thick thorn thickets to the north. The side of the building facing you is dominated by a wide rolling door, which is slid wide open. You can hear the river to the west, and a track leads upwards southeast. Your protegé is following you wherever you go. Emanating from the mill are the sounds of the groaning waterwheel and the clickety-clack of the saw. The lad does some squats, with the burlap sack for weight. <>> se The track takes you up out of the woods back to the top of a knoll... Just out of principle, you decide to shut the saw down before you leave the vicinity of the mill. Then you head out. <> Knoll over the Ribbleskinder valley <> This is a region known colloquially as "The Haystacks", so named for its many hills, not large but spaced out and decidedly mound-shaped. At some distance to the west and the north are the Ribbleskinder River and a highland, respectively... east and south you can spot a few castles and farms. There is a junction of roads on this particular knoll; they lead northeast toward the high country, southeast, and south towards Squarchminster. There is also a wagon track leading downhill to the northwest. Near by your side is the king-to-be. As you reach the junction at the top of the knoll, Quiz overhears a couple of women talking in excited voices along the road. Their evident consternation is occasioned, no doubt, by the recent mysterious blast for which you are responsible. The boy can't refrain from obtruding himself for their reassurance. "Never fear, my god damsels! I meant to say 'good damsels' – I'm sorry. That little *BOOM* you just heard is no cause for concern: we were just blowing up a big pile of dam logs with a keg of black powder that we stole! I mean, not stole... well, we *took* it from somebody, true, but it was because *they* stole it, and we didn't want them to be able to use it, so we kind of *un*stole it. And then we didn't know whom to give it back to, so we just blew it up. Anyway, the mill down there works again, and we're very sorry if we caused you undue alarm!" The women, still rather wide-eyed, acknowledge the prince's advisement and take their leave. <>> save Saved. <>> travel to shore <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. The heir to the throne of Dwindeldorn tags along, sack in tow. <>> x plank It's a plank of stout oak that you sawed yourself, about eight feet long and about a foot wide. Quiz is hanging from a tree limb. <>> travel to thymeleigh <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is no overlarge one, yet it has garnered some fame abroad on account of its fine cheeses and other products of milkcraft. An old mead-hall sits in the middle of town, and an inn is to the east. To the eye, the town is distinctive for its roofs of various shapes, one and all of which are made from deep live sod. In fact, it is a commonplace sight here to see a sheep or goat contentedly munching grass on the top of a house, for many of the houses' roofs have at least one side which slopes all the way down and blends in to the ground. Quaint as it may be, under your present obligations Chelkwibble plays little more than the role of a crossroads. Dirt streets become roads which emanate from various points of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. The incumbent to the throne is present as ever. <>> ct <> The Golden Wood of Eshquoke <> This is a region of Dwindeldorn known as The Golden Wood of Eshquoke, where the natural colors of the trees' leaves are blazing yellowy-oranges and golds, occasionally verging into orangey-pink and orange-red. The forest is not so dense but that patches of grass and dandelions are able to grow on the forest floor. The most passable tracks seems to lead west, northeast, and southeast. Nearby, the Dwindeldornian heir is ambling around. <>> g ( Nighttime came and went.) <> Thymeleigh Manor <> You're on a lane wending through the grounds of the pleasant Thymeleigh Manor. The manor hall stands well away from the lane on a rise northeast of you, and the lane is bordered on that side by a low sod-topped stone wall. One particularly massive spreading tree shades the sunken roadway where you stand. The lane goes northwest or southwest, and a faint foot-track passes the tree and crosses the field to the west. The Knights of the Eight Spittoons are milling about Thymeleigh Manor, sporting brand-new gear and countenances of supreme confidence and satisfaction. Sir Glancelot has dispensed with his moustache, and Sir Loyneberger already seems to have begun to lose weight. Sir Enders holds his head high for the first time since you have seen him. The knights have also won the right to woo and escort the lovely ladies of Thymeleigh Manor: Sir Glancelot with Vannella, Sir Loyneberger with Lady Firiuna, and Sir Enders with Lady Lylova. The Prince of Dwindeldorn is sticking nearby. <>> g You're at your intended destination. <>> blow dar at knights "Dar" could either be something as yet unknown to you or else a phrasing unknown to us. <>> blow dart at knights (first putting the dart in the bamboo whistle) Those people just don't deserve a dart sticking out of them right now. <>> blow dart at vanella "Vanella" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> blow dart at ladies The six eldest ladies of Thymeleigh Manor play no direct role in your adventure with Quisborne. <>> tell knights about plank "What ho! There you are again, sir knight. It will ever give us pleasure to see you in health." "Can it be so?" they say. "Indeed!" <>> ask knights about quest "Well, sir knight, it appears we are on a quest no longer, our many thanks to you!" <>> sw Once departing the lands belonging to Thymeleigh Manor, you travel southwest over many rugged and forested hills... <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland, from which lower hills roll away below you in every direction until yet higher hills swallow up the horizon. Anywhere to the north, the trees and hedgerows are as plentiful as anywhere in Dwindeldorn, punctuated at two or three points by some high-reaching turret, while to the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The future king of Dwindeldorn is following you as ever. The king's son is trying to catch flies. <>> travel to witch's hut <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The young sprig of royalty follows faithfully. <>> ct <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into thousands of dizzying mazes, whose edges have been scoured into rounded contours by wind- driven sand. Canyons lie within canyons, sometimes ringing around small, barren, isolated mountains. Here and there some leathery, burgundy-colored plants grow low to the ground, and every once in awhile you may see a short, stunted tree. The earth, when not covered over with ever-changing sand, is hard and parched. All directions are possible for travel, but few promise to permit of finding your way back out. Dwindeldorn's future king is with you as always. <>> g <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Quiz follows faithfully. <>> g You find the rock niche where you spent the night with the knights, and pass the night there. Then you continue on... <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The king's son marches with you through the badlands. <>> g <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Your sidekick follows faithfully. <>> g <> At the Sand Witch's hut <> Here, deep in the Skelgarn Badlands, a low hut is sequestered beneath looming walls of sandy rock. It is altogether cheerless-looking, yet it is the only thing for many leagues around that betokens any sign of human life. There's a crude well in the yard. The door lies east, and is open. Otherwise, the desolate world of maze and sand spreads featureless around you; in no direction does the horizon lie at any great distance. Southwest is the most navigable way of returning towards Dwindeldorn. Your "squire" is in tow. <>> drink from well You pull the chain and pail up from the well, drink what you need, and lower them back down. <>> e <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. Hanging on the hook is the leash. The young figurehead comes in with you. Prince Q thumps on the wooden enclosure. <>> e <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the skunk, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. Your ostensible squire is here with you as always. <>> s <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is shut and the southern gate is shut. The llama, the young zebra, the skunk, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. Quiz comes along. The princeling pets the llama. <>> open pen Which pen do you mean, the zebra pen, the llama pen, the panther pen, the hippopotamus pen, the skunk pen, the armadillo pen, the kangaroo pen, the porcupine pen, the crocodile pen, or the unicorn pen? < distinguish >> all kangaroo pen: You open the kangaroo pen. armadillo pen: You open the armadillo pen. crocodile pen: You open the crocodile pen. unicorn pen: You open the unicorn pen. porcupine pen: You open the porcupine pen. llama pen: You open the llama pen. zebra pen: You open the zebra pen. panther pen: You open the panther pen. hippopotamus pen: You open the hippopotamus pen. skunk pen: You open the skunk pen. <>> * && On the other hand, they probably wouldn't survive the Badlands, would they? n Comment recorded. <>> n <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the skunk, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The king-to-be is present and accounted for. <>> w <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. Hanging on the hook is the leash. The Prince of Dwindeldorn comes in with you. <>> get leash You take the leash. The Dwindeldornian heir sniffs some herbs. <>> e <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the young zebra, the skunk, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. The king-to-be is hanging around. <>> s <> Animal yard <> You're inside the fenced animal yard, in back of the hut. Animal pens line the three sides of the yard, and there are two openings in the hut wall to the west fitted with solid gates, a northern and a southern. There is also the main gate leading out of the yard on the north side, which is open. Currently the northern gate is shut and the southern gate is shut. The llama, the young zebra, the skunk, the unicorn, the small hippopotamus, the kangaroo, the crocodile, the armadillo, and the porcupine are cooped up in their respective pens. Quiz is present as ever. As the armadillo finds the door to its pen open, it feels at liberty to trudge out into the animal yard, so it can sit out there just as listlessly as in the pen. Finding the pen door open, the kangaroo decides it may as well squat listlessly out in the animal yard as in the pen. <>> open south gate You swing the southern gate open, revealing the interior of the enclosure that's inside the hut. The crocodile puts its nose to the yard fence, and looks through blankly. As the porcupine finds the door to its pen open, it feels at liberty to trudge out into the animal yard, so it can sit out there just as listlessly as in the pen. Finding the pen door open, the skunk decides it may as well sit listlessly out in the animal yard as in the pen. The small hippopotamus plods out the open pen door and into the animal yard. Finding the pen door open, the young zebra decides it may as well stand listlessly out in the animal yard as in the pen. As the llama finds the door to its pen open, it feels at liberty to trudge out into the animal yard, so it can stand out there just as listlessly as in the pen. <>> lead zebra into south gate The young zebra goes right along with you as you lead it into the southern compartment after you've fastened the leash to it. Once done, you remove the leash from the young zebra. The armadillo moves forward a little, then stops. Finding the pen door open, the unicorn decides it may as well stand listlessly out in the animal yard as in the pen. The crocodile plods out the open pen door and into the animal yard. <>> close south gate You close the southern gate. <>> open north gate You swing the northern gate open, revealing the interior of the enclosure that's inside the hut. <>> lead hippo into north gate The small hippopotamus shows no special resistance to being led around by you. You lead it into the northern compartment after you've fastened the leash to it. Once done, you remove the leash from the small hippopotamus. <>> close north gate You close the northern gate. The youth examines the cages. <>> e You don't need directions to get around the animal yard, and the only break in the fence is north, through the yard gate. <>> n <> The Witch's backyard <> You're in the witch's backyard. There is another small yard to your south, closed in with a fence of spaced wooden slats and butting up to the back of the hut. The portion of the fence nearest you and next to the house opens as a gate. There are several enclosed pens in the yard with animals in them. Beyond the hut, the twisted rocks and eternal sands of the Skelgarn Badlands continue onward. The llama, the skunk, the unicorn, the kangaroo, the crocodile, the armadillo, and the porcupine are wandering aimlessly about the animal yard. Nearby, Prince Quisborne is ambling around. <>> w <> Hut of the Sand Witch <> This is the dim, forlorn hut of the Sand Witch. In the northern half a large cauldron sits upon a raised grate, positioned below a hole in the peak of the roof. The southern half of the hut has beams running across, forming a very low loft above. A fixed ladder leans up to it. Many of the walls are lined with racks of bunched herbs and glass jars. The front door is west, the back door is east with a hook by it, and the only windows in the house are small, bumping out of the back side of the roof. A sizeable enclosure of closely-fitted wooden slats, along with some supplemental equipage, occupies the back wall. The young zebra is situated in the southern compartment. Dwindeldorn's future king comes in with you. <>> close enclosure You close the enclosure. Dwindeldorn's future king trips over himself. <>> look in enclosure (first opening the enclosure) You poke your head into the enclosure and glance around... The partition is lowered, closing off the northern compartment, and the gate through the wall of the southern compartment is shut. There's nothing in it. The young zebra is standing in the southern compartment. <>> open partition Turning the crank in the other direction, you raise the dividing gate from between the two compartments of the enclosure. The occupants of the enclosure seem none too pleased at having to share the same space with each other. <>> look in enclosure You poke your head into the enclosure and glance around... The inside would be divided into two compartments if the partition were lowered, and each of them has a gate that goes through the back wall, both of which are shut. There's nothing in it. The small hippopotamus is situated in the northern compartment. The young zebra is standing in the southern compartment. <>> close enclosure You close the enclosure. <>> pull lever You have utilized the Witch's hybridizing magic to the point of dispelling a fearsome swamp monster. No more creatures need to be subjected to this unpredictable experience. <>> * && Aww... Comment recorded. <>> travel to shore <> At the Sand Witch's hut <> Here, deep in the Skelgarn Badlands, a low hut is sequestered beneath looming walls of sandy rock. It is altogether cheerless-looking, yet it is the only thing for many leagues around that betokens any sign of human life. There's a crude well in the yard. The door lies east, and is open. Otherwise, the desolate world of maze and sand spreads featureless around you; in no direction does the horizon lie at any great distance. Southwest is the most navigable way of returning towards Dwindeldorn. The Dwindeldornian prince is following you as ever. <>> ct Before leaving, you put the leash back where it belongs. <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Your ostensible squire is with you as always. <>> g <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The future king of Dwindeldorn marches with you through the badlands. <>> g <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. Your companion is with you as always. <>> g <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into thousands of dizzying mazes, whose edges have been scoured into rounded contours by wind- driven sand. Canyons lie within canyons, sometimes ringing around small, barren, isolated mountains. Here and there some leathery, burgundy-colored plants grow low to the ground, and every once in awhile you may see a short, stunted tree. The earth, when not covered over with ever-changing sand, is hard and parched. All directions are possible for travel, but few promise to permit of finding your way back out. The youth marches with you through the badlands. <>> g <> Somewhere in the Skelgarn Badlands <> You are somewhere out amongst the wild and rugged expanses of the Skelgarn Badlands. Soft, yellowish-brown rock masses are carved into an endless array of dizzying mazes and canyons. Here and there some leathery plants grow low to the ground, and the hard parched earth is covered over with ever-changing sand. All directions could potentially be traveled in. The young figurehead follows faithfully. <>> g <> An upland in rugged country <> There is an abundance of wild lavender fields covering this open upland. To the south and southeast, the trees distinctly begin to grow sparser, and the landscape culminates in some barren rock jutting from the horizon. There is no road here, but frequented travel routes can be discerned to go off to the west, north, and northeast. The ground is also traversable to the southeast, although the prospect in that direction is more forbidding. The king's son is following you wherever you go. <>> g <> Thymeleigh Manor <> You're on a lane wending through the grounds of the pleasant Thymeleigh Manor. The manor hall stands well away from the lane on a rise northeast of you, and the lane is bordered on that side by a low sod-topped stone wall. One particularly massive spreading tree shades the sunken roadway where you stand. The lane goes northwest or southwest, and a faint foot-track passes the tree and crosses the field to the west. The Knights of the Eight Spittoons are milling about Thymeleigh Manor, sporting new gear and countenances of supreme confidence and satisfaction. The knights have also won the right to woo and escort the lovely ladies of Thymeleigh Manor. The king's son is sticking nearby. <>> g <> The Golden Wood of Eshquoke <> This is a region of Dwindeldorn known as The Golden Wood of Eshquoke, where the natural colors of the trees' leaves are blazing yellowy-oranges and golds, occasionally verging into orangey-pink and orange-red. The forest is not so dense but that patches of grass and dandelions are able to grow on the forest floor. The most passable tracks seems to lead west, northeast, and southeast. Your companion, the incumbent to the throne, is here with you. <>> g <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is noted for its fine cheeses and other products of milkcraft. To the eye, the town is distinctive for its variously-shaped roofs of deep live sod, on which a goat might be seen. There's a mead-hall and an inn, and dirt streets can lead you out of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. Prince Q tags along, bearing the sack. <>> g <> On the shore of the Sea of Sorrows <> You are standing on the shore of a cove of the Sea of Sorrows. The coastline of Dwindeldorn is a rugged one, an uplifted land mass which drops sharply to the sea. Where you are, the cliff's base is separated from the water's edge by a narrow crescent of flat ground, grown over by a tract of straight young trees. To the north and the south of this cove, the jagged cliffs meet directly with the waters, and any travel along the coast is rendered unfeasible. In fact, the steep trail northwest up the escarpment is the only way to go from here. Floating right at the edge of the water is the makeshift raft that you cobbled out of some nearby trees. Near by your side is the royal youth. <>> sail to monastery (first getting on the raft) You make the voyage into the breathtaking fjord, traveling westward, then finally curving to the south and southeast... <> At the foot of the monastery steps, aboard the raft <> You are on your raft, pulled up against a patch of thin soil which has collected on a small shelf in the steep side of the mountain, right at the edge of the fjord. Upwards before you, to the north, innumerable crude steps carven from the rock rise to a dizzying height, the height of each step being twice, if not three times its depth. They lead to the monastery of Mowm Cnizhbeledh, although you cannot see it from here. Two miles to the east, the fjord tapers to an end; northwest it bends around the mountain and out of sight. On all sides of the fjord, the same jagged and impassable mountains rise to the sky. <>> u You clamber from the raft onto the shelf of level ground, as does your companion. The two of you make the long climb up the steps to the monastery. <> In front of a monastery <> You are just south of the gates of a monastery which looks much as if it grew out of the side of the mountain. The fjord is far below, and all around you peaks push on higher towards the clouds. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Carved steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. The king's son is here. <>> w <> Outside the western monastery wall <> Here too the wall of the monastery turns back north towards the mountain, butting into the solid stone which has been chiselled smooth where the wall and the strip of turf meet it. The turf extends somewhat farther from the base of the wall here on the west side than it does along the front. Traveling southeast will take you back around the corner to the front of the monastery. Some yards away from the wall a fair-sized rock protrudes from the surrounding turf. The Dwindeldornian prince is here with you as always. The Dwindeldornian heir tries to spin the ball on his finger. <>> put plank on rock The plank balances nicely upon the rock, which acts like a fulcrum. (Prince Quisborne:) "That's great, sir! Um, I'm a little old for seesawing, though." <>> play on seesaw (first taking the dart from the bamboo whistle) With the limited notes at your disposal, you do your best to toot a sweet tune on the bamboo whistle. Your sidekick seems very impressed at looking out over the mountain peaks. <>> load whistle We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> load dart This is one of those times where we may not have covered the verb you're trying to use... <>> load dart into whistle You reload the bamboo with the dart. <>> put iron bar on seesaw "Seesaw" could either be something as yet unknown to you or else a phrasing unknown to us. <>> put iron bar on plank You set the iron bar on one end of the plank, which makes the plank dip to the ground on that end. <>> jump on plank You jump with all of your weight squarely onto one end of the board, launching the iron bar into the air, but it doesn't have the right combination of weight and aerodynamics to clear the monastery wall. The iron bar ends up back in the grass. <>> get bar You take the iron bar. <>> put hammer head on plank You set the sledgehammer head on one end of the plank, which makes the plank dip to the ground on that end. <>> jump on plank You jump with all of your weight squarely onto one end of the board, launching the sledgehammer head in a magnificent arc over your head and towards the wall. Your force combined with the compactness and the inertia of the iron are sufficient: it barely clears the top and disappears. The soft turf that you know to be on the other side of the wall deadens the sound of the projectile's landing. *** Your score has just gone up by seven points *** <>> se <> In front of a monastery <> You are just south of the gates of a monastery which looks much as if it grew out of the side of the mountain. The fjord is far below, and all around you peaks push on higher towards the clouds. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Carved steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. Your "squire" is in tow. Prince Quisborne pops the portal with a shot from the dartgun, retrieving the dart afterward. <>> put all in shed (first opening the lean-to shed) You stow your stuff in the lean-to beside the gate, excepting what's in your secret pocket. <>> wear hanky You gather up your stuff. What do you want to wear it on? < object >> head You wrap the handkerchief around your head and tie it off. Your voluminous hair is now better contained. <>> knock on gate Knocking on the gates, you are met by the same door-monk as before, standing by and smiling as much as ever. <>> n The door-monk sees that all requirements for entry are met and lets you pass into the monastery, closing the doors behind you. The needle in your secret pocket goes undetected. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. Your sidekick is following you as always. The monks' monotonous chant goes on and on. <>> w <> A quiet yard in the monastery <> There is a quiet yard here at the western end of the monastery, walls or mountain rock on all sides. There is not a single tree or bush to be seen, but the entire yard is covered in soft, lush grass, and the open sky is overhead. The doorway east is the only way out. The lone feature of the area besides sky, grass and walls, is a canvas on an easel set up in the northeastern corner. It has writing on it. Plugged into the soft grassy earth is the sledgehammer head that you launched over the wall. PQ tags along. "Ho ho!" chortles the prince. "So there's our iron, just as we hoped! Whew. I'm glad we didn't de-brain any of these good monks." Just to be sure, he looks to see if there are any blood spatters on the hammer head. <>> get hammer head You reclaim the hefty chunk of iron from the turf. You have the prince do his best to keep it hidden in some folds of his clothing since the monks aren't big on worldly tripe. The worst that can happen is they end up seeing it and take it back outside, but you don't think they're going to be scrutinizing the prince too closely, especially since he's already gained a reputation with them as "the simple one." <>> e <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The monks chant while they work. The prince is present and accounted for. <>> n <> Main hall of the monastery <> You are in the monastery's sanctuary, a high-ceilinged room with virtually no architectural adornment. Unglazed windows run high up along the south and east walls, and the room features no chairs or other seats. Many scrolls are stored along the west wall in a large piece of furniture. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. Prince Quisborne comes along. The old monk expands your minds with another illuminating apothegm. The feckless prince is admiring the large gong. <>> blow dart at monk You don't see any dart in view. <>> * && Of course... What else could I send flying over the wall? Comment recorded. <>> s Yimnaru benefits your spirits with another bit of practical wisdom. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. At any given time there might be a dozen or more monks in view, going here and there or keeping occupied with various tasks. The court is perhaps sixty yards wide, twenty deep. A striking building of blue stone, directly facing the gates and backing up to the wall of the mountain, seems to be the focal point of the place. An open doorway leads north into it. A wall from the right-hand corner of this building runs southeast to a smaller door opening (which is thus northeast of you) before turning back east and meeting the far end wall of the court. Many sections of the courtyard walls are lined with storage sheds or awnings, under which tables and work areas might be seen set up. A good deal of the open space has been built into raised beds, filled with good soil and in which a variety of plants are healthily growing. There is also a narrow opening to the west, near the southern wall. The gates by which you entered the monastery are to the south, closed. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The incumbent to the throne is sticking nearby. <>> s (first opening the entry gates) You exit the monastery through the large entry gates, and one of the monks shuts the gates after you've gone through. <> In front of a monastery <> You are just south of the gates of a monastery which looks much as if it grew out of the side of the mountain. The fjord is far below, and all around you peaks push on higher towards the clouds. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Carved steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. On a shelf of the lean-to is stored the burlap sack. The javelin stands inside the lean-to. Your companion, PQ, is here with you. <>> w <> Outside the western monastery wall <> Here too the wall of the monastery turns back north towards the mountain, butting into the solid stone which has been chiselled smooth where the wall and the strip of turf meet it. The turf extends somewhat farther from the base of the wall here on the west side than it does along the front. Traveling southeast will take you back around the corner to the front of the monastery. Some yards away from the wall a fair-sized rock protrudes from the surrounding turf. Balancing nicely on the rock is the plank. Quisborne is hanging around. <>> e Incredible! As you confidently walk into the solid wall, you find that in fact it *isn't* a solid wall after all, but only a marvelous mirage! It's... hold on: no, that's the wrong script. Our bad... there's a solid wall there. The Dwindeldornian prince talks about wanting to invent things once he returns to the castle. <>> se <> In front of a monastery <> You are just south of the gates of a monastery which looks much as if it grew out of the side of the mountain. The fjord is far below, and all around you peaks push on higher towards the clouds. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Carved steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. On a shelf of the lean-to is stored the burlap sack. The javelin stands inside the lean-to. Nearby, the heir to the throne of Dwindeldorn is ambling around. <>> get sack You take the burlap sack. <>> w <> Outside the western monastery wall <> Here too the wall of the monastery turns back north towards the mountain, butting into the solid stone which has been chiselled smooth where the wall and the strip of turf meet it. The turf extends somewhat farther from the base of the wall here on the west side than it does along the front. Traveling southeast will take you back around the corner to the front of the monastery. Some yards away from the wall a fair-sized rock protrudes from the surrounding turf. Balancing nicely on the rock is the plank. The young sprig of royalty is here, sack in hand. The Prince of Dwindeldorn tries dribbling the ball around with his feet. <>> put ball on plank You set the ball on one end of the plank, which makes the plank dip to the ground on that end. <>> jump on plank You jump with all of your weight squarely onto one end of the board, launching the ball into the air, but it doesn't have the right combination of weight and aerodynamics to clear the monastery wall. The ball ends up back in the grass. <>> get ball You take the ball. <>> * && Flying fish! Comment recorded. <>> put bass on plank You set the bass on one end of the plank, which makes the plank dip to the ground on that end. <>> jump on plank You jump with all of your weight squarely onto one end of the board, launching the bass into the air, but it doesn't have the right combination of weight and aerodynamics to clear the monastery wall. The bass ends up back in the grass. The fish isn't going to keep for much longer where it is. <>> * && wheeee!! Comment recorded. <>> put bass in basket (first taking the bass) You put the bass in the basket. Your sidekick seems very impressed at looking out over the mountain peaks. The fish will not spoil any time soon being placed in with the ice. <>> se <> In front of a monastery <> You are just south of the gates of a monastery which looks much as if it grew out of the side of the mountain. The fjord is far below, and all around you peaks push on higher towards the clouds. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Carved steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. The king's son is following you wherever you go. <>> put all in shed You stow your stuff in the lean-to beside the gate, excepting what's in your secret pocket. The sunlight makes your protegé sneeze. <>> n (first trying to open the portal) You push on the portal doors, but, unsurprisingly, they are barred from the inside. <>> knock Knocking on the gates, you are met by the same door-monk as before, standing by and smiling as much as ever. <>> n The door-monk sees that all requirements for entry are met and lets you pass into the monastery, closing the doors behind you. The needle in your secret pocket goes undetected. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. Prince Quisborne is present as ever. <>> x hammer head You don't see any hammer head in view. <>> find hammer head You think the sledgehammer head may have ended up at the monastery gates. The future king of Dwindeldorn sings along with the chanting monks. <>> s (first opening the entry gates) You exit the monastery through the large entry gates, and one of the monks shuts the gates after you've gone through. <> In front of a monastery <> There is quite an exhilarating view from here, as one looks south over the fjord far, far below. All around you peaks push on higher towards the clouds, but there is just enough of a level place jutting out from the rising rock where you are that a monastery has been built, looking much as if it grew out of the side of the mountain. Its imposing portal looms before you to the north, the doors of which are closed. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Although they can't even be seen without stepping right up to the edge, steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. On a shelf of the lean-to is stashed the burlap sack. The javelin stands inside the lean-to. Your sidekick is here with you as always. <>> get hammer head You take the sledgehammer head. The boy watches to see what you'll do next. <>> w <> Outside the western monastery wall <> Here too the wall of the monastery turns back north towards the mountain, butting into the solid stone which has been chiselled smooth where the wall and the strip of turf meet it. The turf extends somewhat farther from the base of the wall here on the west side than it does along the front. Traveling southeast will take you back around the corner to the front of the monastery. Some yards away from the wall a fair-sized rock protrudes from the surrounding turf. Balancing nicely on the rock is the plank. Near by your side is your ostensible squire. <>> put hammer head on plank You set the sledgehammer head on one end of the plank, which makes the plank dip to the ground on that end. <>> jump on plank You jump with all of your weight squarely onto one end of the board, launching the sledgehammer head in arc over the wall. The soft turf that you know to be on the other side of the wall deadens the sound of the projectile's landing. <>> * && Did the monks find it when we went out the gates just now? Comment recorded. <>> se <> In front of a monastery <> You are just south of the gates of a monastery which looks much as if it grew out of the side of the mountain. The fjord is far below, and all around you peaks push on higher towards the clouds. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Carved steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. On a shelf of the lean-to is stowed the burlap sack. The javelin stands inside the lean-to. Your "squire" is in tow. <>> knock Knocking on the gates, you are met by the same door-monk as before, standing by and smiling as much as ever. <>> n The door-monk sees that all requirements for entry are met and lets you pass into the monastery, closing the doors behind you. The needle in your secret pocket goes undetected. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The monks chant while they work. Your companion, the princeling, is here with you. Some monks are weaving cloth. <>> w <> A quiet yard in the monastery <> There is a quiet yard here at the western end of the monastery. It looks like a place where a monk might escape for a little peaceful solitude under the sky, should his cell start to prove a little too stuffy. The space is neither large nor precisely rectangular, and there is little here other than the four walls which enclose it. Strictly speaking, the north side is not a wall, for it is the face of the mountain itself, which rises hundreds of yards higher before reaching its peak. There is not a single tree or bush to be seen, but the entire yard is covered in soft, lush grass. The doorway east is the only way out. The lone feature of the area besides sky, grass and walls, is a canvas on an easel set up in the northeastern corner. It has writing on it. Plugged into the soft grassy earth is the sledgehammer head that you launched over the wall. Your "squire" is in tow. <>> get head Once again you reclaim the iron head that was launched over the wall, and secrete it within the garments of Prince Quisborne. <>> e <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. Your protegé is present and accounted for. "Vopsquu, may you have peace," says one monk to another. <>> ne You pass through the yard of the mine entrance, and head straight up the ramp... <> Ramp circling the monks' tower <> You're about halfway up the ramp which goes round and round the tower, on its south side. The ramp curves upward or downward from here, and is lined with a stone railing punctuated by large stone planters, in each of which grows an unusual-looking bush. There are cell doors on the tower wall side of the ramp, but you're only likely to be going up or down. Monks continually bustle up and down the ramp, painstakingly caring for the bushes in the planters, and sometimes just simply watching them. Your squire is following you wherever you go. The boy does some sprinting. A monk pads down the ramp. <>> plant seeds in planter You don't see any seeds in view. <>> u <> At the top of the monks' tower <> This is the top of the monks' tower, affording a dizzying view of the small complex below and all the way on down to the fjord, whose waters appear quite still from this height. The circular tower-top room is roofed but open nearly all around to the air, saving for a waist-high half-wall and pillars spaced out to hold up the roof. The southwest "corner" opens into the ramp which leads clockwise back downward. No monks are up here, being apparently fully preoccupied with the bushes and other cares. Along the northern portion of the room's rim, the pillars are filled in solid with wall up to the roof. Resting on two corbels that jut from the wall is a long glass display case; above it, a slab of granite inlaid in the wall is inscribed with a legend. Through the thick glass of the case you can see the lodestone. Near by your side is your young pal. <>> put hammer head on cylinder You hold the sledgehammer head up to the glass, as near as you can to the lodestone inside. Incredulous, you watch as the lodestone "jumps" against the glass, trying to reach the sledgehammer head. "Prodigious!" shouts the prince. "Would you just look at that?!" <>> slide hammer head What do you want to slide it over to? < object >> left You don't see any left in view. <>> slide hammer head over hole That's not a verb construction you'll need to use. <>> move hammer head left "Hammer head left" is either: - Something you haven't come across yet - Something not necessary to your adventure - A phrasing we aren't equipped to handle <>> move hammer head You move the iron head up and down the glass and watch the lodestone travel along with it. <>> move hammer head to hole Sliding the sledgehammer head along the glass towards the hole in the bottom of the case, you are fascinated as the lodestone follows the sledgehammer head on the other side of the glass. When it is positioned above the hole, you pull the sledgehammer head away from the case, and the lodestone slides right out down the hole and onto the ground. *** Your score has just gone up by seven points *** <>> get lodestone You take the lodestone. The princeling is remembering the extraordinary exploit of snatching a deadly weapon away from a dangerous gang. <>> rube needle on lodestone We must apologize for our lack of omniscience, but we are not able to process the verb or verb phrase you're trying to use. <>> rub needle on lodestone (first taking the needle from the secret pocket) Following the instructions you learned from the Wizard's notes, you take the lodestone and stroke the needle with it firmly and rhythmically for a couple of minutes. The lodestone imparts its unusual properties to the needle: the needle is now "magnetized." *** Your score has just gone up by eight points *** <>> put lodestone in hole You reach up the hole and give the lodestone a little flip, sending it to the center of the case where you found it. The princeling recollects the wild adventures in Azh Bansilkris. <>> d <> Ramp circling the monks' tower <> You're about halfway down the ramp which goes round and round the tower, on its south side. The ramp curves upward or downward from here, and is lined with a stone railing punctuated by large stone planters, in each of which grows an unusual-looking bush. There are cell doors on the tower wall side of the ramp, but you're only likely to be going up or down. Monks continually bustle up and down the ramp, painstakingly caring for the bushes in the planters, and sometimes just simply watching them. Prince Q comes along. <>> d <> Main hall of the monastery <> You are in the monastery's sanctuary, a high-ceilinged room with virtually no architectural adornment. Unglazed windows run high up along the south and east walls, and the room features no chairs or other seats. Many scrolls are stored along the west wall in a large piece of furniture. There is a closed door leading west, and an open doorway leading east: both located near the front wall. A larger open doorway leads south into the main courtyard. The back wall boasts an impressive gong. A few bare-chested monks by one wall are practicing omphaloskepsis. Cross-legged on a mat on the floor is a wizened, important-looking monk, reading a scroll. The Dwindeldornian heir is following you as always. The father monk enlarges your souls with another moral aphorism. <>> kiss monk's bald head You're not on quite so intimate of terms with Yimnaru as that. <>> * && For luck. Comment recorded. <>> s The old monk expands your minds with another illuminating apothegm. <> Main courtyard of the monastery <> This cobblestoned area is the main courtyard of the monastery of Mowm Cnizhbeledh. A striking building of blue stone nestles against the wall of the mountain, with an open doorway leading north into it. The courtyard walls are lined with storage sheds, awnings and work areas, and a good deal of the open space is filled with raised beds of good soil and healthy plants. There's a doorway opening in a partition wall to the northeast, and another narrower one at the west end of the courtyard. The main gates are to the south. Monks are filling the courtyard with a commotion of activity: some are working in the gardens, some are hauling in water, some are chiseling blocks of stone into different kinds of vessels. The future monarch of Dwindeldorn is hanging around. <>> s (first opening the entry gates) You exit the monastery through the large entry gates, and one of the monks shuts the gates after you've gone through. <> In front of a monastery <> You are just south of the gates of a monastery which looks much as if it grew out of the side of the mountain. The fjord is far below, and all around you peaks push on higher towards the clouds. A narrow band of level turf wraps around the foot of the monastery walls to the east and to the west, rolling sharply off into a perilous descent mere yards away from the wall. Carved steps lead down the steep mountainside to the south. A bronze placard is mounted on the monastery wall to the left of the gates. To the right of the portal, the monastery wall bumps out for a short space to create a lean-to shed. On a shelf of the lean-to is stashed the burlap sack. The javelin stands inside the lean-to. Your protegé is present as ever. <>> get all You gather up your stuff. The lad sings a made-up melody. <>> put needle on cork You put the needle on the cork. Floating upon the cork, the needle, endowed with the curious properties of the lodestone, is free to overcome friction and obey the mysterious and unseen forces of nature. You and Prince Quisborne both watch with amazement for the first time as the needle, untouched, spins itself around in the water until its tip is pointing to the north! "Hollering hornytoads, sir! It's just like magic, but it isn't! Which is practically just as amazing?! I can hardly believe it, sir... we've done it – found a way to find our way through the Regions of Night, just like my phantom grandpop said we'd need to!" And so you have indeed... this is a most critical accomplishment! *** Your score has just gone up by ten points *** <>> d <> At the foot of the monastery steps <> You are on a patch of thin soil which has collected on a small shelf in the steep side of the mountain, right at the edge of the fjord. Upwards before you, to the north, innumerable crude steps carven from the rock rise to a dizzying height, the height of each step being twice, if not three times its depth. They lead to the monastery of Mowm Cnizhbeledh, although you cannot see it from here. Two miles to the east, the fjord tapers to an end; northwest it bends around the mountain and out of sight. On all sides of the fjord, the same jagged and impassable mountains rise to the sky. Floating at the fjord's edge is your makeshift raft. Nearby, the king's son is ambling around. The beautiful waters of the fjord lap against the feet of the mountains. <>> sail to shore (first getting on the raft) <> On the shore of the Sea of Sorrows, aboard the raft <> You are embarked on a raft in a cove of the Sea of Sorrows. The coastline of Dwindeldorn is a rugged one, an uplifted land mass which drops sharply to the sea. Where you are, the cliff's base is separated from the water's edge by a narrow crescent of flat ground, grown over by a tract of straight young trees. To the north and the south of this cove, the jagged cliffs meet directly with the waters, and any travel along the coast is rendered unfeasible. In fact, the steep trail northwest up the escarpment is the only way to go from here. <>> travel to rift (the Rift of Dumendos) You may try to travel to one of the following locations: -Forthlong Hall -Blatterfarthing (smithy) -Squarchminster (playing field) -the ferry -Kinterole (construction site) -the sawmill -Gramblefork -the North Road -the quarry -Cobblecork Farm -Brinekettle -Thymeleigh Manor -Chedderwicket -Sprokemabble -the seashore -the lonely tower -the Wizard's library -the Fastness -Azh Bansilkris -the temple rock -the monastery -the Witch's hut -Uzumbung harbor <>> travel to brinekettle You disembark from the raft, as does Quisborne. <> Chelkwibble town <> This is Chelkwibble: a backwater town not far in from the eastern coast of Dwindeldorn. The town is noted for its fine cheeses and other products of milkcraft. To the eye, the town is distinctive for its variously-shaped roofs of deep live sod, on which a goat might be seen. There's a mead-hall and an inn, and dirt streets can lead you out of the town in different directions: southwest, west, northwest, northeast, and a lesser one southeastward toward the coast. PQ tags along. <>> ct You travel quite a stretch westward from Chelkwibble. The town of Brittlebarrow, along with a few other hamlets and villages, lies along the way, and then you come into a region of fine farmland... <> Country roads <> Thriving farms and croplands abound in this region, a number of which you can see spreading out below to the west or the north from the slight rise that you're on. South and southeast of you a patch of woods blocks the view, but a pair of stone pillars flank an overgrown lane which leads into it. Besides the weedy lane going southeast, the country roads wind east along the edge of the woods, northwest, and southwest towards Squarchminster. The royal youth is sticking nearby. Away to the west you can see people raking recently-mown hay, and north and northeast some yeomen are busy shocking wheat into sheaves dotting the field. <>> g You make a modest little journey through farms and settled lands, and come to Squarchminster town... You found a suitable place to make camp for the night during the travel. <> Grimmage field, west end of Squarchminster town <> Northwards lies the expansive grimmage field of Squarchminster. Along the eastern border of the field large permanent grandstands have been erected, and the crowds also people the hillsides directly north and west of the field. The south boundary fence is also adorned with the large sign advertising the identity of the venue. Just east of the playing field is a brick yard on the west end of Squarchminster town. You can go north or southwest from the playing field; also, you can pass through Squarchminster going either southeast or northeast. Currently on the field, the Terrifying Geraniums are playing the Greasy Tenderloins. The grandstands quiver with the liveliness of the seated crowd. Your ostensible squire is here with you as always. Crogget of Wickerhorn seems to have just set a new league record in some vague statistical category. <>> g <> Blatterfarthing village green <> The village of Blatterfarthing has a central communal green featuring a running brook, encircled a few rings deep by the buildings which make up the community. The Snorting Sow sits on the east side of the green, while a smithy, open on two sides and with a sign mounted on its roof, sits along the west. To the northeast of that appears to be a sausage-maker's shop, and a variety of other buildings and houses complete the innermost ring around the village green. Roads sneak between buildings going southwest, southeast, and northeast. A narrow walk path also squeezes between the smithy and the sausage-maker's, to the northwest. Your young pal is here. Customers come out of the sausage shop bearing sausages of diverse sizes and descriptions. <>> g <> Wratchbunting ferry landing, east side <> West of you is a ferry landing across the lovely Ribbleskinder River, which flows roughly south-southwest. The small town of Wratchbunting lies mostly hidden by trees a few furlongs north of here. A small tree-flanked hut standing just up the bank from the dock proclaims itself to be: "WRATCHBUNTING FERRIE." The roads leave the ferry landing to the northeast and the southeast. The ferry floats alongside the dock near you. Prince Quiz is following you wherever you go. <>> g Once again you and the prince make a westward crossing over the river on the ferry, powered by the prince's cranking. Once docked, you get off the ferry. <> Ferry landing, west side <> You've come across the river to the western ferry landing. Tall bluffs stretch down the banks on this side of the river north and south of you, only broken by this trough of ground where the landing is, and up which a dirt road climbs to the southwest. The road comes all the way to the water's edge to the ferry dock. Across the water you can see the far dock and the tree-sheltered ferry house. The ferry floats alongside the dock near you. The princeling is present and accounted for. <>> g <> Castle Row <> Here just to the west of the river bluffs the land is quite open, and only a little lower than the tops of the bluffs themselves, which nevertheless hide the river and anything beyond it from view. The locality from here to a little ways south along these bluffs of the river is known as Castle Row; no subtlety was involved in the naming of the place, as the blufftop is lined with a number of almost grotesquely large castles which look down over the river to the east. You're on a north-south road which lies a third of a mile to the west of the blufftop castles; this road winds away into the country in both of those directions. To the northeast, a smaller road descends into a cleft in the bluffs, which you know to lead to the ferry landing. You can also turn west a short way up the road, where another road intersects this one. A fair country rolls in every direction away from the river, studded with cottages, fences, and other signs of domesticity. You can see a modest-sized building project underway at Griltindarl Castle. The prince is following you as ever. Birds are providing background music for the world at large. <>> g You go west across the fruitful countryside, through Chiveldrelm town, and eventually reach the road's end at a junction... (You passed the night en route...) <> Entrance to Cobblecork Farm <> This is one more junction of narrow sunken roads in the middle of the rural Dwindeldornian countryside. The said roads are running northeast-southwest, with a branch traveling east. A fair ways off to the south one can see the noble form of Yew Hall rearing up against its green backdrop. On the northwest side of the road, a thick wood of syrup trees stands well cleared of underbrush and deadwood. A track leads north into this, and beside the track rests a log into which is carved the name "Cobblecork Farm." The incumbent to the throne is sticking nearby. <>> g <> Brinekettle village <> You're in the common green of Brinekettle village. The village is rather a quiet one in the absence of the seasonal gala, and even the music stage lies dormant. There's still one cauldron hanging from a frame here in the green, probably intended for general purpose. You can leave Brinekettle by roads going southeast, northeast, southwest, or west. Your "squire" is in tow. <>> w <> Entering a wild country <> From your elevated position, you can behold the convergence of three great land regions at once. Where you stand, the upraised Wolds of the Western Marches have their beginnings, and stretch away eastward. South and west of you loom the festering fenlands named the Great Bogs of Nenduul. You can also look down to the north and northwest, where, merging into the bogs at its border, spreads the choking green expanse of the Telkmaharn Rainforest. Far, far to the north, the faintest blue of mountains serrates the skyline. You could try journeying in almost any direction. The princeling is present as ever. "Yipe!" The prince just got nipped by another horsefly. <>> w Descending from the wolds, you broach the outermost reaches of the murky bogs of Nenduul... <> Deep in the fenland <> You have penetrated into the Great Bogs of Nenduul, where the land is one great sea of differing kinds of unstable ground: quicksands, bottomless sludge, miry muck and marshes thicker than porridge. You have come thus far only by finding with much toil the scant and snaking spits of ground to follow, which, while still soggy, do not give way under your tread to engulf you in the mire. Swamp mangroves and banyans grow plentifully, throwing out wide-spreading branches, and making occasional islands with the abundance of their tangled and high-rising roots. The landbridge of soil-laden tree roots leads further west into the bogs. East is the way through the fens back toward Dwindeldorn. Your young pal follows you along the scant firm ground. <>> w The journey is long, but we shall hasten through. After several days of wearying travel, you and Prince Quisborne have traversed the Great Bogs of Nenduul, navigated the glades and wealds of the western wastes, followed the southern rim of the great canyon, and come again to the field of boiling mud pits... <> Far into the western wastes <> You are far west of the Great Bogs of Nenduul, and the impassable canyonlands beyond them. Sprawling dead north of you is a strange and outlandish sight: a large expanse of mud pits, boiling and churning from the primal fires within the earth. The boiling mud lies in depressed ground about a half-mile wide, and stretches northward as far as the eye can see. To make northward progress you will have to pass by it on one side or the other by choosing to go northeast or northwest; otherwise the most direct way to begin a journey towards Dwindeldorn is southeast. Your companion, the heir to the throne of Dwindeldorn, is here with you. The mud churns noisily. Sulfurours odors fill your nostrils. <>> wear glove Okay, you’re now wearing the glove. Sulfurous smells emanate from the mud pits. <>> raise spear You raise the javelin upright so that it rests on the ground. A large mud bubble collapses with a clapping sound. <>> nw <> A bleak and stormy moor <> The whole landscape is a bleak and undulating moor, overhung by lowering black clouds. Bolts of lightning hitting the ground appear with dangerous frequency. The moor spreads in all directions. The Dwindeldornian heir closely follows your lead. <>> n <> A bleak and stormy moor <> A plaintive moor fills your view, darkened by rainless stormclouds. Lightning flashes with fury from the skies all around at an alarming rate. You could go any direction on the moor. The young sprig of royalty closely follows your lead. Quisborne is on the alert. <>> n With all the haste you can, you escape the thunderous clouds, and watch the sky grow dimmer as you make your way across the Twilight Border Lands... <> Bridge gatehouse <> You are on a raised spine of ground which runs south to the moors of the Twilight Border Lands, and ends just north of you at the immense Rift of Dumendos. The sky is dark above you, and beyond the Rift lie the dread Regions of Eternal Night. The Rift is spanned here by an immense stone bridge, with a large and crude house built over this end of it. Only narrow strips of treacherous ground, thickly fraught with evergreens, run around the sides of the house before the terrain turns into stepped precipices ultimately leading into the depths of the Rift. Howling winds continuously rip across the bleak land, bearing misty rains. The king's son accompanies you. <>> n <> Troll's bridge-house <> The room you are in is cavernous, spanning the full width of the bridge. The floor of the house is simply the bridge itself, and gradually slopes upward as it goes farther from the door. A deep alcove set with a window is in the west wall, and along the east wall you see a guitar hanging from a hook, and a marble chessboard set up on a large table, looking as if a game were in progress upon it. The front door is centered in the south wall, still ajar. The troll's lounge area of desk and couch is lit by a tall candlestand behind the couch. You've moved one of the candlestands so that it's now sitting in the alcove. A huge, cobweb-covered cudgel lies in a corner along the front wall. Gwarthulc is reclining on his gigantic couch, with desk nearby, writing a manuscript. The heir to the throne of Dwindeldorn enters the troll's house alongside you. The ponderous troll is tapping the quill to his chin, lost in thought. Quisborne waits for the next move. <>> greet gwarthulc Gwarthulc nods. "As long as you're not going over my bridge, we're good," he says. <>> ask troll about novel You've already learned in summary that the manuscript is a compelling story full of pathos about a young troll who is ostracized by his friends and family because he refuses to eat humans. According to Gwarthulc, this is based on events from his own life, and currently he's wrestling with what direction to take the plot as far as the romantic elements are concerned. Gwarthulc goes back to his manuscript scribbling. <>> compliment troll You compliment the troll on his chess position. "Pretty solid, right? I'm just a little nervous about this positional sacrifice he's just made." Gwarthulc throws back his head and lies motionless, as if exhausted with thinking. <>> compliment troll "Are you just trying to butter me up, human? I hope you don't think you're going to sweet-talk your way over my bridge." The unsightly troll mutters, as if disgruntled about trying to fit certain parts of his story together. <>> compliment troll The troll doesn't want any more flattery. <>> ask troll about rift "It's deep, it's long, and my bridge goes over it. What is it you're trying to get from me here?" Prince Quisborne and the unsightly troll are discussing a passage of the manuscript. The troll is nodding and making some changes. <>> s <> Bridge gatehouse <> You are on a raised spine of ground which runs south to the moors of the Twilight Border Lands, and ends just north of you at the immense Rift of Dumendos. The sky is dark above you, and beyond the Rift lie the dread Regions of Eternal Night. The Rift is spanned here by an immense stone bridge, with a large and crude house built over this end of it. Only narrow strips of treacherous ground, thickly fraught with evergreens, run around the sides of the house before the terrain turns into stepped precipices ultimately leading into the depths of the Rift. Howling winds continuously rip across the bleak land, bearing misty rains. Prince Quiz accompanies you. <>> nw <> In the shadow of the bridge-house (west) <> You are skirting along the foot of the bridge-house wall on the west side. Thick evergreen trees grow so near to the house that many of their boughs brush against the stone. By the light coming from the window, you can see a little of the ground around where you stand, and also that the ground just west of you, on which the trees grow, starts to drop off at a perilous slope. The best you can make out, both the trees and the house continue to extend to the north. Winds and mists from the moors continue to cut through the trees. Prince Quiz carefully maintains his footing in the darkness. <>> n You pass again along the bridge-house wall by the light of the candlestand in the window, and descend to the rift's edge... <> At the edge of the Rift of Dumendos <> You are standing at the edge of the awe-inspiring Rift of Dumendos. Although the sky is dark, you can still perceive the immensity of the void of blackness which rolls away from your feet to the north, and which stretches west and east-northeast to the murky horizons. The dim silhouettes of low mountains appear to the north, a half-mile distant on the other side of the Rift. Also silhouetted against the less black of the sky, immediately to the east, are the colossal abutments of the stone bridge, whose roadway lies some fifteen yards above you. Southward, you can pick your way back through the crowding trees to the house's front. Prince Q is present and accounted for. In no imminent danger of lightning, and not wanting to wear an unmatched glove for the rest of your life, you take it off until you should find you want it. <>> climb abutments Quisborne follows you as you clamber up the abutments, get onto the road behind Gwarthulc's house, and cross the bridge into the Regions of Eternal Night... <> The Regions of Eternal Night <> The Rift of Dumendos, to the south, divides you from the lands of light and hope. The Regions of Eternal Night lie everywhere to the north, presenting themselves as a disfigured skyline of ominous silhouettes against the sickened starlight. A palpable gloom hangs in the air, and from time to time a far-off rumbling can be heard. Nearby, the immense stone bridge spans the Rift going south. Thirty paces from the Rift's edge, a foul pool of brackish and sulfurous water is outlined by a ring of phosphorescent slime accumulating around its border. Prince Quisborne's dark form stands near. <>> * && Now... I'm still not too sure about the directions I found in the Temple. I deciphered N E W N E S S. (Did you make it sound like a real word to make it easier to remember?) Comment recorded. <>> x compass "Compass" could either be something as yet unknown to you or else a phrasing unknown to us. <>> * && the total of bowl, water, cork, needle is a compass, no? Comment recorded. <>> x needle It's just an ordinary sewing needle: sharp, made of metal, and with a tiny eye at one end. You have "magnetized" it by rubbing it with a lodestone. <>> follow needle "Following" does not seem to have a ready application in this situation. <>> n Although your floating needle truly tells the north direction, you cannot see it in the near-darkness. You will probably get hopelessly turned around if you press onward. <>> * && Ah, but there is a handy spooky pool right here. Comment recorded. <>> x pool Thirty paces from the Rift's edge, a foul pool of brackish and sulfurous water is outlined by a ring of phosphorescent slime accumulating around its border. <>> get needle You take the needle. <>> get slime The slime isn't going to light your way through the Regions of Eternal Night. But if it were smeared on something, that object would certainly be more visible. <>> smear slime on needle You smear some phosphorescent goo on the needle. The needle is now greenishly visible even in the dark. <>> put needle on cork You put the needle on the cork. <>> n <> Somewhere in the Regions of Eternal Night <> You are surrounded by a fearful landscape spread under a darkened sky. Contorted crags jut up everywhere from the uneven ground, and the valleys are choked with woods of hostile and diseased-looking trees, which eke out a ghastly existence by the attenuated light of the stars. Clefts, pits, and ravines abound: vestiges of the heaving agonies raging under the earth. The gloom overhead is punctured here and there, letting the starshine cast a ghostly light in patches on the land below, and leaving the rest shrouded in mist, vapor, and shadow. One imagines one can hear whispers from the dark; eerie rustlings seem to emanate from unknown origins. With determination and extreme caution, you could push on in any direction. A fissure leads into the earth nearby. The not-so-feckless prince moves along with you. In spite of the frightful backdrop, Quisborne manages to engage in a moment of whispered reflection. "It is difficult," he says, "to comprehend how the earth can be a place of such stark horror as well as of such amazing beauty and joy... I don't know if I'll ever quite have that figured out, but I would like to think there's something truer behind the Beautiful and the Good, and that the Awful is only a canker that subsists as a distortion of the original ideal. But now I'm truly sick with dread and I'm shutting up." <>> undo There have recently arisen some complications which may or may not put the game in danger of becoming unwinnable. To be safe, we are undoing moves to a point just before the complications. <> At the edge of the Rift of Dumendos <> You are standing at the edge of the awe-inspiring Rift of Dumendos. Although the sky is dark, you can still perceive the immensity of the void of blackness which rolls away from your feet to the north, and which stretches west and east-northeast to the murky horizons. The dim silhouettes of low mountains appear to the north, a half-mile distant on the other side of the Rift. Also silhouetted against the less black of the sky, immediately to the east, are the colossal abutments of the stone bridge, whose roadway lies some fifteen yards above you. Southward, you can pick your way back through the crowding trees to the house's front. The princeling is with you like your shadow. <>> * && Saving first. NEWNESS has two instances where it could as well be a diagonal direction: NE. Comment recorded. <>> n It's just that we don't want to have to narrate about you walking off into a horrible yawning blackness. <>> climb bridge Quisborne follows you as you clamber up the abutments, get onto the road behind Gwarthulc's house, and cross the bridge into the Regions of Eternal Night... <> The Regions of Eternal Night <> The Rift of Dumendos, to the south, divides you from the lands of light and hope. The Regions of Eternal Night lie everywhere to the north, presenting themselves as a disfigured skyline of ominous silhouettes against the sickened starlight. A palpable gloom hangs in the air, and from time to time a far-off rumbling can be heard. Nearby, the immense stone bridge spans the Rift going south. Thirty paces from the Rift's edge, a foul pool of brackish and sulfurous water is outlined by a ring of phosphorescent slime accumulating around its border. Prince Quisborne's dark form stands near. <>> x needle It's just an ordinary sewing needle: sharp, made of metal, and with a tiny eye at one end. You have "magnetized" it by rubbing it with a lodestone. <>> smear slime on needle You smear some phosphorescent goo on the needle. The needle is now greenishly visible even in the dark. <>> x needle It's just an ordinary sewing needle: sharp, made of metal, and with a tiny eye at one end. You have "magnetized" it by rubbing it with a lodestone. The needle is glowing by reason of some phosphorescent slime. <>> n <> Somewhere in the Regions of Eternal Night <> You are surrounded by a fearful landscape spread under a darkened sky. Contorted crags jut up everywhere from the uneven ground, and the valleys are choked with woods of hostile and diseased-looking trees, which eke out a ghastly existence by the attenuated light of the stars. Clefts, pits, and ravines abound: vestiges of the heaving agonies raging under the earth. The gloom overhead is punctured here and there, letting the starshine cast a ghostly light in patches on the land below, and leaving the rest shrouded in mist, vapor, and shadow. One imagines one can hear whispers from the dark; eerie rustlings seem to emanate from unknown origins. With determination and extreme caution, you could push on in any direction. A fissure leads into the earth nearby. The not-so-feckless prince moves along with you. In spite of the frightful backdrop, Quisborne manages to engage in a moment of whispered reflection. "It is difficult," he says, "to comprehend how the earth can be a place of such stark horror as well as of such amazing beauty and joy... I don't know if I'll ever quite have that figured out, but I would like to think there's something truer behind the Beautiful and the Good, and that the Awful is only a canker that subsists as a distortion of the original ideal. But now I'm truly sick with dread and I'm shutting up." <>> undo There have recently arisen some complications which may or may not put the game in danger of becoming unwinnable. To be safe, we are undoing moves to a point just before the complications. <> At the edge of the Rift of Dumendos <> You are standing at the edge of the awe-inspiring Rift of Dumendos. Although the sky is dark, you can still perceive the immensity of the void of blackness which rolls away from your feet to the north, and which stretches west and east-northeast to the murky horizons. The dim silhouettes of low mountains appear to the north, a half-mile distant on the other side of the Rift. Also silhouetted against the less black of the sky, immediately to the east, are the colossal abutments of the stone bridge, whose roadway lies some fifteen yards above you. Southward, you can pick your way back through the crowding trees to the house's front. Prince Quisborne tags along. <>> save Saved. <>> climb bridge Quisborne follows you as you clamber up the abutments, get onto the road behind Gwarthulc's house, and cross the bridge into the Regions of Eternal Night... <> The Regions of Eternal Night <> The Rift of Dumendos, to the south, divides you from the lands of light and hope. The Regions of Eternal Night lie everywhere to the north, presenting themselves as a disfigured skyline of ominous silhouettes against the sickened starlight. A palpable gloom hangs in the air, and from time to time a far-off rumbling can be heard. Nearby, the immense stone bridge spans the Rift going south. Thirty paces from the Rift's edge, a foul pool of brackish and sulfurous water is outlined by a ring of phosphorescent slime accumulating around its border. Prince Quisborne's dark form stands near. <>> smear slime on needle You smear some phosphorescent goo on the needle. The needle is now greenishly visible even in the dark. <>> n <> Somewhere in the Regions of Eternal Night <> You are surrounded by a fearful landscape spread under a darkened sky. Contorted crags jut up everywhere from the uneven ground, and the valleys are choked with woods of hostile and diseased-looking trees, which eke out a ghastly existence by the attenuated light of the stars. Clefts, pits, and ravines abound: vestiges of the heaving agonies raging under the earth. The gloom overhead is punctured here and there, letting the starshine cast a ghostly light in patches on the land below, and leaving the rest shrouded in mist, vapor, and shadow. One imagines one can hear whispers from the dark; eerie rustlings seem to emanate from unknown origins. With determination and extreme caution, you could push on in any direction. A fissure leads into the earth nearby. The not-so-feckless prince moves along with you. In spite of the frightful backdrop, Quisborne manages to engage in a moment of whispered reflection. "It is difficult," he says, "to comprehend how the earth can be a place of such stark horror as well as of such amazing beauty and joy... I don't know if I'll ever quite have that figured out, but I would like to think there's something truer behind the Beautiful and the Good, and that the Awful is only a canker that subsists as a distortion of the original ideal. But now I'm truly sick with dread and I'm shutting up." <>> * && I just realised that if I follow NEW, the E and W cancel eachother out. So the first step should be NE. Comment recorded. <>> * && But I'll go with it for now. Comment recorded. <>> x fissure All we need to know is whether you plan on entering it or steering clear of it. <>> enter fissure Perhaps hoping to find some secret route to the Mystic Vale from this random location, you enter the hole in the earth. Alas! You both lose your footing, and find yourselves sliding down a slimy tube of rock, deep, deep into the earth. Miraculously, this tube eventually spits you out onto a level surface without having tumbled or crushed you to death. The darkness is consummate: but only for a moment. The cavern is suddenly illuminated by flame. Flame emanating from a living source... a Balrog. *** So bitter, to die so near the goal *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> restore Restored. <> At the edge of the Rift of Dumendos <> You are standing at the edge of the awe-inspiring Rift of Dumendos. Although the sky is dark, you can still perceive the immensity of the void of blackness which rolls away from your feet to the north, and which stretches west and east-northeast to the murky horizons. The dim silhouettes of low mountains appear to the north, a half-mile distant on the other side of the Rift. Also silhouetted against the less black of the sky, immediately to the east, are the colossal abutments of the stone bridge, whose roadway lies some fifteen yards above you. Southward, you can pick your way back through the crowding trees to the house's front. Near by your side is Prince Quisborne. <>> colors The game will not force screen color changes. <>> colors Game-initiated screen color changes are enabled. <>> climb bridge Quisborne follows you as you clamber up the abutments, get onto the road behind Gwarthulc's house, and cross the bridge into the Regions of Eternal Night... <> The Regions of Eternal Night <> The Rift of Dumendos, to the south, divides you from the lands of light and hope. The Regions of Eternal Night lie everywhere to the north, presenting themselves as a disfigured skyline of ominous silhouettes against the sickened starlight. A palpable gloom hangs in the air, and from time to time a far-off rumbling can be heard. Nearby, the immense stone bridge spans the Rift going south. Thirty paces from the Rift's edge, a foul pool of brackish and sulfurous water is outlined by a ring of phosphorescent slime accumulating around its border. Prince Quisborne's dark form stands near. <>> smear goo on needle You smear some phosphorescent goo on the needle. The needle is now greenishly visible even in the dark. <>> n <> Somewhere in the Regions of Eternal Night <> You are surrounded by a fearful landscape spread under a darkened sky. Contorted crags jut up everywhere from the uneven ground, and the valleys are choked with woods of hostile and diseased-looking trees, which eke out a ghastly existence by the attenuated light of the stars. Clefts, pits, and ravines abound: vestiges of the heaving agonies raging under the earth. The gloom overhead is punctured here and there, letting the starshine cast a ghostly light in patches on the land below, and leaving the rest shrouded in mist, vapor, and shadow. One imagines one can hear whispers from the dark; eerie rustlings seem to emanate from unknown origins. With determination and extreme caution, you could push on in any direction. A fissure leads into the earth nearby. The not-so-feckless prince moves along with you. In spite of the frightful backdrop, Quisborne manages to engage in a moment of whispered reflection. "It is difficult," he says, "to comprehend how the earth can be a place of such stark horror as well as of such amazing beauty and joy... I don't know if I'll ever quite have that figured out, but I would like to think there's something truer behind the Beautiful and the Good, and that the Awful is only a canker that subsists as a distortion of the original ideal. But now I'm truly sick with dread and I'm shutting up." <>> e As your small company steals covertly along through the woods and crags, you are accosted by a hideous beast! Looking in many respects like an enormous lion, the beast has slimy greenish skin, and bulging reptilian eyes. Uttering horrific guttural sounds, the monster approaches swiftly from a slight rise, looking inflamed with the confidence of having secured its next prey. Flight is futile. Poising the javelin which is far too heavy for you to wield ably, you both watch your fate approach. But the monster's confidence was premature: for there is another claimant to the prey. Approaching from a different angle, a loathsome sulphur dragon discloses itself from behind a crag, with a roar that rends the air! The two creatures, both jealous for your flesh and bones, could each subdue you before you had any chance of escape; and it seems for a moment as if the only question is of which jaws will tear your bodies into lifeless pieces. But the paths of the two beasts must needs converge with each other before either can reach you. Neither will yield its claim, or forfeit the satisfaction of its fleshlust. An epic struggle commences. The dragon is much more powerful, but the gargoyle-lion is much more agile. You have never witnessed such an awe-inspiring spectacle of primal rage, unmitigated fury, and lethal power. By the time you have processed the events happening around you far enough to think of stealing out of sight, the awful combatants have tangled in a murderous embrace, and thrash themselves into a deep and narrow crevice of the karst. Whether they finish their battle there, or whether the victor will ever extricate itself from the crevice afterward, are matters of no concern to you and the prince. Making your best assessment of which direction you need to proceed in, you both sprint for your lives, stumbling frequently in the darkness, and never stopping till physical failure is verging. <> Somewhere in the Regions of Eternal Night <> The fearful Regions of Eternal Night spread around you. The land is a chaos of karst and contorted crags jutting up from woods of hostile and diseased- looking trees. Grotesque formations of glossy black rock, along with numerous clefts, pits, and ravines bespeak the heaving agonies raging under the earth. Starshine pierces the gloomy sky at intervals, casting a ghostly light in patches on the land below, and leaving the rest in an uncertain shadow. Eerie whispers and rustlings plague the imagination – figments indistinguishable as fact or fancy. If so minded, you could make your way forward in any direction. A pit angles down into the ground near you. Our aspiring hero is here with you, facing his dread. <>> * && And now we're lost. Comment recorded. <>> w <> Somewhere in the Regions of Eternal Night <> You are surrounded by a fearful landscape spread under a darkened sky. Contorted crags jut up everywhere from the uneven ground, and the valleys are choked with woods of hostile and diseased-looking trees, which eke out a ghastly existence by the attenuated light of the stars. Clefts, pits, and ravines abound: vestiges of the heaving agonies raging under the earth. The gloom overhead is punctured here and there, letting the starshine cast a ghostly light in patches on the land below, and leaving the rest shrouded in mist, vapor, and shadow. One imagines one can hear whispers from the dark; eerie rustlings seem to emanate from unknown origins. With determination and extreme caution, you could push on in any direction. A fissure leads into the earth nearby. Prince Quisborne's dark form stands near. <>> e Your path takes you along the side of a treacherous ravine. It is nerve- wracking enough, skirting the side of a precarious declivity in the dark, but your trouble does not end there. While you and the prince are both straining just to keep your footing, the earth begins to quake. Only a quiver at first, but then a tremble; then it is heaving with fearful violence. You hear rocks showering down around you from higher up; one of your feet is wrenched off its perch, and only by the scraping and scrabbling of all ten fingertips do you remain clinging to the rock. You hear the prince's scream, and you hear it trailing away from you downwards. The quaking ceases. The night reigns again. You are about to yell Quisborne's name at the top of your lungs, when you hear his voice first. "I'm here, Valkyrian... I'm caught." You can't see him; you don't know if there's a way down to him. If there is a way down, you don't know that there will be a way back up. But there is no help to call upon, no morning to wait for, and you will never seek to save yourself while leaving the boy here. In the darkness, you perform one of the most reckless and harrowing stunts of your whole adventurous life, by feeling your way down the ravine wall towards the boy's voice. Sometimes the progress is encouraging, and sometimes you descend a yard to find yourself stymied, and must feel your way back upward and to the side before trying descent again. Eventually a point comes where you can feel no toehold below you, but the boy's voice is close at hand. All is a gamble, but there is no hope in retreat. You tell him that this is it, for both of you... and you drop. The rock is there. Whatever jag it is that arrested Quisborne's fall provides enough of a landing surface to stop you in your blind plummet to the unseen bottom. Guided by his voice, you find his boot wedged in a cleft, and he himself dangling upside down from it. His rescue is effected, and against all odds, you both surmount the ravine wall in the darkness. Before the quaking had become too severe, you were able to shove all of your gear onto an outcropping; having now regained that point, you are able to reclaim it and carry on. <> Somewhere in the Regions of Eternal Night <> The fearful Regions of Eternal Night spread around you. The land is a chaos of karst and contorted crags jutting up from woods of hostile and diseased- looking trees. Grotesque formations of glossy black rock, along with numerous clefts, pits, and ravines bespeak the heaving agonies raging under the earth. Starshine pierces the gloomy sky at intervals, casting a ghostly light in patches on the land below, and leaving the rest in an uncertain shadow. Eerie whispers and rustlings plague the imagination – figments indistinguishable as fact or fancy. If so minded, you could make your way forward in any direction. A pit angles down into the ground near you. The not-so-feckless prince moves along with you. <>> x pit All we need to know is whether you plan on entering it or steering clear of it. <>> enter pit As if the night regions aren't fearful enough in the open air, you elect to venture inside the earth without any apparent prompting to do so. We are grieved to report that this call of judgment has the outcome that we feared: your venture leads you straight to the dwellingplace of a basilisk. Neither of you survive. *** A high cost to stray from the way *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo There have recently arisen some complications which may or may not put the game in danger of becoming unwinnable. To be safe, we are undoing moves to a point just before the complications. <> At the edge of the Rift of Dumendos <> You are standing at the edge of the awe-inspiring Rift of Dumendos. Although the sky is dark, you can still perceive the immensity of the void of blackness which rolls away from your feet to the north, and which stretches west and east-northeast to the murky horizons. The dim silhouettes of low mountains appear to the north, a half-mile distant on the other side of the Rift. Also silhouetted against the less black of the sky, immediately to the east, are the colossal abutments of the stone bridge, whose roadway lies some fifteen yards above you. Southward, you can pick your way back through the crowding trees to the house's front. Prince Quisborne is here. <>> n It's just that we don't want to have to narrate about you walking off into a horrible yawning blackness. <>> climb bridge Quisborne follows you as you clamber up the abutments, get onto the road behind Gwarthulc's house, and cross the bridge into the Regions of Eternal Night... <> The Regions of Eternal Night <> The Rift of Dumendos, to the south, divides you from the lands of light and hope. The Regions of Eternal Night lie everywhere to the north, presenting themselves as a disfigured skyline of ominous silhouettes against the sickened starlight. A palpable gloom hangs in the air, and from time to time a far-off rumbling can be heard. Nearby, the immense stone bridge spans the Rift going south. Thirty paces from the Rift's edge, a foul pool of brackish and sulfurous water is outlined by a ring of phosphorescent slime accumulating around its border. Prince Quisborne's dark form stands near. <>> smear goo on needle You smear some phosphorescent goo on the needle. The needle is now greenishly visible even in the dark. <>> n <> Somewhere in the Regions of Eternal Night <> You are surrounded by a fearful landscape spread under a darkened sky. Contorted crags jut up everywhere from the uneven ground, and the valleys are choked with woods of hostile and diseased-looking trees, which eke out a ghastly existence by the attenuated light of the stars. Clefts, pits, and ravines abound: vestiges of the heaving agonies raging under the earth. The gloom overhead is punctured here and there, letting the starshine cast a ghostly light in patches on the land below, and leaving the rest shrouded in mist, vapor, and shadow. One imagines one can hear whispers from the dark; eerie rustlings seem to emanate from unknown origins. With determination and extreme caution, you could push on in any direction. A fissure leads into the earth nearby. The not-so-feckless prince moves along with you. In spite of the frightful backdrop, Quisborne manages to engage in a moment of whispered reflection. "It is difficult," he says, "to comprehend how the earth can be a place of such stark horror as well as of such amazing beauty and joy... I don't know if I'll ever quite have that figured out, but I would like to think there's something truer behind the Beautiful and the Good, and that the Awful is only a canker that subsists as a distortion of the original ideal. But now I'm truly sick with dread and I'm shutting up." <>> n As your small company steals covertly along through the woods and crags, you are accosted by a hideous beast! Looking in many respects like an enormous lion, the beast has slimy greenish skin, and bulging reptilian eyes. Uttering horrific guttural sounds, the monster approaches swiftly from a slight rise, looking inflamed with the confidence of having secured its next prey. Flight is futile. Poising the javelin which is far too heavy for you to wield ably, you both watch your fate approach. But the monster's confidence was premature: for there is another claimant to the prey. Approaching from a different angle, a loathsome sulphur dragon discloses itself from behind a crag, with a roar that rends the air! The two creatures, both jealous for your flesh and bones, could each subdue you before you had any chance of escape; and it seems for a moment as if the only question is of which jaws will tear your bodies into lifeless pieces. But the paths of the two beasts must needs converge with each other before either can reach you. Neither will yield its claim, or forfeit the satisfaction of its fleshlust. An epic struggle commences. The dragon is much more powerful, but the gargoyle-lion is much more agile. You have never witnessed such an awe-inspiring spectacle of primal rage, unmitigated fury, and lethal power. By the time you have processed the events happening around you far enough to think of stealing out of sight, the awful combatants have tangled in a murderous embrace, and thrash themselves into a deep and narrow crevice of the karst. Whether they finish their battle there, or whether the victor will ever extricate itself from the crevice afterward, are matters of no concern to you and the prince. Making your best assessment of which direction you need to proceed in, you both sprint for your lives, stumbling frequently in the darkness, and never stopping till physical failure is verging. <> Somewhere in the Regions of Eternal Night <> The fearful Regions of Eternal Night spread around you. The land is a chaos of karst and contorted crags jutting up from woods of hostile and diseased- looking trees. Grotesque formations of glossy black rock, along with numerous clefts, pits, and ravines bespeak the heaving agonies raging under the earth. Starshine pierces the gloomy sky at intervals, casting a ghostly light in patches on the land below, and leaving the rest in an uncertain shadow. Eerie whispers and rustlings plague the imagination – figments indistinguishable as fact or fancy. If so minded, you could make your way forward in any direction. A pit angles down into the ground near you. Our aspiring hero is here with you, facing his dread. <>> n <> Somewhere in the Regions of Eternal Night <> You are amidst the horrible lands of eternal darkness. Decay, despair and danger linger in the atmosphere like a palpable fog. The haze-shrouded landscape is just one distorted new arrangement of the crags, woods, and clefts you have traversed hitherto. Any direction could be traveled in. Not far off, a cleft leads into the bowels of the earth. Prince Quisborne's dark form stands near. <>> n Your path takes you along the side of a treacherous ravine. It is nerve- wracking enough, skirting the side of a precarious declivity in the dark, but your trouble does not end there. While you and the prince are both straining just to keep your footing, the earth begins to quake. Only a quiver at first, but then a tremble; then it is heaving with fearful violence. You hear rocks showering down around you from higher up; one of your feet is wrenched off its perch, and only by the scraping and scrabbling of all ten fingertips do you remain clinging to the rock. You hear the prince's scream, and you hear it trailing away from you downwards. The quaking ceases. The night reigns again. You are about to yell Quisborne's name at the top of your lungs, when you hear his voice first. "I'm here, Valkyrian... I'm caught." You can't see him; you don't know if there's a way down to him. If there is a way down, you don't know that there will be a way back up. But there is no help to call upon, no morning to wait for, and you will never seek to save yourself while leaving the boy here. In the darkness, you perform one of the most reckless and harrowing stunts of your whole adventurous life, by feeling your way down the ravine wall towards the boy's voice. Sometimes the progress is encouraging, and sometimes you descend a yard to find yourself stymied, and must feel your way back upward and to the side before trying descent again. Eventually a point comes where you can feel no toehold below you, but the boy's voice is close at hand. All is a gamble, but there is no hope in retreat. You tell him that this is it, for both of you... and you drop. The rock is there. Whatever jag it is that arrested Quisborne's fall provides enough of a landing surface to stop you in your blind plummet to the unseen bottom. Guided by his voice, you find his boot wedged in a cleft, and he himself dangling upside down from it. His rescue is effected, and against all odds, you both surmount the ravine wall in the darkness. Before the quaking had become too severe, you were able to shove all of your gear onto an outcropping; having now regained that point, you are able to reclaim it and carry on. <> Somewhere in the Regions of Eternal Night <> You are surrounded by a fearful landscape spread under a darkened sky. Contorted crags jut up everywhere from the uneven ground, and the valleys are choked with woods of hostile and diseased-looking trees, which eke out a ghastly existence by the attenuated light of the stars. Clefts, pits, and ravines abound: vestiges of the heaving agonies raging under the earth. The gloom overhead is punctured here and there, letting the starshine cast a ghostly light in patches on the land below, and leaving the rest shrouded in mist, vapor, and shadow. One imagines one can hear whispers from the dark; eerie rustlings seem to emanate from unknown origins. With determination and extreme caution, you could push on in any direction. Something like a tunnel mouth opens into a nearby crag. Quisborne moves along with you. <>> n <> Somewhere in the Regions of Eternal Night <> The fearful Regions of Eternal Night spread around you. The land is a chaos of karst and contorted crags jutting up from woods of hostile and diseased- looking trees. Grotesque formations of glossy black rock, along with numerous clefts, pits, and ravines bespeak the heaving agonies raging under the earth. Starshine pierces the gloomy sky at intervals, casting a ghostly light in patches on the land below, and leaving the rest in an uncertain shadow. Eerie whispers and rustlings plague the imagination – figments indistinguishable as fact or fancy. If so minded, you could make your way forward in any direction. A cavity in the rock appears to lead deep into the earth. The not-so-feckless prince is here with you. It was only a matter of time. Unless you had known yourself to be following the one and only path that would lead to the Mystic Vale, you could not hope to wander the Regions forever without a fatal encounter with the Creatures of the Night. The foe that springs out upon you is like nothing you have ever heard of or imagined before; its tortured form defies description. The terror of the creature itself is as great as the horror of being destroyed by it. *** You're not in Dwindeldorn any more *** Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> * && I love these horrible endings and near-deaths scattered around the Night Lands! May it please you instead to choose one of the given options. Ye may choose: UNDO the last move, RESTART to welcome screen, RESTORE a saved position, or QUIT... <>> undo There have recently arisen some complications which may or may not put the game in danger of becoming unwinnable. To be safe, we are undoing moves to a point just before the complications. <> At the edge of the Rift of Dumendos <> You are standing at the edge of the awe-inspiring Rift of Dumendos. Although the sky is dark, you can still perceive the immensity of the void of blackness which rolls away from your feet to the north, and which stretches west and east-northeast to the murky horizons. The dim silhouettes of low mountains appear to the north, a half-mile distant on the other side of the Rift. Also silhouetted against the less black of the sky, immediately to the east, are the colossal abutments of the stone bridge, whose roadway lies some fifteen yards above you. Southward, you can pick your way back through the crowding trees to the house's front. The incumbent to the throne is sticking nearby. <>> climb bridge Quisborne follows you as you clamber up the abutments, get onto the road behind Gwarthulc's house, and cross the bridge into the Regions of Eternal Night... <> The Regions of Eternal Night <> The Rift of Dumendos, to the south, divides you from the lands of light and hope. The Regions of Eternal Night lie everywhere to the north, presenting themselves as a disfigured skyline of ominous silhouettes against the sickened starlight. A palpable gloom hangs in the air, and from time to time a far-off rumbling can be heard. Nearby, the immense stone bridge spans the Rift going south. Thirty paces from the Rift's edge, a foul pool of brackish and sulfurous water is outlined by a ring of phosphorescent slime accumulating around its border. Prince Quisborne's dark form stands near. <>> * && for real now. Comment recorded. <>> smear goo on needle You smear some phosphorescent goo on the needle. The needle is now greenishly visible even in the dark. <>> ne <> Somewhere in the Regions of Eternal Night <> You are surrounded by a fearful landscape spread under a darkened sky. Contorted crags jut up everywhere from the uneven ground, and the valleys are choked with woods of hostile and diseased-looking trees, which eke out a ghastly existence by the attenuated light of the stars. Clefts, pits, and ravines abound: vestiges of the heaving agonies raging under the earth. The gloom overhead is punctured here and there, letting the starshine cast a ghostly light in patches on the land below, and leaving the rest shrouded in mist, vapor, and shadow. One imagines one can hear whispers from the dark; eerie rustlings seem to emanate from unknown origins. With determination and extreme caution, you could push on in any direction. A fissure leads into the earth nearby. The not-so-feckless prince moves along with you. In spite of the frightful backdrop, Quisborne manages to engage in a moment of whispered reflection. "It is difficult," he says, "to comprehend how the earth can be a place of such stark horror as well as of such amazing beauty and joy... I don't know if I'll ever quite have that figured out, but I would like to think there's something truer behind the Beautiful and the Good, and that the Awful is only a canker that subsists as a distortion of the original ideal. But now I'm truly sick with dread and I'm shutting up." <>> w As your small company steals covertly along through the woods and crags, you are accosted by a hideous beast! Looking in many respects like an enormous lion, the beast has slimy greenish skin, and bulging reptilian eyes. Uttering horrific guttural sounds, the monster approaches swiftly from a slight rise, looking inflamed with the confidence of having secured its next prey. Flight is futile. Poising the javelin which is far too heavy for you to wield ably, you both watch your fate approach. But the monster's confidence was premature: for there is another claimant to the prey. Approaching from a different angle, a loathsome sulphur dragon discloses itself from behind a crag, with a roar that rends the air! The two creatures, both jealous for your flesh and bones, could each subdue you before you had any chance of escape; and it seems for a moment as if the only question is of which jaws will tear your bodies into lifeless pieces. But the paths of the two beasts must needs converge with each other before either can reach you. Neither will yield its claim, or forfeit the satisfaction of its fleshlust. An epic struggle commences. The dragon is much more powerful, but the gargoyle-lion is much more agile. You have never witnessed such an awe-inspiring spectacle of primal rage, unmitigated fury, and lethal power. By the time you have processed the events happening around you far enough to think of stealing out of sight, the awful combatants have tangled in a murderous embrace, and thrash themselves into a deep and narrow crevice of the karst. Whether they finish their battle there, or whether the victor will ever extricate itself from the crevice afterward, are matters of no concern to you and the prince. Making your best assessment of which direction you need to proceed in, you both sprint for your lives, stumbling frequently in the darkness, and never stopping till physical failure is verging. <> Somewhere in the Regions of Eternal Night <> The fearful Regions of Eternal Night spread around you. The land is a chaos of karst and contorted crags jutting up from woods of hostile and diseased- looking trees. Grotesque formations of glossy black rock, along with numerous clefts, pits, and ravines bespeak the heaving agonies raging under the earth. Starshine pierces the gloomy sky at intervals, casting a ghostly light in patches on the land below, and leaving the rest in an uncertain shadow. Eerie whispers and rustlings plague the imagination – figments indistinguishable as fact or fancy. If so minded, you could make your way forward in any direction. A pit angles down into the ground near you. Our aspiring hero is here with you, facing his dread. <>> * && And now the question is: NE, or N , E ? Comment recorded. <>> n <> Somewhere in the Regions of Eternal Night <> You are amidst the horrible lands of eternal darkness. Decay, despair and danger linger in the atmosphere like a palpable fog. The haze-shrouded landscape is just one distorted new arrangement of the crags, woods, and clefts you have traversed hitherto. Any direction could be traveled in. Not far off, a cleft leads into the bowels of the earth. The not-so-feckless prince's dark form stands near. <>> e Your path takes you along the side of a treacherous ravine. It is nerve- wracking enough, skirting the side of a precarious declivity in the dark, but your trouble does not end there. While you and the prince are both straining just to keep your footing, the earth begins to quake. Only a quiver at first, but then a tremble; then it is heaving with fearful violence. You hear rocks showering down around you from higher up; one of your feet is wrenched off its perch, and only by the scraping and scrabbling of all ten fingertips do you remain clinging to the rock. You hear the prince's scream, and you hear it trailing away from you downwards. The quaking ceases. The night reigns again. You are about to yell Quisborne's name at the top of your lungs, when you hear his voice first. "I'm here, Valkyrian... I'm caught." You can't see him; you don't know if there's a way down to him. If there is a way down, you don't know that there will be a way back up. But there is no help to call upon, no morning to wait for, and you will never seek to save yourself while leaving the boy here. In the darkness, you perform one of the most reckless and harrowing stunts of your whole adventurous life, by feeling your way down the ravine wall towards the boy's voice. Sometimes the progress is encouraging, and sometimes you descend a yard to find yourself stymied, and must feel your way back upward and to the side before trying descent again. Eventually a point comes where you can feel no toehold below you, but the boy's voice is close at hand. All is a gamble, but there is no hope in retreat. You tell him that this is it, for both of you... and you drop. The rock is there. Whatever jag it is that arrested Quisborne's fall provides enough of a landing surface to stop you in your blind plummet to the unseen bottom. Guided by his voice, you find his boot wedged in a cleft, and he himself dangling upside down from it. His rescue is effected, and against all odds, you both surmount the ravine wall in the darkness. Before the quaking had become too severe, you were able to shove all of your gear onto an outcropping; having now regained that point, you are able to reclaim it and carry on. <> Somewhere in the Regions of Eternal Night <> You are surrounded by a fearful landscape spread under a darkened sky. Contorted crags jut up everywhere from the uneven ground, and the valleys are choked with woods of hostile and diseased-looking trees, which eke out a ghastly existence by the attenuated light of the stars. Clefts, pits, and ravines abound: vestiges of the heaving agonies raging under the earth. The gloom overhead is punctured here and there, letting the starshine cast a ghostly light in patches on the land below, and leaving the rest shrouded in mist, vapor, and shadow. One imagines one can hear whispers from the dark; eerie rustlings seem to emanate from unknown origins. With determination and extreme caution, you could push on in any direction. Something like a tunnel mouth opens into a nearby crag. Our aspiring hero moves along with you. <>> s <> Somewhere in the Regions of Eternal Night <> The fearful Regions of Eternal Night spread around you. The land is a chaos of karst and contorted crags jutting up from woods of hostile and diseased- looking trees. Grotesque formations of glossy black rock, along with numerous clefts, pits, and ravines bespeak the heaving agonies raging under the earth. Starshine pierces the gloomy sky at intervals, casting a ghostly light in patches on the land below, and leaving the rest in an uncertain shadow. Eerie whispers and rustlings plague the imagination – figments indistinguishable as fact or fancy. If so minded, you could make your way forward in any direction. A cavity in the rock appears to lead deep into the earth. Prince Quisborne is here with you. <>> s As you enter another tract of woods, trying to keep course, the whisperings grow too pronounced for you to believe they are only imagined. You turn... The ghastly being is face to face with you, reaching a spectral hand to your head, as if grasping at your very mind. Instantly the world is transformed into madness and nightmare, and you are gripped by an inarticulate horror that reaches beyond the fear of death. Hideous apparitions mingle in your vision with vapid fatuities and mutated forms of truth and love, mocking at your consciousness and sanity; and sick dismay bears you away like the billows of an inexorable sea. As you watch and drift, trance-bound, the phantasmagoria works upon your mind and erodes the humanity away from within you, till you are ready to mutely submit to the chaos of the darkness, and yield up your reason as a thing not worth the keeping. But what is this? Your mind pulses again with thoughts of life. With a thought that to strive is better than to succumb. The phantasmagoria around you is being disturbed. With a fresh burst of desire, you struggle to liberate yourself from the evil fog as those who realize they dream will struggle to wake themselves. In a moment, you see Quisborne, standing in front of you, back towards you. And again you see the trees, the crags, and the physical realities of the Regions of Eternal Night; these, and nothing more. You have returned from the threshold of madness, and escaped a fate worse than death. The prince turns around. "There you are, sir!! Oh! I didn't know what was happening to you, but it looked like something awful... the Fairy be thanked that you're back! I saw that... that... thing reaching for you, and... Well, I didn't know what to do, so I, uh, did some really silly things. As in, I just threw myself right at it, flailing my arms all about, and saying stuff like, 'Begone, foul fiend!! We are in search of the Weeping Fairy, and are trying to follow her guidance! Get back, and let him go!!', and things like that. I might have also called it a 'dumb ghost'... I forget. But it just kind of melted away, and here we are." As you take breath to try to express to the prince what he's just done for you, a thought stops you. Prince Quisborne does not even know how valorous he has been just now; he is not even thinking twice about the fact that he risked himself directly for your sake, in the face of a horror that the most hardened of warriors would cower from. Perhaps it is better this way, that he should possess such qualities and perform such acts without looking for one word of praise in return. Instead of speaking, you reach out and give the boy a hug – the first of all the many many days and nights you have spent together, and a long and a strong one it is. Then, the journey goes on. <> Somewhere in the Regions of Eternal Night <> You are amidst the horrible lands of eternal darkness. Decay, despair and danger linger in the atmosphere like a palpable fog. The haze-shrouded landscape is just one distorted new arrangement of the crags, woods, and clefts you have traversed hitherto. Any direction could be traveled in. A naturally-occurring tunnel pierces into the side of a valley here. Quisborne's dark form stands near. <>> * && If I was right to follow N , E , instead of NE, this should be it... Comment recorded. <>> x tunnel All we need to know is whether you plan on entering it or steering clear of it. <>> enter tunnel Prince Quisborne speaks to you from the gloom, facing the opening in the ground. "This must be it, sir... I believe we've followed the directions from the temple floor as best we could have. I don't know what's down there, or where it leads... but I have to believe we're on the right track. I like to think the Weeping Fairy is somehow watching, just as my phantom grandpop said, and will see to it that we find our way, as long as we are faithful to take the next step. I can't ask you to plunge madly with me into this awful hole in the earth and maybe throw your life away, but as for me, it's the way I'm going. I must. There's no turning back for me: I've got nothing left... nothing, if I cannot fulfill the hopes and longings of my forebears, and restore an honorable name to the family of Tarragheth from whom I spring. Nor have I anything to hope for if I cannot prove myself worthy to Persimmon's father, or prove myself in my own eyes to be a man worthy of winning such a dear and invaluable maiden as she herself." When you assure him that you're not about to abandon him now, he is audibly relieved. "Jolly, sir! I *am* glad! I was wondering if I was going to have the courage to stick it out alone. But you really *can* return, you know, since you've still got so much to live for... I really hope I don't get you killed! Now that I think of it, I would be sadder for that than for getting my own self killed. Don't die, okay? Let's go." The two of you leave the dark of the skies for the greater dark of the earth. You find, with some amazement, that the floor of the tunnel maintains a fairly regular course, stretching always to the north. The only recourse you have is to feel your way forward by the walls of the tunnel, trusting that the earth will not suddenly swallow you up, and that no fiend will ambush you unawares. Long miles pass. The tunnel keeps on, ever northward, darker than the darkest night. A long while later the prince breaks the monotony of the crunching footfalls: "I can't help feeling like this is the right way, sir... because I think something would have gotten us by now otherwise. Didn't Phantom Grandpop say 'Hold to the path, and no ill shall befall you, though hap ye be sorely tried'? Well, he's right so far... no ill has us befell, and I for one have been tried sorer than – well, I can't think of a good metaphor, but it's forsooth been *sorer* than it jolly well behooveth me, and no mayhap about it. The Weeping Fairy must surely be watching over us." As the prince closes this speech, you both see what appears to be an orb, suddenly but faintly aglow in the infinite black of the cavern. It is bluish, and seems to subtly shimmer, growing in size as you walk on towards it. It is impossible to discern what its true size is, or how far off it lies from you, until all in a moment it becomes plain as day – the orb is the mouth of the tunnel, leading out into the strange blue twilight of a sky... <> Mystic Vale <> A hush falls over you and Prince Quisborne as you emerge from the blindness of the tunnel, and change the vaults of earth for vaults of sky. The Phantom, or the Weeping Fairy, or both, have guided you truly – for here, lost within these regions of darkness and evil, lies a small, circular valley: green, pure, and peaceful. It is the Mystic Vale, as foretold, the hope and haven of all your journeying. It is still dark, but above the Vale the gloom is dispelled; wholesome stars shine through unveiled, and a bright aurora wavers in the sky, washing the spot with an ethereal light. Healthy trees and grass grow here, star-fed, and a fountain of pure water burbles up nearby. It would be difficult – not to say foolhardy – to climb the mountainous valley walls in any direction. The tunnel opening, leading by long and arduous byways back to Dwindeldorn, lies to the south. The center of the Vale is marked by a round hillock, featureless except for its clothing of soft grass. The not-so-feckless prince moves along with you. Prince Quisborne stands as one lost in a dream. "We made it... here we are. It's here. I'm here... I'm going to the Overworld. My eye sockets have certainly had their share of getting stretched out of shape lately, I must say..." <>> save Saved. <>> meditate You turn your thoughts inward in the way you think best. <>> x stars Here in the Mystic Vale, the gloom is gone from the sky: stars shine sharp and crisp, and a wondrous aurora dances in the sky, lighting the valley with a bluish, ethereal light as strong as that of a full moon. <>> x aurora Here in the Mystic Vale, the gloom is gone from the sky: stars shine sharp and crisp, and a wondrous aurora dances in the sky, lighting the valley with a bluish, ethereal light as strong as that of a full moon. <>> x trees The trees here look wholesome and healthy, and have a bluish appearance under the otherworldly light of the aurora. There are trees both large and small, some in clumps and some standing alone. No trees grow on the hill in the middle of the Vale. <>> climb tree You are past the point of needing to investigate treetops to help Quisborne complete his quest. <>> xyzzy The prince has a limerick for that, but you should ask him about it when the situation is a little less tense. <>> * && A XYZZY limerick in honour of the Vale. Comment recorded. <>> x grass The grass goes a long way to make the Vale an inviting and hospitable place, but it doesn't need attention. <>> * && The "it doesn't need attention" detracts from the still and meditative atmosphere of the Vale. Comment recorded. <>> smell You smell nothing out of the ordinary. <>> * && The Vale seems like a joy for all the senses. Comment recorded. <>> listen You hear nothing out of the ordinary. <>> touch grass The grass goes a long way to make the Vale an inviting and hospitable place, but it doesn't need attention. <>> touch trees They feel like tree bark. <>> l <> Mystic Vale <> This is the Mystic Vale... a strange oasis of peace and wholesomeness amidst the regions of night. It is still dark, but above the Vale the gloom is dispelled; stars shine through unveiled, and a bright aurora wavers in the sky, washing the spot with an ethereal light. Healthy trees and grass grow here, star-fed, and a fountain of pure water burbles up nearby. It would be difficult to climb the mountainous valley walls in any direction. The tunnel opening leading back to Dwindeldorn lies to the south. The center of the Vale is marked by a round hillock, featureless except for its clothing of soft grass. Quisborne is here with you, braving his fears. <>> x light Here in the Mystic Vale, the gloom is gone from the sky: stars shine sharp and crisp, and a wondrous aurora dances in the sky, lighting the valley with a bluish, ethereal light as strong as that of a full moon. <>> smell light What do you expect to do with the aurora-filled sky other than look at it? <>> * && A synesthetic experience of near-bliss. Comment recorded. <>> x fountain A small fountain of pure water burbles out from the side of the valley, soon disappearing into a crevice. Pilgrims to this place need never perish from thirst. <>> taste water The water has very little flavor, which is usually what you want out of your water. <>> * && Bubbly, with a hint of raspberry and lavender? Comment recorded. <>> drink water The hot spring water tastes funny on account of being so rich in an assortment of minerals. <>> put ice in fountain Let us not be distracted by the fountain: it serves to keep you and Quisborne from perishing with thirst. <>> put bass in fountain Let us not be distracted by the fountain: it serves to keep you and Quisborne from perishing with thirst. <>> * && The fish revitalises in the Mystic Fountain and adds its beauty to the Vale. Comment recorded. <>> eat carrots The carrots do not appear very appetizing, but you eat them anyway. <>> eat honey You take a bite of the wild honeycomb, being careful to conserve it. It's one of the most delicious things to ever stimulate your taste buds. Prince Quisborne snarfs down as much of the delicious treat as you'll allow. <>> l <> Mystic Vale <> This is the Mystic Vale... a strange oasis of peace and wholesomeness amidst the regions of night. It is still dark, but above the Vale the gloom is dispelled; stars shine through unveiled, and a bright aurora wavers in the sky, washing the spot with an ethereal light. Healthy trees and grass grow here, star-fed, and a fountain of pure water burbles up nearby. It would be difficult to climb the mountainous valley walls in any direction. The tunnel opening leading back to Dwindeldorn lies to the south. The center of the Vale is marked by a round hillock, featureless except for its clothing of soft grass. Our aspiring hero's dark form stands near. <>> x mountains This is the Mystic Vale... a strange oasis of peace and wholesomeness amidst the regions of night. It is still dark, but above the Vale the gloom is dispelled; stars shine through unveiled, and a bright aurora wavers in the sky, washing the spot with an ethereal light. Healthy trees and grass grow here, star-fed, and a fountain of pure water burbles up nearby. It would be difficult to climb the mountainous valley walls in any direction. The tunnel opening leading back to Dwindeldorn lies to the south. The center of the Vale is marked by a round hillock, featureless except for its clothing of soft grass. Prince Quisborne moves along with you. <>> climb mountains There won't be much need for referring to a room or an area as a whole. You should always be able to accomplish what you need to by speaking in terms of the parts or objects around you. <>> e This is the destination... you don't need to wander any more! <>> fish The fountain bears no fish. <>> blow dart at tree You aim the blowgun at the trees and give it a big puff. The dart whizzes through the air and lodges in the surface of one of the trees. <>> drop ball There you go, dropping the ball. Better step up your game. Seriously though, the ball is now dropped. <>> kick it The ball is well suited for kicking. But then, you're not on a playing field and you'd rather not have to chase it down. <>> read utterance The prince reads from the words of Ubzugajir: "A soul overcome by weariness and trouble may find that it wish but for the weary frame, being absolved by death from further conflict with fate, to now but decay quietly... yet if Life, however, be still in our possession, with all its requirements, and pains, and responsibilities, the burden must be carried; the want provided for; the suffering endured; the responsibility fulfilled. Do ye set out again, and find strength in the doing." <>> * && Wise words in this sacred place. Comment recorded. <>> x hill The hillock might rise fifty feet above the surrounding ground of the Vale. It is quite symmetrically formed, and is thickly covered with soft grass, but otherwise it has no remarkable features. <>> lie down (on the floor of the Vale) Right then, you’re now lying on the floor of the Vale. <>> * && In the soft, stardew-sprinkled grass. Comment recorded. <>> stand Right then, you’re now standing. <>> climb hillock Quisborne leads the way to the top of the hill in the center of the Vale. <>> plant pumpkin seeds This is not an ideal location for the pursuit of horticulture. <>> plant bean (first taking the magic bean from the secret pocket) There's no question to be asked: this moment belongs to Quisborne, the future king of Dwindeldorn. He knows it too, and gravely takes the bean into his hands. After studying it silently for several moments, the lad kneels to the earth. The soil is soft and airy, and parts readily under his poking finger. With deliberation he pushes the small bean into the cavity, and presses the dirt back over it. He looks up at you as if to say: "Now for the moment of truth!" You both step back, expectant, but uncertain. No one has told you whether these beans sprout up before your very eyes, or whether they grow subtly and slowly... or whether they grow at all under a watchful gaze. Neither of you have very long to think about it, for – it may be the fatigue of the journey, or it may be an influence of the strange aurora's light above – you both begin to feel very drowsy indeed. The soft grass of the hill is inviting, and there is no other goal left to pursue: you and Quisborne both lie down, and submit to the onset of a sweet and profound slumber. ()==()==()==()==()==()==()==()==()==()==()==()==()==()==()==()==()==() You wake deliciously rested; you have no concept of how long you've slept. Quisborne is waking at the same time, and as you rise, you are both met by the marvelous sight: a leafy vine, astonishingly thick and strong, purplish like the bean bushes in color, and growing upward in an irregular twining formation. High, high in the sky, the top of the vine disappears into a small isolated cloud, as if dangling down from an unseen world. Prince Quisborne's excitement is intense. <>> * && The dividing decorative border between these two paragraphs is noticeably longer than the edges of the text. (Playing in full screen) Comment recorded. <>> x vine The leafy vine is exceedingly thick and strong, and grows upward in an irregular twining formation. High, high in the sky, the top of the vine disappears into a small isolated cloud. <>> smell vine * The times for fooling around are past... the vine is meant to be climbed! <>> * && Just prolonging the mystic atmosphere and the tension before the climax of the story. Comment recorded. <>> climb vine [There are several minutes of reading ahead. If you are not sure that you have the time to read it all now, consider saving your game at this point before proceeding. Otherwise you may not be able to access the text again without completing the game from an earlier point.] <>> save Saved. <>> climb vine The prince looks over at you, and realizes that you're not coming. What else would make sense? It's just him now... you've done everything you can do for him. In the end, he has to stand on his own two feet, and make on his own the decisions that will shape his soul and his destiny. What lies in wait in the Overworld is for him alone. Only *his* actions can determine whether or not he finds the crown, and proves worthy to bring it back. You will wait: there are fruits growing here in the Vale, and there is a continuous fountain of water... this is the culmination of all of your efforts, and whatever time it takes, it takes. The prince vacillates before the vine. "Sir... I don't know what to say. Three hundred and nine days we've spent together, did you know?! I daren't say 'You've done so much for me,' for how pitifully inadequate that is. And to say 'I wouldn't have made it here without you' is a platitudinous truism of asinine proportions. So..." Instead of finishing, he reaches out and puts a hand on your arm. "I'll be back. I think." With that, the prince looks upward and begins his ascent of the vine. The large leaves growing from the trunk-like stalk have firm, woody stems, and provide handholds and footholds for the slanting, twisting path upwards. The boy reaches the level of the tallest treetops in sight: looks back once, then hastens upward looking back no more. He never stops to rest, climbing and ever climbing until he disappears into the shrouding cloud at the top of the vine. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> You have scarcely sat down to ponder the whole drama that has unfolded to culminate in this moment, when a faint noise draws your attention back up high. It is the sound of rustling leaves and crunching stems, and the sound is being occasioned by none other than the prince himself, rapidly descending the vine. In a few fleeting minutes, he touches down on the ground, and you meet. With a countenance utterly unlike any that you have seen him wear before, he speaks. "Valky–" Before he can finish uttering your name, the young man clasps your two arms in his hands, bows his head on your chest, and weeps. "The things I've seen! The things I've been put through! It's been five years for me, Valkyrian... five years!" For a few moments he surrenders to the torrent, and lets the pent-up anguish gush freely forth. A moment more, and he draws himself up, calm and erect. "There were doors... I found myself in a room with doors. It was a crude room – wooden, small, octagonal – with a door in every wall, each one locked and having a small window beside it. Outside, a storm raged over a sad, dreary landscape that looked as if it stretched to the end of the world. An ornately wrought key lay before one door, and with it I went out. In an instant the stormy landscape was nowhere, and I was in another place altogether. If it had not been that I had just climbed through a cloud and found myself in a strange cottage in the middle of a wasteland, I would have nearly fallen to the ground with astonishment. I was utterly at a loss what to do for quite some time, but eventually I steadied myself, and reasoned that the best thing I could do was to wait with patience, and trust that guidance would be given me in due time. Not long after, I was suddenly accosted by a cloaked old woman, bearing a shovel. She pointed to something some distance away, and without a word, departed, leaving the shovel behind. Taking the shovel, and following her gesture, I came to a spot where there lay what seemed a large, clean-cut basin in the earth. Its sides and floor were all of hard rock, and in depth it was only some thirty feet, but even were I to have jumped down so great a distance, I would not have been able to climb out again. In the middle of this basin, which was fifty yards wide, there was a spire-like island of rock, whose top was level with the ground I stood on. And on this spire I could see a key lying at rest. "Now, I had noted that a great river flowed at some distance from me, lying in the opposite direction from that in which I went to find the key. I felt convinced that were I to travel till my hair turned gray, I would find that my whole world consisted of naught but that river, the basin, and the tract between. So, in default of any other means to reach the key, I took my shovel and began to dig from the basin towards the river. I dug till the light died away; I slept, and I dug when the light came again. Each night I was weary, aching, and spent... but each morning I found food left by the river's edge, and each morning I felt restored enough to labor another day. For months I did this, and at last I brought the river water through a continuous trench to the basin. When at last it had filled, I swam. As I returned to the shore with the second key, the old woman showed herself again. 'You have proven yourself in Diligence and in Endurance,' said she. 'It is well. To be hard-working is a quality indispensable for a noble soul. And there are things in life that shall require more endurance and stoutheartedness of you, than what was required for you to dig so great a trench as this for these last months.' She took the shovel and left through an odd little door which was only now apparent in the hillside, and I, seeing no other place to betake myself, followed after her. I found myself reentering the octagonal cottage through the same door I had first unlocked and gone out through... only now I had a key for a second door. "The woman was nowhere to be seen, and the key fit the lock of the door next to the one I had arrived from. I went in – or out – and so did it go from door to door: each time I found myself in a place utterly unlike any I had been before; each time I was tested in a different way from before; and each time I would gain access to a new key in the end. Some doors played out over the course of a few weeks; one door's duration was a matter of a few hours' time. There were other folk in those places, many of whom were integral to the things I went through. And sometimes I would see the old woman again; she was never the same from place to place, although I knew it must be her. It seemed to me the trials grew ever harder, and not least for this reason, that I seemed to grow less aware of why I was there – why I sought the crown, or the next key to get to it – or of being in a situation of testing at all. More and more I had to act, not for the hope of achieving or receiving or passing, but simply as the outcome of truly *being*. Acting because that was what I was, what I wanted to be, what I wouldn't have rest in my soul without being. In one door or another I was tried in Courage, in Honesty, in Faithfulness and Self-Denial, in Wisdom and Judgment, in Humility, in Compassion, in Patience and Longsuffering, and in loving and helping another even to my own hurt. "I could possibly bring myself to recount the stories of what happened behind those next six doors, if I were pressed to it. But the eighth door – oh, the eighth door! – I could never tell or explain all I went through there, sir... the years of heartache and soul-weariness! The battlings against hopelessness and despair! At length, all belief and purpose seemed stripped away from me, and even Love and Beauty seemed to have been slain. Worst of all, a voice within me woke, and cried: 'Vain, vain is all sorrow, hope, and care, and strife!!'" Quisborne falls silent for the space of a full minute. "I know neither how, nor when, but those days came to their end; I never let go the thread I knew I was to follow, and the dread night in my soul was dispelled with the coming of a new dawn. I saw her then, Valkyrian... the Weeping Fairy. "She was more beautiful than I could have ever imagined; and yet, sir, I felt that she was only showing herself to me to be as beautiful as my heart and brain could comprehend, and that in truth and reality she was endlessly more beautiful still. She spoke: but what passed between us must remain concealed forever within my own memory. To no two souls has she the same words to utter, and the same mysteries to reveal. Suffice it that I shall never forget that moment for as long as I live, and I trust that I shall be forever changed by it." "When she had made an end of speaking, she bid me a loving farewell, and I found that the top of the vine stood near at hand. I understood that I was to go, and without a thought of questioning her further, I seized hold of it and began my descent." ""And now, here I am, sir. I have no crown; but in its stead I have something more precious than it could ever be. I've been broken, and remade... and I feel that the sorrows and hardships that brought forth that breaking are among the most precious things I will ever possess. I suppose that I can do nothing more than go to Persimmon's father, and frankly tell him my tale, and place what comes after in the hands of the Weeping Fairy, and the unseen Love that she either guides or is guided by." At this moment you both turn back towards the vine, for the sounds of creakings and cracklings have reached your ears. The vine, dedicated to one young man's journey to the Overworld, to one individual soul's path through Time, has fulfilled its calling, and is now laying itself down in death. Loop after loop, and fold after fold, the great trunk collapses to the earth from the bottom up. The ground quivers as if a mighty tree were crashing down, and both of you dash off the hill to escape the flailing coils as they fall. At last the vine's very top reaches the ground, and, with one last thrash, comes to rest, whereupon the tumult ceases. Scarcely a moment passes before the wind begins to blow. Stiffer and stronger it grows, blowing at your backs until you are both leaning into it to prevent yourselves from being thrown to the ground. The vine is disintegrating as if it were made of dry chaff, blowing away fiber by fiber and strand by strand. You watch, riveted, and braced against the wind, until the last vestige of the vine is carried away beyond the mountains, and the wind's strength is utterly spent. As if actuated by the same unspoken thought, you and the man beside you climb again to the top of the hill. The vine is indeed gone, and with it every trace of its growth: but an empty hilltop is not what you see at the summit. Something is there, sitting in the very spot where the bean was planted and the vine grew to the heavens. A crown, carven of a single immense sapphire, gleaming in the aurora's light: the lost crown of the realm of Dwindeldorn. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> The scene is a large meadow just west of the city of Darchingcrast, lying by the side of the sparkling Gloskinfroke River. Innumerable people are gathered, comfortably accommodated and regaled for the occasion. Many large events have been held here before, and a stage of sorts serves the place for presentations and ceremonies of various kinds. As we draw near to observe, King Phisbeer is up on this stage, just concluding a surprising announcement of great import. In it he has announced, firstly, the glad tidings of his son Quisborne's impending marriage to the princess Persimmon of Crindarwald. Secondly, he has informed his subjects that, upon the occasion of Quisborne's marriage, he himself is prepared to cede the throne of Dwindeldorn without delay to his son, recognizing him to be in every way his superior, and better fit to rule the land for the people's good. He also notes that his own incessant solicitude for every ill that might potentially or conceptually befall his people has taxed his health almost to the uttermost, so that the timing could not be more favorable. As he finishes and gives way to the son himself, Prince Quisborne begins to speak. "Now I'd like to undress my honored guests... Ack! No! I mean *AD*dress. Till now you've all known me as Quisborne the Fleckless, and – what? Oh... the *Feck*less. Blagh!! I guess I still haven't outgrown my bumbling tongue. Apologies, my good folk and people! But as I was saying, I was called the Feckless, and I merited the title. In my sheltered life I looked for little more than ease, idleness, and speedy gratification. But now I would like to tell you a story, of which most of you know little to nothing. Quite some time ago, and unbeknownst to me, my father called upon the services of a valiant knight from a neighboring kingdom to come and take me under his charge. Once the matter was settled, I was told of it, and in a few days' time, I was walking out of the castle with this noble man, not to return until I was judged by him fit to be the future ruler of this good and fair land..." Prince Quisborne proceeds to relate to his audience the whole history of his adventures, from scrambling around the bailey for rutabagas, to traversing the horrors of the Regions of Eternal Night and journeying to the Overworld. "And now, as you have all heard, I am to be your king in a few months' time. The gravity and solemnity with which I undertake this responsibility cannot be understated. Overstated. It will be the guiding principle of my life to be worthy of my ancestor Tarragheth – and all of my august and deceased progenitals – and to use his crown for the highest good of this land. Ladies and gentlemen, I would like very much to defecate this evening –" The poor prince stops, hangs his head, and sighs. "– dedicate this evening to my mentor and my comrade, the man who woke me from my spiritual torpor, who broke me of my ignoblest habits, who instilled a vision in me and set an example for me, the man solely responsible for everything I have become... I give you Sir Valkyrian of Vatterdelm!!" The gathered folk erupt with forthright acclamation and fervent esteem, and in that moment, you realize that you need and want no reward for your long labors with Quisborne – for having had a hand in this lad's great triumph is purpose enough to make life worth the living. The truth is, you aren't at all sure that Quisborne hasn't surpassed you in character and integrity, and you wonder if he hasn't gained something from his trials in the Overworld that you can as yet have no grasp of. It is possible that from here on, he may be *your* inspiration, and there may be footsteps of his that you have yet to follow in. You have a lot to think about as you move on from here; and then, too, there is Sylverleigh... But now, before Quisborne gives his final words, let us move ahead a little, and see how our friends have fared. From the moment of Quisborne's return, he and Lord Zendarc became the best of friends. The gruff lord was thunderstruck to discover that all of the tales he was nurtured on in his childhood were true, and ever after he viewed the prince with the warmest admiration and fondness. Indeed, the man would hear not one word of any other suitor but Quisborne approaching for his daughter's hand. Zendarc's speech to Quisborne at the Great Festival became a great joke for both of them, and they laughed together about it until Zendarc's white-haired head was laid in his grave. Quisborne returned to find Hamsterella still alive and well, thanks to the solicitousness of Squipps, his attendant. The little creature wiggled its nose with happiness, and lived to reach venerable old hamsterhood. Whoops, our mistake... she's a guinea pig. Phisbeer himself began to be influenced by the great changes in his son. We cannot say that he ever quite ceased to be paranoid, but he did indeed sometimes consent to go against his natural inclinations for the sake of accommodating the wishes of his wife or his son. His servants, too, trod on far fewer eggshells than they were obliged to in the past. And Quisborne never had to doubt again whether his father loved him. Phisbeer and Neldorine retired to a fine old place near Screnchbottom, where he and Boddroy worked together to produce new and unusual varieties of rutabagas. Long after Phisbeer was gone, people would be growing and eating the variety which came to be called Phisbeer's Delight. But he never once bested Boddroy in a contest at the Great Festival. As for Quisborne, he married his dear little princess, and together they had a daughter whom they named Quiselda, and who grew up to have some rather singular adventures of her own. We may hear more of her by and by. After King Quisborne was well established on the throne, he gathered force, and brought the lords of Wrottinghamshire to account. New structure was established, new leaders put in place, and the region began to emerge from many generations of gloom and misery. Frobbin's old lands in Roxley were returned to him, and he and Frapunsel raised their son Frityoff there. This young man may quite possibly have something to do with Princess Quiselda's later adventures. Quisborne traveled again to Azhgaloth and arranged to meet with Risht-alura, where he apprised her of the dangers posed by the rebel Kus-amenjin and his band. Risht-alura, seven or twelve husbands later than when we saw her last, did not recognize Quisborne or remember that she had once proposed to him. She tried the experiment again, but Quisborne was able to decline rather more gracefully this time. In the end, Kus-amenjin, Mir-yapash, and the other key players in their ring were apprehended in the act of a seditious meeting. Thanks to the initiative shown on Quisborne's part, Azhgaloth and Dwindeldorn enjoyed a new era of goodwill and respect for each other. True to his word, Quisborne found Iryondelf once he had become king, and appointed him to be his jester. Every so often, Iryondelf would relapse with a painfully bad joke, but he went a long way towards redeeming himself. His delivery, in particular, he worked at assiduously, so that he scarcely ever again butchered a joke that was worth telling. Many sides ached in the halls of Darchingcrast Castle for many years after. He retired, voluntarily this time, when he was still in the prime of his wit, and trained his son and daughter to become quite a capable comedy team in his stead. Develroy spent the rest of his days with the Tuttarumbish, occasionally traveling back to Inyelgon Prang and acting as a liaison in various capacities. He taught them to make small coracles, so that they could carry their watercraft down the precarious cliffs and at least launch far enough out to catch some fish. Yondilroy eventually finished Merchant Shiggs' house. The apprentice eventually earned enough respect in the master's eyes to start being called by his given name, which turned out to be Caswed. Quisborne personally made concerted efforts to relax the bullheaded hostilities between Gryssmallow and Dashbrollock. He won his way first into individual hearts, and eventually spoke more openly against the needlessness of the animosity between them. Change was already in the air elsewhere, and the towns seemed ready to embrace it and move forward. Long before our PQ became an old man, the tide had sufficiently turned that Gryssmallow would tell you that the tall landform to the south was called Dash Butte, but Dashbrollock would demur, saying the name of the place was always rightfully Gryss Butte. The rest of the land was too confused, however, and never stopped calling it Dyss Butte. Eldesga, or the Sand Witch, as she was more commonly known, never returned to create her chimaera. After she had procured the stenchberry juice and restored her furry owl to life, she elected to remain in the South Countries, and sent word back to Gribbitch to set her remaining animals free. (In return for another spell at his behest.) Dvakred the wizard eventually made it to Mowm Cnizhbeledh, and finally succeeded in obtaining a lodestone from the reluctant monks, after engineering some elaborate mining equipment for them which allowed them to make much faster progress. He never ran out of ideas for new experiments using this new witchery called "magnetism." He was also successful in presenting his "Golf" idea to Lord Poldigroyne, and had the pleasure of seeing the first "Publick Golf Pasture" opened near Bromhoven by the efforts of that lord. A carefully- planned arrangement of sheep grazing rotations helped keep the grass short enough to play while keeping the animals (mostly) safe from airborne projectiles. Gwarthulc worked on his novel for two more years, but when he was finished he could never get anyone to read it. That is, until he found his own Glomgoria; she positively doted on it. Before Yimnaru reached the end of his days, Q'whou stepped in and insisted that Yimnaru join the next expedition, volunteering to take charge of Mowm Cnizhbeledh in his absence. Rumor has it that his expedition was successful, and he and his fellow trekkers climbed to the Overworld, never to be seen again. Uarthain and Talyarna were well content with their lot at Cobblecork Farm, and had three more children. Flutchie grew up to be a great architect in Chedderwicket. Urwena became a masterful violinist, and played for large crowds in the city of Chelderfaulk. Squitchelthain never settled down, but was knocked around through life, ever and anon ending up back at home with his parents, and staying awhile before sallying forth again to try some new venture. Sir Enders married Lady Lylova. Sir Loyneberger married Lady Firiuna. Sir Glancelot's courtship with Vannella Wayfair was a somewhat more rocky affair. We aren't quite sure what the ultimate outcome of that will be. As for Sylverleigh... well, that may be a story for another time. Broxvoy, of the Knights Arrogant, was the subject of quite a unique turn of events. His superficial dalliance with the ladies of Thymeleigh Manor grew into a passionate love for Myrgweth's niece Erileitha, whose love it would cost him dearly to win. Once turned down a different path, he incurred an energetic hostility from Dalstroy and his former fellow knights. Frisgaeda spent the rest of her life telling people that her apron had helped King Quisborne save a trapped damsel from a terrible fate. She also never quite got over being smitten by the lad, in spite of their brief acquaintance. KQ was also responsible for inaugurating the yearly Wratchbunting Ferry Tug- of-war, which soon became so popular an event that the docks were enlarged and the winches redone to accommodate more participants. As a consequence the sleepy village of Wratchbunting was effectively put on the map. The Fastness of the Dracken Fells was thoroughly restored in keeping with its ancient character, and was preserved as a monument to the valor of Dwindeldorn's earliest settlers. In life, Quisborne was never content to remain long at the castle, but preferred to travel about, seeking for ways to involve himself, or actively pursue means of meeting some need or bettering some condition. To some of his officials' dismay, he always eschewed lavish lodgings, and often preferred to sleep out under the stars, in the same manner that he did during the time of his formative adventures. He had houses established in many different parts of his realm, so that he could move about with his family, and make himself of tangible use in one area for a period of time, before moving on to another. In consequence his life was a full and varied one, and never without its new challenges. His name became grounds for some small contention among the people, for there were many that believed he should be called Quisborne the Faithful, and as many who preferred the cognomen Quisborne the Faultless. And there were not a few who genuinely insisted that it only made sense to coin a new term, and call him Quisborne the Feckful, on the assertion that he had now become the farthest thing from feckless there could be. But the verdict is not out yet; we do not know how he will be listed in the chronicles of Dwindeldorn. One thing is sure: he will never be called the Feckless again. Now we rejoin him, as he closes his address to his people on this happy and auspicious occasion. He is speaking... "...And so I have told you all this tale the best I have coulded, that you might know who it is that readies himself to become your king and sovereign. I have told you all frankly from what ignoble estate I have come, and how I have since grown, and changed... what things I have learned, what things I have left behind, what things I have overcome. I, as all people, have had 'somewhat to cast off, somewhat to become.' I have striven to live according to the truth that I know, and trust that I shall go on doing so, and shall learn yet deeper truth in the doing of it. Now as we disperse this night, and go back to our several homes and preoccupations, may you also take thought for yourselves: where you stand, and where your path is taking you. Many indeed are the differences in the paths we lead in life... no woman's lot is the same as another's; no man's like his fellow's. No two share just the same set of influences, of circumstances, of experiences or of natural strengths and weaknesses. Exactly 'what we ought to do' may have wildly varying meanings from one to the other of us. But one thing is common to us all: we must ask ourselves, Have we tried to do the thing we ought? Have we looked for it? Is there one smallest thing we know to be our duty, or obligation, that we have left undone? Only you can answer yourselves as to what that may be. But be assured: no new light will be given us if we fail to act upon the light that we have. And so, my fair friends, may each one of you go forth, and look for that light; may each one strive to do the next right thing; may each one of you look deep into your soul and ask whether, with your whole heart and above all else, you wish to find and to know the truth... for I know that I shall." <><> And that is how Prince Quisborne the Feckless shook his title <><> *** Your score has just gone up by ten points, to reach a grand total of three hundred. We tip our hats to you for your perseverance! Well done on this victorious adventure!! *** Music composed and recorded by the author Ye may choose: - CREDITS - REREAD the story ending - GAMEMAKING trivia - WORDPLAY in the names: see if you caught them all - RESTART to welcome screen - RESTORE a saved position - QUIT