In the old free days, all you needed was a sharp sword and a straight path to your enemies. Overthrowing the old dynasty was easy enough, but you quickly learned that as a King, no path was straight, and your sword was useless. Now, an old enemy has sent you this abomination through a magical portal, and you face death. You feel alive once more. The demon sparks in you a frenzied rage. You reverse your sword grip, clenching it tightly, and strike with all your might. Thrusting your sword like a dagger, you drive it deep into the horror, breaking it off at the hilt. The damage is done, and the loathsome creature convulses in agony. You are hurled away, and as you rise on one hand, you see the struggles of the demon cease. The thing disintegrates into a slimy mass, until it dissolves completely, leaving only an outline in blood on the floor. You hear your blood sing in your ears, and you crave vengeance. Vengeance upon the dark sorcerer who sent this creature that killed your priestess, Lydia, into the very heart of your kingdom. It is time to take the fight to him. You are the Barbarian. You are the King. You are... One King to Loot them All A tale of High Adventure by Onno Brouwer Release 1 / Serial number 231001 / Inform 7 v10.1.2 New players should type HELP for instructions. This game uses non-standard verbs. Throne Room The throne room stretches before you, a space of regal grandeur. Dominating the room's north side, the dragon throne commands attention. Ornate archways lead east to the dining room and south to the petition hall. A double-bladed axe, a relic of a battle fought a long time ago, hangs on the western wall. Near the west wall, a magical portal shimmers with eerie energy. It stands as a rift between worlds, a shimmering tear in reality. Its edges waver like heat rising from desert sands. A broad dark stain lies on the floor where the demon died. The demon has left its outline clearly etched in its blood, an outline belonging to no being in a sane and normal world. You are carrying a sword hilt, a bottle of wine (closed), and your loincloth (being worn). >take axe You seize the double-bladed battle axe hanging on the west side of the throne room, feeling the weight of its power in your hands. This will serve as your new weapon, a suitable replacement for the sword you lost. The portal's edges become increasingly transparent as if being erased from reality. Gradually, the portal recedes until it is but a memory. Alcaz, your court mage, materializes in the throne room, his robe swirling as he surveys the scene. He takes in the remnants of the battle, the lingering aura of magic, and the bloodstained floor. With a concerned expression, he approaches you. "What happened here, my lord?" >x alcaz Alcaz is studying the broad dark stain on the floor. >talk to alcaz You explain the fierce battle with the demon, the tragic loss of Lydia, and the ultimate victory leading to the demon's demise. After you finish recounting the events, he nods solemnly. "Thank you for sharing this with me, my lord," Alcaz says. "I believe there might be a way to re-create the portal, to delve into the mysteries behind this threat. Please entrust me with the weapon you used to defeat the demon." >regard alcaz Alcaz is holding out his hand to you, expecting you to present something to him. >give axe to alcaz You stand there, gazing at the undefined void, feeling your impatience growing. If you want to show something to someone, make sure you've got it in your possession first. >take axe You already possess your axe. >give it to alcaz You flex your powerful muscles and raise an eyebrow, a hint of confusion on your face. If you want to show something to someone, make sure you've got it in your possession first. >present axe to alcaz You narrow your eyes and cross your arms over your mighty chest, a look of skepticism crossing your face. If you want to show something to someone, make sure you've got it in your possession first. >i Your muscles ripple beneath your sun-tanned skin. You are definitely as good-looking as ever. You are carrying your axe (wielded), a sword hilt, a bottle of wine (closed), and your loincloth (being worn). >drop axe The barbarian furrows his mighty brow. "What kind of sorcery is this?" he exclaims. Then his voice booms like thunder as he proclaims, "seek solace in the HELP command! You shall find a guide to tame the chaos besieging you!" >present hilt You hand the hilt of your broken sword to Alcaz. He holds it carefully as he begins to focus his magical powers. You watch intently as he starts to chant ancient incantations, combining the essence of the demon's blood on the floor with the remnants of the sword. You see the traces of the demon's blood on the floor glow in response to Alcaz's magic, and a soft, ethereal glow surrounds the hilt until it fades into the ethereal plane. A shimmering rift materializes near the western wall of the throne room. Its edges flicker with an eerie light, and the air around it seems to waver as if touched by unseen forces. >talk to alcaz "My lord," Alcaz says, "I think it is time to move on. I cannot maintain the portal forever." >w You step confidently through the swirling portal, feeling its energies wrap around you. Alcaz follows closely, his presence providing a sense of security in this unfamiliar realm. North Bank A dark and foreboding river, its waters shrouded in dense, swirling mist, winds its way slowly through the landscape. The moon is full, casting a pale glow upon the scene. The mist glides across the river like a snake through desert sands. A meadow stretches out to the horizon. A few goats roam freely, indulging in the lush vegetation. To the south, a small landing extends into the mist-covered river. A copper bell hangs next to the landing, its metal gleaming faintly in the moonlight. A sturdy-looking chest rests under the bell. To the east, a magical portal shimmers with eerie energy. It stands as a rift between worlds, a shimmering tear in reality. Its edges waver like heat rising from desert sands. Alcaz is studying the swirling mist above the dark river. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >about This story is written by Onno Brouwer for IFComp 2023. The game concept is inspired by the Single Choice Jam 2023 premise: to build a game with a single choice. The original story is inspired by the works of Robert E. Howard in general, and the short story "The Phoenix on the Sword," in particular, first published in Weird Tales magazine in December 1932. "One King to Loot them All" is Merciful on the Zarfian cruelty scale. Hints are available via HINT. Original cover art by RION. Many thanks to: - The Neo-Interactives Group for organizing the Single Choice Jam which led to the creation of this game. - Zed Lopez, for all the shared Inform7 lore and expertise. - Manonamora, for taking the plunge and offering help as a beta tester. - Pinkunz, for creating the Player Primer. - All the kind folk at ClubFloyd for further beta testing: Joey "Jess" Cramsey (Inventor), Roger Carbol (Roger), Oliver Frank (Knight_Otu), David Welbourn (DavidW), (Keltena), (Jade), (Gadzoks), (Fos1), (Pinkunz), and Jacqueline A. Lott (Jacqueline) for organizing the whole thing. - All the kind folk at intfiction.org who helped me navigate the wonderful world of IF. This is a work of fiction. Any names or characters, businesses or places, events or incidents, are fictitious. Any resemblance to actual entities, living, dead, undead, or immortal, or actual events is purely coincidental. >talk to alcaz "The river you see before us appears to be more than it seems," Alcaz says. "It is the boundary of the sorcerer's domain, and you need to follow an ancient ritual to cross it." "This looks like it was taken straight out of the legend of the Eternal Crossing," you say. "Offer the gold, ring the bell, and prepare a sacrifice to appease the gods, lest the ferryman holds you to stay with him until the end of times." "Not very original, I grant you that," Alcaz says with a smile. "First, arrange payment for the ferryman; second, sound the bell to call upon him," Alcaz says. "And finally, prepare a sacrifice to appease the gods." The magical portal that stood to the east gradually fades from existence. Its vibrant hues of eerie light begin to wane, like the dying embers of a fire. >i Your muscles ripple beneath your sun-tanned skin. You are definitely as good-looking as ever. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >x wine The bottle is closed and filled with the finest wine. >ring bell The barbarian furrows his mighty brow. "What kind of sorcery is this?" he exclaims. Then his voice booms like thunder as he proclaims, "seek solace in the HELP command! You shall find a guide to tame the chaos besieging you!" >help The following "action commands" are known to the Barbarian: REGARD (scrutinize with suspicion or interest), SEIZE (forcefully take), LOOT (forcefully take the contents of), PRESENT (offer willingly), TREAT WITH (negotiate peacefully), and SMITE (strike with powerful force). These verbs must be followed by a noun, for example: REGARD STATUE; SEIZE SWORD; LOOT CHEST; PRESENT OFFERING; TREAT WITH GUARD; SMITE CHEST. Type a direction (NORTH, NORTHEAST, EAST, SOUTHEAST, SOUTH, SOUTHWEST, WEST, NORTHWEST, UP, or DOWN) to travel. The proper command is MARCH, but direction alone will suffice. The following "meta commands" are for the Player rather than the Barbarian: HINT (a whisper of direction at a price - a bounty of pride), UNDO (reverse the flow of time to a moment just passed), QUIT (sheathe your blade and rest your battle-weary soul), SAVE (preserve the essence of your adventure), RESTORE (recall the essence of your preserved adventure), RESTART (abandon your path and make a fresh beginning), and ABOUT (reveal the very essence of this realm) The following "uber meta commands" are for the Reader rather than the Player: STORY MODE (ON) (show your thread of fate), STORY MODE OFF (hide your thread of fate). >hit bell You raise your axe, preparing to strike the bell. Alcaz places a hand on your arm, halting your action. "Hold, warrior," he says firmly. "Your axe would destroy the bell, not ring it. Besides, you need to arrange payment first." >l North Bank A dark and foreboding river, its waters shrouded in dense, swirling mist, winds its way slowly through the landscape. The moon is full, casting a pale glow upon the scene. The mist glides across the river like a snake through desert sands. A meadow stretches out to the horizon. A few goats roam freely, indulging in the lush vegetation. To the south, a small landing extends into the mist-covered river. A copper bell hangs next to the landing, its metal gleaming faintly in the moonlight. A sturdy-looking chest rests under the bell. Alcaz is studying the swirling mist above the dark river. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >regard chest The sturdy-looking chest is closed. Maybe something valuable is stored in there? >open chest The barbarian furrows his mighty brow. "What kind of sorcery is this?" he exclaims. Then his voice booms like thunder as he proclaims, "seek solace in the HELP command! You shall find a guide to tame the chaos besieging you!" >hit chest With a determined grip on your axe, you swing it forcefully at the chest before you. The blade strikes the chest, causing it to splinter and crack under the force of your blow, revealing a gold ring within. You claim the ring as your own. >i Your muscles ripple beneath your sun-tanned skin. You are definitely as good-looking as ever. You are carrying a gold ring (payment), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >seize bell Trying to seize the bell? Focus on more worthy treasures. >l North Bank A dark and foreboding river, its waters shrouded in dense, swirling mist, winds its way slowly through the landscape. The moon is full, casting a pale glow upon the scene. The mist glides across the river like a snake through desert sands. A meadow stretches out to the horizon. A few goats roam freely, indulging in the lush vegetation. To the south, a small landing extends into the mist-covered river. A copper bell hangs next to the landing, its metal gleaming faintly in the moonlight. A once sturdy-looking chest lies broken and splintered under the bell. Alcaz is studying the swirling mist above the dark river. You are carrying a gold ring (payment), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >help The following "action commands" are known to the Barbarian: REGARD (scrutinize with suspicion or interest), SEIZE (forcefully take), LOOT (forcefully take the contents of), PRESENT (offer willingly), TREAT WITH (negotiate peacefully), and SMITE (strike with powerful force). These verbs must be followed by a noun, for example: REGARD STATUE; SEIZE SWORD; LOOT CHEST; PRESENT OFFERING; TREAT WITH ALCAZ; SMITE DEMON. Type a direction (NORTH, NORTHEAST, EAST, SOUTHEAST, SOUTH, SOUTHWEST, WEST, NORTHWEST, UP, or DOWN) to travel. The proper command is MARCH, but direction alone will suffice. The following "meta commands" are for the Player rather than the Barbarian: HINT (a whisper of direction at a price - a bounty of pride), UNDO (reverse the flow of time to a moment just passed), QUIT (sheathe your blade and rest your battle-weary soul), SAVE (preserve the essence of your adventure), RESTORE (recall the essence of your preserved adventure), RESTART (abandon your path and make a fresh beginning), and ABOUT (reveal the very essence of this realm) The following "uber meta commands" are for the Reader rather than the Player: STORY MODE (ON) (show your thread of fate), STORY MODE OFF (hide your thread of fate). >regard bell The copper bell is silent. >smite bell You raise your axe, preparing to strike the bell. Alcaz places a hand on your arm, halting your action. "Hold, warrior," he says firmly. "Your axe would destroy the bell, not ring it. Please let me ring the bell." >talk to alcaz "Now that you have arranged payment, let me ring the bell," Alcaz says. He strikes the bell, producing a deep, resonating chime echoing through the landscape. The mist stirs as if responding to the call, swirling and eddying. From the haze emerges a small boat, gliding toward the landing. The air seems to thicken as the boat nears, the mist clinging to the vessel like a protective shroud. The glimmer of a lantern at the prow illuminates the water's surface, casting an eerie glow dancing with the mist. Clad in a black cloak, the ferryman himself remains concealed, his identity veiled in shadows. Only his hands are visible, gnarled and weathered, their movements deftly guiding the boat toward the shore. >z The barbarian furrows his mighty brow. "What kind of sorcery is this?" he exclaims. Then his voice booms like thunder as he proclaims, "seek solace in the HELP command! You shall find a guide to tame the chaos besieging you!" >l North Bank A dark and foreboding river, its waters shrouded in dense, swirling mist, winds its way slowly through the landscape. The moon is full, casting a pale glow upon the scene. The mist glides across the river like a snake through desert sands. A meadow stretches out to the horizon. A few goats roam freely, indulging in the lush vegetation. To the south, a small landing extends into the mist-covered river. A copper bell hangs next to the landing, its metal gleaming faintly in the moonlight. A once sturdy-looking chest lies broken and splintered under the bell. The boat, moored to the landing, rests like a shadow upon the dark waters. Its occupant, shrouded in a dark cloak, is awaiting its passenger. Alcaz is studying the swirling mist above the dark river. You are carrying a gold ring (payment), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >w Your path is blocked in that direction. The only obvious exit is south. >s You prepare to board the ferry. Alcaz places a hand on your arm, halting your action. "Hold, warrior," he says firmly. "We need a sacrifice to appease the gods." >present gold You present the gold ring to Alcaz. His gaze shifts from your face to the gold ring. "I don't think the gold ring holds any magical secrets," he says. >present gold to ferryman You give a bemused look, your brow furrowing in confusion. If you want to show something to someone, make sure you've got it in your possession first. >i Your muscles ripple beneath your sun-tanned skin. You are definitely as good-looking as ever. You are carrying a gold ring (payment), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >x ring A solid gold ring of high quality. >talk to alcaz "My lord," Alcaz says, "We need to prepare a sacrifice to appease the gods." >help The following "action commands" are known to the Barbarian: REGARD (scrutinize with suspicion or interest), SEIZE (forcefully take), LOOT (forcefully take the contents of), PRESENT (offer willingly), TREAT WITH (negotiate peacefully), and SMITE (strike with powerful force). These verbs must be followed by a noun, for example: REGARD STATUE; SEIZE GOAT; LOOT CHEST; PRESENT OFFERING; TREAT WITH GUARD; SMITE DEMON. Type a direction (NORTH, NORTHEAST, EAST, SOUTHEAST, SOUTH, SOUTHWEST, WEST, NORTHWEST, UP, or DOWN) to travel. The proper command is MARCH, but direction alone will suffice. The following "meta commands" are for the Player rather than the Barbarian: HINT (a whisper of direction at a price - a bounty of pride), UNDO (reverse the flow of time to a moment just passed), QUIT (sheathe your blade and rest your battle-weary soul), SAVE (preserve the essence of your adventure), RESTORE (recall the essence of your preserved adventure), RESTART (abandon your path and make a fresh beginning), and ABOUT (reveal the very essence of this realm) The following "uber meta commands" are for the Reader rather than the Player: STORY MODE (ON) (show your thread of fate), STORY MODE OFF (hide your thread of fate). >regard ferryman The boat, moored to the landing, rests like a shadow upon the dark waters. Its occupant, shrouded in a dark cloak, is awaiting its passenger. >l North Bank A dark and foreboding river, its waters shrouded in dense, swirling mist, winds its way slowly through the landscape. The moon is full, casting a pale glow upon the scene. The mist glides across the river like a snake through desert sands. A meadow stretches out to the horizon. A few goats roam freely, indulging in the lush vegetation. To the south, a small landing extends into the mist-covered river. A copper bell hangs next to the landing, its metal gleaming faintly in the moonlight. A once sturdy-looking chest lies broken and splintered under the bell. The boat, moored to the landing, rests like a shadow upon the dark waters. Its occupant, shrouded in a dark cloak, is awaiting its passenger. Alcaz is studying the swirling mist above the dark river. You are carrying a gold ring (payment), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >take goat You swiftly close in on one of the goats grazing in the meadow. Summoning your primal strength, you seize the goat and lift it up from the ground. "You are ready to depart," Alcaz says. "Our paths must diverge for now, the ferryman's boat can only carry one at a time. I shall use my arcane arts to find another way across this boundary, and we will meet again at the other side." Alcaz becomes gradually less distinct as the mist thickens around him. His hands lift in a graceful gesture, fingers tracing unseen patterns in the air. With each step, Alcaz appears to dissolve into the mist, his form gradually dissipating into nothingness. >s With the goat secured in your powerful grasp, you step onto the ferryman's boat. The ferryman's unseen gaze fixes upon you. His hand, gnarled and weathered, emerges from the folds of his robe, fingers outstretched. His demand is unspoken, but his gesture is clear: payment for passage across the boundary. Dark River The boat gently rocks on the waters of the dark river, its lantern swinging in rhythm with its currents. The boat is bumping gently against the small landing to the north. The mist hangs heavy here, giving an eerie quality to the surroundings. The ferryman stands at the edge of the boat, his form obscured by his dark robe. Only his gnarled, weathered hands are visible, one of them extended towards you in a demand for payment. You are carrying a goat (sacrifice), a gold ring (payment), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >present ring As you offer the gold ring to the ferryman, his hand takes the payment with a slow and deliberate movement. The ferryman then sits down at the helm of the small boat and pushes the boat away from the small landing. The mist thickens around the ferryman and the boat, as the ferryman begins to move the boat away from the landing. The landing starts to fade into the mist, vanishing from view. You sense a presence beneath the surface, something massive and ominous stirring in the depths. >regard presence You shake your head, bewildered by the notion. Your keen eyes sweep the surroundings, but you find nothing of the sort in this vicinity. Your attention would be better focused on what's truly before you. >l Dark River The boat gently rocks on the waters of the dark river, its lantern swinging in rhythm with its currents. The ferryman sits at the helm of the small boat, his black-robed form almost merging with the shadows. His hands, the only visible part of him, move with an eerie grace as they guide the boat through the river's depths. You sense a presence beneath the surface, something massive and ominous stirring in the depths. You are carrying a goat (sacrifice), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >smite goat There is no glory in striking down the goat. Our battles should be waged against true adversaries, not defenseless creatures. >present goat The ferryman seems to exude a sense of finality, of a transaction completed. As you present the goat, he does not waver, nor does he show any change in response. >present goat to presence You narrow your eyes, puzzled by the vague command. If you want to show something to someone, make sure you've got it in your possession first. >l Dark River The boat gently rocks on the waters of the dark river, its lantern swinging in rhythm with its currents. The ferryman sits at the helm of the small boat, his black-robed form almost merging with the shadows. His hands, the only visible part of him, move with an eerie grace as they guide the boat through the river's depths. You sense a presence beneath the surface, something massive and ominous stirring in the depths. You are carrying a goat (sacrifice), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >look Dark River The boat gently rocks on the waters of the dark river, its lantern swinging in rhythm with its currents. The ferryman sits at the helm of the small boat, his black-robed form almost merging with the shadows. His hands, the only visible part of him, move with an eerie grace as they guide the boat through the river's depths. You sense a presence beneath the surface, something massive and ominous stirring in the depths. You are carrying a goat (sacrifice), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >help The following "action commands" are known to the Barbarian: REGARD (scrutinize with suspicion or interest), SEIZE (forcefully take), LOOT (forcefully take the contents of), PRESENT (offer willingly), TREAT WITH (negotiate peacefully), and SMITE (strike with powerful force). These verbs must be followed by a noun, for example: REGARD RIVER; SEIZE SWORD; LOOT CHEST; PRESENT OFFERING; TREAT WITH GUARD; SMITE DEMON. Type a direction (NORTH, NORTHEAST, EAST, SOUTHEAST, SOUTH, SOUTHWEST, WEST, NORTHWEST, UP, or DOWN) to travel. The proper command is MARCH, but direction alone will suffice. The following "meta commands" are for the Player rather than the Barbarian: HINT (a whisper of direction at a price - a bounty of pride), UNDO (reverse the flow of time to a moment just passed), QUIT (sheathe your blade and rest your battle-weary soul), SAVE (preserve the essence of your adventure), RESTORE (recall the essence of your preserved adventure), RESTART (abandon your path and make a fresh beginning), and ABOUT (reveal the very essence of this realm) The following "uber meta commands" are for the Reader rather than the Player: STORY MODE (ON) (show your thread of fate), STORY MODE OFF (hide your thread of fate). >treat with ferryman There is no response from the ferryman, no acknowledgment of your attempt to treat with him. >l Dark River The boat gently rocks on the waters of the dark river, its lantern swinging in rhythm with its currents. The ferryman sits at the helm of the small boat, his black-robed form almost merging with the shadows. His hands, the only visible part of him, move with an eerie grace as they guide the boat through the river's depths. You sense a presence beneath the surface, something massive and ominous stirring in the depths. You are carrying a goat (sacrifice), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >wait The barbarian furrows his mighty brow. "What kind of sorcery is this?" he exclaims. Then his voice booms like thunder as he proclaims, "seek solace in the HELP command! You shall find a guide to tame the chaos besieging you!" >l Dark River The boat gently rocks on the waters of the dark river, its lantern swinging in rhythm with its currents. The ferryman sits at the helm of the small boat, his black-robed form almost merging with the shadows. His hands, the only visible part of him, move with an eerie grace as they guide the boat through the river's depths. You sense a presence beneath the surface, something massive and ominous stirring in the depths. You are carrying a goat (sacrifice), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >i Your muscles ripple beneath your sun-tanned skin. You are definitely as good-looking as ever. You are carrying a goat (sacrifice), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >regard depths Your muscles tense as you consider the command. Your keen eyes sweep the surroundings, but you find nothing of the sort in this vicinity. Your attention would be better focused on what's truly before you. >regard presence You stand there, gazing at the undefined void, feeling your impatience growing. Your keen eyes sweep the surroundings, but you find nothing of the sort in this vicinity. Your attention would be better focused on what's truly before you. >help The following "action commands" are known to the Barbarian: REGARD (scrutinize with suspicion or interest), SEIZE (forcefully take), LOOT (forcefully take the contents of), PRESENT (offer willingly), TREAT WITH (negotiate peacefully), and SMITE (strike with powerful force). These verbs must be followed by a noun, for example: REGARD RIVER; SEIZE SWORD; LOOT CHEST; PRESENT OFFERING; TREAT WITH GUARD; SMITE DEMON. Type a direction (NORTH, NORTHEAST, EAST, SOUTHEAST, SOUTH, SOUTHWEST, WEST, NORTHWEST, UP, or DOWN) to travel. The proper command is MARCH, but direction alone will suffice. The following "meta commands" are for the Player rather than the Barbarian: HINT (a whisper of direction at a price - a bounty of pride), UNDO (reverse the flow of time to a moment just passed), QUIT (sheathe your blade and rest your battle-weary soul), SAVE (preserve the essence of your adventure), RESTORE (recall the essence of your preserved adventure), RESTART (abandon your path and make a fresh beginning), and ABOUT (reveal the very essence of this realm) The following "uber meta commands" are for the Reader rather than the Player: STORY MODE (ON) (show your thread of fate), STORY MODE OFF (hide your thread of fate). >l Dark River The boat gently rocks on the waters of the dark river, its lantern swinging in rhythm with its currents. The ferryman sits at the helm of the small boat, his black-robed form almost merging with the shadows. His hands, the only visible part of him, move with an eerie grace as they guide the boat through the river's depths. You sense a presence beneath the surface, something massive and ominous stirring in the depths. You are carrying a goat (sacrifice), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >present wine The ferryman seems to exude a sense of finality, of a transaction completed. As you present the bottle of wine, he does not waver, nor does he show any change in response. >smite boat Your attempt to smite the boat proves futile, as the boat is an inanimate object and holds no threat to you. >present loincloth The ferryman seems to exude a sense of finality, of a transaction completed. As you present your loincloth, he does not waver, nor does he show any change in response. >regard goat The goat looks like a suitable sacrifice to appease the gods. >smite goat There is no glory in striking down the goat. Our battles should be waged against true adversaries, not defenseless creatures. >seize goat You already have the goat. >help The following "action commands" are known to the Barbarian: REGARD (scrutinize with suspicion or interest), SEIZE (forcefully take), LOOT (forcefully take the contents of), PRESENT (offer willingly), TREAT WITH (negotiate peacefully), and SMITE (strike with powerful force). These verbs must be followed by a noun, for example: REGARD RIVER; SEIZE SWORD; LOOT CHEST; PRESENT OFFERING; TREAT WITH GUARD; SMITE DEMON. Type a direction (NORTH, NORTHEAST, EAST, SOUTHEAST, SOUTH, SOUTHWEST, WEST, NORTHWEST, UP, or DOWN) to travel. The proper command is MARCH, but direction alone will suffice. The following "meta commands" are for the Player rather than the Barbarian: HINT (a whisper of direction at a price - a bounty of pride), UNDO (reverse the flow of time to a moment just passed), QUIT (sheathe your blade and rest your battle-weary soul), SAVE (preserve the essence of your adventure), RESTORE (recall the essence of your preserved adventure), RESTART (abandon your path and make a fresh beginning), and ABOUT (reveal the very essence of this realm) The following "uber meta commands" are for the Reader rather than the Player: STORY MODE (ON) (show your thread of fate), STORY MODE OFF (hide your thread of fate). >hint It might be wise to REGARD your surroundings. >l Dark River The boat gently rocks on the waters of the dark river, its lantern swinging in rhythm with its currents. The ferryman sits at the helm of the small boat, his black-robed form almost merging with the shadows. His hands, the only visible part of him, move with an eerie grace as they guide the boat through the river's depths. You sense a presence beneath the surface, something massive and ominous stirring in the depths. You are carrying a goat (sacrifice), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >regard water You flex your powerful muscles and raise an eyebrow, a hint of confusion on your face. Your keen eyes sweep the surroundings, but you find nothing of the sort in this vicinity. Your attention would be better focused on what's truly before you. >regard river You feel the ominous presence approaching you from underneath, slowly rising and circling the ferry until it reaches the river's surface. A massive serpent with a body as thick as a tree trunk erupts from the waters, raising its head with a deafening roar, its maw lined with rows of razor-sharp teeth. The serpent turns its head towards you and prepares to strike. >present goat The serpent appears to be more interested in rending flesh. >smite serpen You narrow your eyes and cross your arms over your mighty chest, a look of skepticism crossing your face. There's no need to attack what isn't present. Keep your senses sharp for the true challenges lying before you. >smite serpent You tighten your grip on your battle axe, raising your weapon high and bringing it crashing down upon the serpent's head. Your strike is swift and powerful, connecting with a resounding impact. The serpent recoils with a guttural roar of pain, but you will need more smites to take it down. >smite serpent Summoning your inner strength, you strike again, your axe cleaving through the air with a force echoing your resolve. The serpent's scales splinter under the assault, yet it still thrashes and lunges, its massive form a testament to its relentless power. Another smite might take it down. >smite serpent On your third strike, your battle cry rings out as your axe finds its mark once more. With a final, earth-shaking roar rippling through the waters, the serpent retreats, sinking back into the depths from which it emerged. The river's surface calms and the mist closes in once more as if concealing the serpent's presence from the world above. Breathing heavily, you stand victorious, your axe held high. The danger has passed, at least for now. The ferryman rises and begins to prepare for mooring the small boat. The boat glides smoothly towards the landing, its bow gently bumping against the worn wooden landing, as the ferryman guides the boat expertly to a halt. >i Your muscles ripple beneath your sun-tanned skin. You are definitely as good-looking as ever. You are carrying a goat (sacrifice), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >s With the goat secured in your powerful grasp, you step off the ferryman's boat. South Bank A dark and foreboding river, its waters shrouded in dense, swirling mist, winds its way slowly through the landscape. The moon is full, casting a pale glow upon the scene. The mist glides across the river like a snake through desert sands. To the north, a small landing extends into the mist-covered river. To the south, a stone gate blocks your way into the fortress of the sorcerer, its surface etched with intricate designs depicting the eternal struggle between the Gods of Order and Chaos. The images seem to move and shift as if they carry a life of their own. An altar dominates the area. Above the altar, a towering idol looms, its form reflecting both the chaotic and ordered aspects of the deities it represents. The boat, moored to the landing, rests like a shadow upon the dark waters. Its occupant, shrouded in a dark cloak, appears to be waiting for something. You are carrying a goat (sacrifice), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >x gate To the south, a stone gate blocks your way into the fortress of the sorcerer, its surface etched with intricate designs depicting the eternal struggle between the Gods of Order and Chaos. The images seem to move and shift as if they carry a life of their own. >x altar The altar appears to be awaiting its sacrifice. >present goat You place the goat upon the altar before the idol. As the goat touches the surface of the altar, the altar's edges begin to glow with an eerie light, and the goat slowly sinks into it. The surface then darkens again, leaving no trace of the offering. The images on the gate to the south seem to come alive, rearranging their positions. The gate's surface starts to tremble, and a hairline fracture emerges, tracing a path across the carvings. Slowly, the solid stone gives way, revealing a passage into darkness beyond. The ground before you heaves and shifts as a wandering corpse emerges, clawing its way out of the earth. It slowly rises with outstretched arms and milky white, glazed-over eyes, turning toward you. >smite corpse You swiftly bring your axe down upon the corpse. The blade connects with its decaying flesh, and the impact sends a shudder through the creature's form, as you sever bone and sinew. The corpse's body collapses under the force of your blow. In an instant, its form bursts into a cloud of noxious particles, carried away by an ethereal wind, which seems to erase the remnants of its cursed existence. From within the altar, you hear a muffled "baaaaaaaaaa" from the trapped goat. The ferryman radiates disappointment as he watches the wandering corpse fail to kill you. The ferryman's boat slowly glides away from the shore, disappearing into the dense mist. The lantern's glow dims, casting an eerie light on the river before it, too, is swallowed by the mist. From within the mist, a figure materializes, gradually becoming more defined against the shifting backdrop. Alcaz emerges, his form taking shape as if coalescing from the very essence of the mist. As he fully steps out of the mist, his form solidifies, becoming as tangible as before. "Ah, my lord," Alcaz greets you, "I see you've faced the challenges of this place head-on, as I knew you would." Alcaz's expression turns more serious. "The sorcerer noticed my crossing of the boundary. He sent a ripple of energy, a warning, to deter my passage. It took me some time to circumvent his magical gaze and finally rejoin you here." >talk to alcaz "My lord," Alcaz says, "I think it is time to move on." >s From within the altar, you hear a muffled "baaaaaaaaaa" from the trapped goat. You turn around and go back to the altar. >l South Bank A dark and foreboding river, its waters shrouded in dense, swirling mist, winds its way slowly through the landscape. The moon is full, casting a pale glow upon the scene. The mist glides across the river like a snake through desert sands. To the north, a small landing extends into the mist-covered river. To the south, the stone gate stands open, providing passage into darkness beyond. An altar dominates the area. Above the altar, a towering idol looms, its form reflecting both the chaotic and ordered aspects of the deities it represents. Alcaz is looking at the gate depicting the eternal struggle between the Gods of Order and Chaos. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >smite altar Smiting the altar won't gain you any ground. Save your strength for battles that truly matter. >s From within the altar, you hear a muffled "baaaaaaaaaa" from the trapped goat. You turn around and go back to the altar. >regard altar From within the altar, you hear a muffled "baaaaaaaaaa" from the trapped goat. >help The following "action commands" are known to the Barbarian: REGARD (scrutinize with suspicion or interest), SEIZE (forcefully take), LOOT (forcefully take the contents of), PRESENT (offer willingly), TREAT WITH (negotiate peacefully), and SMITE (strike with powerful force). These verbs must be followed by a noun, for example: REGARD STATUE; SEIZE SWORD; LOOT ALTAR; PRESENT OFFERING; TREAT WITH GUARD; SMITE DEMON. Type a direction (NORTH, NORTHEAST, EAST, SOUTHEAST, SOUTH, SOUTHWEST, WEST, NORTHWEST, UP, or DOWN) to travel. The proper command is MARCH, but direction alone will suffice. The following "meta commands" are for the Player rather than the Barbarian: HINT (a whisper of direction at a price - a bounty of pride), UNDO (reverse the flow of time to a moment just passed), QUIT (sheathe your blade and rest your battle-weary soul), SAVE (preserve the essence of your adventure), RESTORE (recall the essence of your preserved adventure), RESTART (abandon your path and make a fresh beginning), and ABOUT (reveal the very essence of this realm) The following "uber meta commands" are for the Reader rather than the Player: STORY MODE (ON) (show your thread of fate), STORY MODE OFF (hide your thread of fate). >loot altar You inspect the altar, searching for any hidden mechanisms or openings. As your fingers graze a specific part of the altar, a hairline crack opens, revealing the innards of the altar. You carefully lift the goat out of the altar and set it free. You are no shepherd, and you have no need for a goat. >s As you pass through the Gate of Order and Chaos, the darkness envelops you like a shroud. Alcaz raises his staff and murmurs a brief incantation. The staff starts emanating a soft, ethereal glow. Step by step, you traverse the dimly lit path, until you reach a small island in this realm of darkness. "Be mindful, my lord," Alcaz warns. "This place is treacherous, and the boundaries between reality and the unknown are blurred. One false step, and you could be lost to the darkness forever. Let us tread carefully." Path of Order The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. An ancient weathered marker dominates the island. Its surface is etched with intricate runic script, pulsing with an otherworldly energy. Alcaz is studying the runic script on the marker. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >x script The runes appear to be ancient symbols of guidance. Alcaz leans in closer, studying the runes intently, and then nods with understanding. "These runes are directing us," he says. "They point to the east, my lord. It seems that's the way we should proceed." >e You proceed to march eastward, following the marked path as indicated by the runes on the marker. The pitted black stone pathway seems to stretch endlessly into the darkness, but you remain resolute in your advance. As you arrive on the next island, Alcaz's staff casts a dim glow over a new marker, carved from the same mysterious material as the previous one. The runic script is intricate and enigmatic, another puzzle begging to be solved. Path of Order The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. An ancient weathered marker dominates the island. Its surface is etched with intricate runic script, pulsing with an otherworldly energy. Alcaz is studying the runic script on the marker. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >talk to alcaz "My lord," Alcaz says, "we should study the runic script on the marker." >x script With Alcaz's guidance, you discern the message within the runic script. The ancient symbols point to the south, indicating the path you should follow next. Alcaz nods in confirmation. "To the south, my lord. Let us proceed in that direction." >s With Alcaz leading the way, his staff's glow guiding your path through the dark, you make your way southward to the next island. The path beneath your feet appears to be fashioned from the same pitted black stone. At the center of the island stands another marker, carved from the same mysterious material as the previous one. The marker's surface bears a new set of runic symbols, some of which seem familiar. Path of Order The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. An ancient weathered marker dominates the island. Its surface is etched with intricate runic script, pulsing with an otherworldly energy. Alcaz is studying the runic script on the marker. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >x script You regard the runic script. You almost immediately recognize the runes indicating south and conclude this must be the way forward. Alcaz seems to be preoccupied with reading other parts of the runic script and does not confirm your conclusion. >talk to alcaz "My lord," Alcaz says, "we should study the runic script on the marker." >s "My lord!" Alcaz calls out, "wait! I believe you may have only partially deciphered the runes. Please, regard the marker once more, and let us be certain of the path we must take." >x script You regard the runic script again and notice some more runes following the ones indicating south. These are unfamiliar, and you guess they must indicate west, as you haven't seen these earlier. Alcaz, with an approving nod, concurs. "You are absolutely correct, my lord. Southwest it is, following the path laid out by these runes." Alcaz chuckles. "It seems even the mighty gods have their limitations, my lord. Did you notice that all their words on the markers are composed of nine runes or fewer?" >sw With cautious steps, you and Alcaz traverse the path leading to the next island. As you reach its shore, a tremor runs through the isle. The paths behind, stretching to the northeast, and the one directly ahead, leading southwest, disintegrate before your very eyes. The pitted black stone crumbles into darkness, leaving an impassable abyss in their wake. Path of Chaos The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. The paths to the northeast and southwest are broken and end in darkness. An ancient weathered marker dominates the island. The marker is devoid of runes or markings on its surface. Alcaz is studying the marker, looking for any indication of guidance. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >x marker The marker is devoid of runes or markings on its surface. >talk to alcaz Alcaz's expression turns from amusement to regret as he realizes the situation. "My lord," he says, his voice filled with chagrin, "it appears the gods have taken our jest seriously. There are no runes to guide us. We must rely on our instincts and choose a path." >s Following the path to the south, you and Alcaz forge ahead. The journey across the void is harrowing, but you reach the next island safely. The gods are not done with you yet, however. The paths stretching to the north, and the one directly ahead leading to the south also disintegrate into darkness. The choices narrow, and the uncertainty of your surroundings deepens. Path of Chaos The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. The paths to the north, south, northeast, and southwest are broken and end in darkness. An ancient weathered marker dominates the island. The marker is devoid of runes or markings on its surface. Alcaz is studying the marker, looking for any indication of guidance. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >talk to alcaz "My lord," Alcaz says, "I think it is time to move on." >w Resolute in your decision, you and Alcaz proceed along the western path, making your way to the next island. Again, the paths behind, stretching to the east, and the one directly ahead, leading to the west, disintegrate into darkness. Now only two paths remain. Path of Chaos The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. Only the paths to the southeast and northwest remain. An ancient weathered marker dominates the island. The marker is devoid of runes or markings on its surface. Alcaz is studying the marker, looking for any indication of guidance. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >sw The path to the southwest ends in darkness, and you can go no further. You return to the island. The obvious exits are northwest and southeast. >nw With your choice made, you and Alcaz continue along the northwestern path. It leads you down into what appears to be a guard room. Guard Room At the center of the room stands a serene statue of the Goddess of Justice, holding a stone tablet etched with intricate runes. A small path leads upward into darkness. In the north and south sides of the room, open archways lead deeper into the unknown. Guarding the open archways, two formidable guards in tattered armor and gaunt faces with milky eyes stand at attention. They grip massive, notched axes with an air of unyielding determination. Alcaz is studying the runes on the stone tablet. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >x guards You realize that the two guards are positioned too far apart. Their strategic arrangement makes it impossible for you to interact with both guards at once. You'll need to interact with one of the guards individually. >x guard The guard wears tattered armor and has a gaunt face with milky eyes. >smite guard "My lord," Alcaz says, "we should decipher the runes on the tablet, we do not know under which laws these guards operate." >x tablet You regard the stone tablet held by the statue of the Goddess of Justice. As you try to decipher the complex symbols, you realize that these runes are far beyond your comprehension. >talk to alcaz You turn to Alcaz, requesting his assistance in deciphering the runes. As Alcaz touches the stone tablet, a jolt of energy courses through his body. You watch with concern as he steadies himself. With a deep, resonant voice noticeably different from his usual tone, Alcaz begins to speak about the text on the tablet. "These guardians," Alcaz intones, "watch over the paths of Life and Death. One guard embodies truth, while the other embodies falsehood. You may ask but a single question to a single guardian. Heed his words wisely, for the path you choose shall determine your destiny." As he finishes, Alcaz takes a moment to catch his breath, his voice returning to its familiar tone. He appears disoriented for a moment but recovers quickly. >talk to north Compass directions don't heed words or diplomacy. >talk to guard You stand before one guard, then the other, unsure of which one to approach. One guard shifts slightly, while the other guard remains still, their stony expressions unchanging. >talk to north guard You stand before one guard, then the other, unsure of which one to approach. One guard shifts slightly, while the other guard remains still, their stony expressions unchanging. >t You give a bemused look, your brow furrowing in confusion. If you're thinking of treating with someone or something, you'll need to say exactly who or what you have in mind. >help The following "action commands" are known to the Barbarian: REGARD (scrutinize with suspicion or interest), SEIZE (forcefully take), LOOT (forcefully take the contents of), PRESENT (offer willingly), TREAT WITH (negotiate peacefully), and SMITE (strike with powerful force). These verbs must be followed by a noun, for example: REGARD STATUE; SEIZE SWORD; LOOT CHEST; PRESENT OFFERING; TREAT WITH GUARD; SMITE GUARD. Type a direction (NORTH, NORTHEAST, EAST, SOUTHEAST, SOUTH, SOUTHWEST, WEST, NORTHWEST, UP, or DOWN) to travel. The proper command is MARCH, but direction alone will suffice. The following "meta commands" are for the Player rather than the Barbarian: HINT (a whisper of direction at a price - a bounty of pride), UNDO (reverse the flow of time to a moment just passed), QUIT (sheathe your blade and rest your battle-weary soul), SAVE (preserve the essence of your adventure), RESTORE (recall the essence of your preserved adventure), RESTART (abandon your path and make a fresh beginning), and ABOUT (reveal the very essence of this realm) The following "uber meta commands" are for the Reader rather than the Player: STORY MODE (ON) (show your thread of fate), STORY MODE OFF (hide your thread of fate). >l Guard Room At the center of the room stands a serene statue of the Goddess of Justice, holding a stone tablet etched with intricate runes. A small path leads upward into darkness. In the north and south sides of the room, open archways lead deeper into the unknown. Guarding the open archways, two formidable guards in tattered armor and gaunt faces with milky eyes stand at attention. They grip massive, notched axes with an air of unyielding determination. Alcaz is studying the runes on the stone tablet. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >x guards You realize that the two guards are positioned too far apart. Their strategic arrangement makes it impossible for you to interact with both guards at once. You'll need to interact with one of the guards individually. >x guard The guard wears tattered armor and has a gaunt face with milky eyes. >talk to him You stand before one guard, then the other, unsure of which one to approach. One guard shifts slightly, while the other guard remains still, their stony expressions unchanging. >talk to first guard You shake your head, bewildered by the notion. If you're seeking to engage with someone or something, make sure they're actually present in the room. >x still You narrow your eyes, puzzled by the vague command. Your keen eyes sweep the surroundings, but you find nothing of the sort in this vicinity. Your attention would be better focused on what's truly before you. >u Turn your gaze ahead, for there's no honor in retracing your steps. >l Guard Room At the center of the room stands a serene statue of the Goddess of Justice, holding a stone tablet etched with intricate runes. A small path leads upward into darkness. In the north and south sides of the room, open archways lead deeper into the unknown. Guarding the open archways, two formidable guards in tattered armor and gaunt faces with milky eyes stand at attention. They grip massive, notched axes with an air of unyielding determination. Alcaz is studying the runes on the stone tablet. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >n "My lord," Alcaz says, "we should treat with one of the guards to learn which archway we should enter. Straying blindly might lead us into even deeper peril." >s "My lord," Alcaz says, "we should treat with one of the guards to learn which archway we should enter. Straying blindly might lead us into even deeper peril." >treat with guard You stand before one guard, then the other, unsure of which one to approach. One guard shifts slightly, while the other guard remains still, their stony expressions unchanging. >x tablet You regard the stone tablet held by the statue of the Goddess of Justice. As you try to decipher the complex symbols, you realize that these runes are far beyond your comprehension. >talk to alcaz "My lord," Alcaz says, "we should treat with one of the guards to learn which archway we should enter." >treat with one guard You stand before one guard, then the other, unsure of which one to approach. One guard shifts slightly, while the other guard remains still, their stony expressions unchanging. >smite guard You draw your axe and swiftly bring it down upon one of the guards. As your axe slices into the guard's body, a spray of ethereal sparks erupts from the guard. He lets out an unearthly scream and then disintegrates into a swirling cloud of particles, leaving no bodily remains. Noticing the shocked expression of Alcaz, you tell him, "With enemies from the ethereal plane I prefer to smite first and treat later, Alcaz. It keeps negotiations short and honest." You can see Alcaz still seems taken aback by your swift action, but he nods in understanding. >n "My lord," Alcaz says, "we should treat with the remaining guard to learn which archway we should enter. Straying blindly might lead us into even deeper peril." >smite guard You raise your weapon, ready to strike down the remaining guard. Alcaz intervenes, his voice urgent and commanding. "My lord, we need information from this guard," Alcaz implores, his eyes locked onto yours. "We must know which archway we should enter. Smiting him now will leave us in the dark." >talk to guard "Now," you say to the remaining guard, "which way would your partner have indicated as the path of Life?" "He would have directed you to the north," the guard replies. "Well," you respond, "since he is no longer with us, and I fear he may have spoken falsely, I shall choose to travel south." >s As you stride through the south archway, something feels amiss. You turn to check on Alcaz, only to see him suddenly pulled backward by an invisible force, his eyes wide with alarm as he vanishes into the darkness. As your attention briefly shifts from the path ahead, your foot lands on a loose tile on the floor. With a sudden, treacherous lurch, the tile gives way beneath your weight, and you find yourself tumbling down into a concealed pit, surrounded by darkness. Pit of Darkness The air is heavy, and the dim light filtering down from above barely illuminates the walls. There appear to be no exits, except for the way you fell in. The walls of the pit are slippery, and climbing them appears to be a futile effort. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >u You cannot scale the slippery walls. You are trapped, with no means of escape. There are no obvious exits. >smite me Let's face our enemies with courage, not self-inflicted harm. >l Pit of Darkness The air is heavy, and the dim light filtering down from above barely illuminates the walls. There appear to be no exits, except for the way you fell in. The walls of the pit are slippery, and climbing them appears to be a futile effort. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >smite wine You'd rather drink the wine than waste it. >drink wine The barbarian furrows his mighty brow. "What kind of sorcery is this?" he exclaims. Then his voice booms like thunder as he proclaims, "seek solace in the HELP command! You shall find a guide to tame the chaos besieging you!" >help The following "action commands" are known to the Barbarian: REGARD (scrutinize with suspicion or interest), SEIZE (forcefully take), LOOT (forcefully take the contents of), PRESENT (offer willingly), TREAT WITH (negotiate peacefully), and SMITE (strike with powerful force). These verbs must be followed by a noun, for example: REGARD STATUE; SEIZE SWORD; LOOT BOTTLE OF WINE; PRESENT OFFERING; TREAT WITH GUARD; SMITE DEMON. Type a direction (NORTH, NORTHEAST, EAST, SOUTHEAST, SOUTH, SOUTHWEST, WEST, NORTHWEST, UP, or DOWN) to travel. The proper command is MARCH, but direction alone will suffice. The following "meta commands" are for the Player rather than the Barbarian: HINT (a whisper of direction at a price - a bounty of pride), UNDO (reverse the flow of time to a moment just passed), QUIT (sheathe your blade and rest your battle-weary soul), SAVE (preserve the essence of your adventure), RESTORE (recall the essence of your preserved adventure), RESTART (abandon your path and make a fresh beginning), and ABOUT (reveal the very essence of this realm) The following "uber meta commands" are for the Reader rather than the Player: STORY MODE (ON) (show your thread of fate), STORY MODE OFF (hide your thread of fate). >l Pit of Darkness The air is heavy, and the dim light filtering down from above barely illuminates the walls. There appear to be no exits, except for the way you fell in. The walls of the pit are slippery, and climbing them appears to be a futile effort. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >u You cannot scale the slippery walls. You are trapped, with no means of escape. There are no obvious exits. >x wine The bottle is closed and filled with the finest wine. You'd rather drink the wine than just look at it. >seize wine The bottle of wine is already in your possession. >l Pit of Darkness The air is heavy, and the dim light filtering down from above barely illuminates the walls. There appear to be no exits, except for the way you fell in. The walls of the pit are slippery, and climbing them appears to be a futile effort. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >treat with wine Are you trying to negotiate with the bottle of wine? Save your eloquence for more sensible beings. >present wine If you want to show something to someone, make sure there is someone in the room to show it to. >l Pit of Darkness The air is heavy, and the dim light filtering down from above barely illuminates the walls. There appear to be no exits, except for the way you fell in. The walls of the pit are slippery, and climbing them appears to be a futile effort. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >i Your muscles ripple beneath your sun-tanned skin. You are definitely as good-looking as ever. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >x wine The bottle is closed and filled with the finest wine. You'd rather drink the wine than just look at it. >help The following "action commands" are known to the Barbarian: REGARD (scrutinize with suspicion or interest), SEIZE (forcefully take), LOOT (forcefully take the contents of), PRESENT (offer willingly), TREAT WITH (negotiate peacefully), and SMITE (strike with powerful force). These verbs must be followed by a noun, for example: REGARD STATUE; SEIZE SWORD; LOOT BOTTLE OF WINE; PRESENT OFFERING; TREAT WITH GUARD; SMITE DEMON. Type a direction (NORTH, NORTHEAST, EAST, SOUTHEAST, SOUTH, SOUTHWEST, WEST, NORTHWEST, UP, or DOWN) to travel. The proper command is MARCH, but direction alone will suffice. The following "meta commands" are for the Player rather than the Barbarian: HINT (a whisper of direction at a price - a bounty of pride), UNDO (reverse the flow of time to a moment just passed), QUIT (sheathe your blade and rest your battle-weary soul), SAVE (preserve the essence of your adventure), RESTORE (recall the essence of your preserved adventure), RESTART (abandon your path and make a fresh beginning), and ABOUT (reveal the very essence of this realm) The following "uber meta commands" are for the Reader rather than the Player: STORY MODE (ON) (show your thread of fate), STORY MODE OFF (hide your thread of fate). >loot wine As you drain your bottle of wine, the liquid rolls down your throat, leaving behind a warm, soothing sensation. The alcohol begins to take effect, and a pleasant drowsiness washes over you. Your eyelids grow heavy, and soon, you drift into a deep slumber. Through a swirling gray mist, you hear a curious call, faint and distant. Though you do not understand it, it seems beyond your power to ignore it. With axe in hand, you move through the gray mist. The voice becomes clearer as you proceed until you recognize the words it speaks - it is your own name being called. Dark Corridor The corridor appears to be cut from a single stone. It is unlit, but by some magic, you can see clearly. To the east is an archway curving to the north. To the west, the corridor ends in gray mist. You are carrying your axe (wielded), a bottle of wine (open but empty), and your loincloth (being worn). >e You stride purposefully from the dark corridor, your powerful legs carrying you with a determined pace as you head east. Crypt of the Sage An old white-bearded man sits cross-legged atop a moss-covered, phoenix-engraved tomb. To the south is an ornate archway leading back to the corridor. The sage fixes his piercing gaze on you. You are carrying your axe (wielded), a bottle of wine (open but empty), and your loincloth (being worn). >talk to sage "Hail, Child of Destiny," the sage says, "and listen. A primal force of Corruption has arisen and walks the mortal plane once more. I have summoned you here to guide and prepare you for your destiny. Show me the weapon you used to defeat the minions of our enemy." >x tomb The moss-covered tomb is engraved with a phoenix. >present axe You present your axe to the sage. He touches the blade of the axe and the blade's edge becomes translucent for a moment, radiating ethereal energy, before it reverts to normal. "You have faced entities of the ethereal plane," he says. He hands the axe back to you and continues, "Walk the Path of Justice with her blessing, fulfill your destiny, and bring balance to this world once more." >s The sage warns you, "hold, Child of Destiny. I am not done with you yet." >l Crypt of the Sage An old white-bearded man sits cross-legged atop a moss-covered, phoenix-engraved tomb. To the south is an ornate archway leading back to the corridor. The sage fixes his piercing gaze on you. You are carrying your axe (wielded), a bottle of wine (open but empty), and your loincloth (being worn). >talk to sage You explain the paths of Order and Chaos that you have traveled together with Alcaz, and that in the end, only the paths of Life and Death remained. "Peace!" the sage says. "I fear your friend has been deceived. The paths of Order and Chaos are treacherous and cannot be fully trusted. Too often, the learned study writings shaping the reader's mind, ensnaring them to do their bidding." "Reverse the flow of time and find a companion who can guard themselves from spiritual interference. Only then will you stand a chance of finding the right path. When all paths seem lost, strike the monolith thrice, and I will open a path and provide you with protection against the force of Corruption," the sage concludes. >save You have frozen your heroic tale in time. >s The sage warns you, "hold, Child of Destiny. Walking back does not reverse the flow of time." >undo The crypt briefly blurs and distorts, then returns to normal. The sage winks at you. You hand your axe to the sage, who returns your axe to you. The crypt briefly blurs and distorts, then returns to normal. The sage waves goodbye. >undo You retrace your steps with a determined air, retreating back to the dark corridor. You ignore the echo of the sage calling out to you and retreat into the gray mist. After a while, you wake up, feeling less drowsy. You see the wine gradually filling the bottle once more, and your head clears. Finally, the bottle closes itself, and it now looks as if you never drank from it. Pit of Darkness The air is heavy, and the dim light filtering down from above barely illuminates the walls. There appear to be no exits, except for the way you fell in. The walls of the pit are slippery, and climbing them appears to be a futile effort. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >undo You rise from the pit and step off the treacherous tile. Then, you retrace your steps, retreating back to the guard room. The words you exchanged with the guard dissolve, and memories fade. You no longer remember which way leads to the path of Life. A swirling cloud of ethereal particles appears, coalescing into the form of a guard. The guard then picks up his fallen axe and resumes his guard duty. The words you exchanged with Alcaz dissolve, and memories fade. You no longer remember what the runes on the stone tablet say. Guard Room At the center of the room stands a serene statue of the Goddess of Justice, holding a stone tablet etched with intricate runes. A small path leads upward into darkness. In the north and south sides of the room, open archways lead deeper into the unknown. Guarding the open archways, two formidable guards in tattered armor and gaunt faces with milky eyes stand at attention. They grip massive, notched axes with an air of unyielding determination. Alcaz is studying the runes on the stone tablet. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >undo You retrace your steps, heading upward and to the southeast. Path of Chaos The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. Only the paths to the southeast and northwest remain. An ancient weathered marker dominates the island. The marker is devoid of runes or markings on its surface. Alcaz is studying the marker, looking for any indication of guidance. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >undo You retrace your steps, heading to the east, and the path reappears beneath your feet as you progress. Path of Chaos The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. The paths to the north, south, northeast, and southwest are broken and end in darkness. An ancient weathered marker dominates the island. The marker is devoid of runes or markings on its surface. Alcaz is studying the marker, looking for any indication of guidance. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >undo You retrace your steps, heading to the north, and the path reappears beneath your feet as you progress. The words you exchanged with Alcaz dissolve, and memories fade. You no longer remember how the gods responded to your jest. Path of Chaos The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. The paths to the northeast and southwest are broken and end in darkness. An ancient weathered marker dominates the island. The marker is devoid of runes or markings on its surface. Alcaz is studying the marker, looking for any indication of guidance. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >undo You retrace your steps, heading to the northeast, and the path reappears beneath your feet as you progress. Your memory of reading the additional runes fades, and now you only remember the marker indicating south. Your memory of reading the marker runes fades, and you no longer remember the direction they indicated. Path of Order The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. An ancient weathered marker dominates the island. Its surface is etched with intricate runic script, pulsing with an otherworldly energy. Alcaz is studying the runic script on the marker. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >undo You retrace your steps with a determined air, retreating back to the path of order. Your memory of reading the marker runes fades, and you no longer remember the direction they indicated. Path of Order The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. An ancient weathered marker dominates the island. Its surface is etched with intricate runic script, pulsing with an otherworldly energy. Alcaz is studying the runic script on the marker. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >undo You retrace your steps with a determined air, retreating back to the path of order. Your memory of reading the marker runes fades, and you no longer remember the direction they indicated. Path of Order The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. An ancient weathered marker dominates the island. Its surface is etched with intricate runic script, pulsing with an otherworldly energy. Alcaz is studying the runic script on the marker. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >undo You retrace your steps with a determined air, retreating back to the south bank. As the goat reappears, you swiftly seize it and place it back into the altar, which then closes, trapping the goat within. Alcaz becomes gradually less distinct as the mist thickens around him. His hands lift in a graceful gesture, fingers tracing unseen patterns in the air. With each step, Alcaz appears to dissolve into the mist, his form gradually dissipating into nothingness. From the haze emerges a small boat, gliding toward the landing. The air seems to thicken as the boat nears, the mist clinging to the vessel like a protective shroud. The glimmer of a lantern at the prow illuminates the water's surface, casting an eerie glow dancing with the mist. Clad in a black cloak, the ferryman himself remains concealed, his identity veiled in shadows. Only his hands are visible, gnarled and weathered, their movements deftly guiding the boat toward the shore. A cloud of noxious particles materializes, coalescing into the form of a wandering corpse. The wandering corpse begins to dig into the ground, covering itself with earth as it goes. After a while, the ground before you settles and becomes still. The images on the gate to the south seem to come alive, rearranging their positions. The gate's surface starts to tremble, and the solid stone gradually closes until only a hairline fracture remains. Then the fracture knits itself together, and the stone's surface smoothes over as the gate reclaims its original form. The altar's surface glows with an eerie light, and the goat slowly rises through it. You seize the goat, and the surface of the altar darkens, leaving no trace of what transpired here. South Bank A dark and foreboding river, its waters shrouded in dense, swirling mist, winds its way slowly through the landscape. The moon is full, casting a pale glow upon the scene. The mist glides across the river like a snake through desert sands. To the north, a small landing extends into the mist-covered river. To the south, a stone gate blocks your way into the fortress of the sorcerer, its surface etched with intricate designs depicting the eternal struggle between the Gods of Order and Chaos. The images seem to move and shift as if they carry a life of their own. An altar dominates the area. Above the altar, a towering idol looms, its form reflecting both the chaotic and ordered aspects of the deities it represents. The boat, moored to the landing, rests like a shadow upon the dark waters. Its occupant, shrouded in a dark cloak, appears to be waiting for something. You are carrying a goat (sacrifice), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >undo With the goat secured in your powerful grasp, you step onto the ferryman's boat. The mist thickens around the ferryman and the boat, as the ferryman begins to move the boat away from the landing. The landing starts to fade into the mist, vanishing from view. The serpent resurfaces with a thunderous roar, its strength revitalized. The serpent descends back into the depths from which it emerged. The river's surface calms and the mist closes in once more as if concealing the serpent's presence from the world above. The boat glides smoothly towards the landing, its bow gently bumping against the worn wooden landing, as the ferryman guides the boat expertly to a halt. The ferryman rises and returns the gold ring to you. Dark River The boat gently rocks on the waters of the dark river, its lantern swinging in rhythm with its currents. The boat is bumping gently against the small landing to the north. The mist hangs heavy here, giving an eerie quality to the surroundings. The ferryman stands at the edge of the boat, his form obscured by his dark robe. Only his gnarled, weathered hands are visible, one of them extended towards you in a demand for payment. You are carrying a gold ring (payment), a goat (sacrifice), your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >undo With the goat secured in your powerful grasp, you step off the ferryman's boat. From within the mist, a figure materializes, gradually becoming more defined against the shifting backdrop. Alcaz emerges, his form taking shape as if coalescing from the very essence of the mist. As he fully steps out of the mist, his form solidifies, becoming as tangible as before. You release the goat. You are no shepherd, and you have no need for a goat. The ferryman's boat slowly glides away from the shore, disappearing into the dense mist. The lantern's glow dims, casting an eerie light on the river before it, too, is swallowed by the mist. Alcaz places a hand on the bell, silencing it. You drop the gold ring into the chest, which repairs itself and becomes whole again. A shimmering radiance materializes to the east, its surface veiled in a shroud of mist. The air crackles with energy as the portal emerges, its edges dancing with hues of eerie light. The words you exchanged with Alcaz dissolve, and memories fade. You no longer remember the ancient ritual of crossing the dark river. North Bank A dark and foreboding river, its waters shrouded in dense, swirling mist, winds its way slowly through the landscape. The moon is full, casting a pale glow upon the scene. The mist glides across the river like a snake through desert sands. A meadow stretches out to the horizon. A few goats roam freely, indulging in the lush vegetation. To the south, a small landing extends into the mist-covered river. A copper bell hangs next to the landing, its metal gleaming faintly in the moonlight. A sturdy-looking chest rests under the bell. To the east, a magical portal shimmers with eerie energy. It stands as a rift between worlds, a shimmering tear in reality. Its edges waver like heat rising from desert sands. Alcaz is studying the swirling mist above the dark river. You are carrying your axe (wielded), a bottle of wine (closed), and your loincloth (being worn). >undo With Alcaz leading the way, you step confidently through the swirling portal, feeling its energies wrap around you. Time stretches, and events reverse faster than you can follow. Light around you then fades, leaving you surrounded in darkness. Even blinded, you sense a stirring. You feel the corruption growing around you, drawing closer and closer. A menacing power rises from the fortress in the night and approaches, its wings beating in the darkness. The air becomes suffocating and hot, and you sense something strangling you... --- ( press any key ) --- You wake up, untangle the sheet from around your throat, throw it aside, and get out of bed. Royal Bedroom The grandeur of your bedroom exudes an air of opulence and power, providing a space befitting a monarch. An ornate archway leads west to the dining room. Your bed shows the signs of your hasty departure, with the sheets thrown aside, revealing a chaotic tangle of blankets and pillows. The mattress retains the imprints of your form, a reminder of the restless slumber you've just emerged from. A full-length mirror is attached to the wall, boasting generous dimensions. >x mirror You are no exhibitionist, seeking to catch a glimpse of yourself in all your glory. >w You realize that you have unfinished business here, and you cannot leave yet. >take all Your muscles tense as you consider the command. You reach out with the intent to seize something, but your powerful grip finds only empty air. Whatever you're trying to grasp, it's not present in this place. >smite mirror Smashing a mirror won't gain you any loot or fame. >undo You have just awoken from the realm of dreams. Now is the time to seize your adventure. >l Royal Bedroom The grandeur of your bedroom exudes an air of opulence and power, providing a space befitting a monarch. An ornate archway leads west to the dining room. Your bed shows the signs of your hasty departure, with the sheets thrown aside, revealing a chaotic tangle of blankets and pillows. The mattress retains the imprints of your form, a reminder of the restless slumber you've just emerged from. A full-length mirror is attached to the wall, boasting generous dimensions. >x sheets You get the feeling that you forgot something when you left your bed in a rush. Maybe you should check if you left anything in it? >x bed You get the feeling that you forgot something when you left your bed in a rush. Maybe you should check if you left anything in it? >loot bed You approach your bed and reach down with strong, calloused hands, fingers deftly sifting through the fabric. You pull your loincloth free from its concealed spot, and you deftly don it. >w Your instincts tell you that there's more to be done here before you can depart. >l Royal Bedroom The grandeur of your bedroom exudes an air of opulence and power, providing a space befitting a monarch. An ornate archway leads west to the dining room. Your bed's sheets and blankets have been further disrupted by your search. The mattress bears the impressions of your knees and hands as you rummaged through the bed in search of your loincloth. A full-length mirror is attached to the wall, boasting generous dimensions. You are carrying your loincloth (being worn). >x mirror You gaze into your mirror. You see your mighty muscles, honed by countless battles and a life of adventure, ripple beneath your sun-tanned skin like living armor. Your loincloth hangs low on your hips, a symbol of your primal essence, a silent reminder of your untamed nature. >loot sheets You have reclaimed your loincloth from your bed; there are no more treasures to be found in there. >w You stride purposefully from the royal bedroom, your powerful legs carrying you with a determined pace as you head west toward the dining room. Dining Room A spacious dining room, fit for a ruler, awaits you. Ornate archways lead east to your bedroom and west to the throne room. A grand dining table stands at the center of the room, bearing the glorious remnants of last night's feast. Empty goblets and wine-stained dishes remain scattered across the table. You are carrying your loincloth (being worn). >loot table Amidst the remnants, your keen eyes spot a bottle of wine. With a careful hand, you retrieve the bottle. >w You stride purposefully from the dining room, your powerful legs carrying you with a determined pace as you head west toward the throne room. A shimmering rift materializes near the western wall of the throne room. Its edges flicker with an eerie light, and the air around it seems to waver as if touched by unseen forces. A clawed hand reaches through the portal, its fingers clutching the edge of the portal as it pulls itself forward. With a powerful surge, a demon steps forth, framed by the portal's twisting energies. The demon unfurls its wings, the leathery membranes stretching out to span an imposing width. Its eyes, burning like molten coals, fixate on you with malevolent intent. Throne Room The throne room stretches before you, a space of regal grandeur. Dominating the room's north side, the dragon throne commands attention. Ornate archways lead east to the dining room and south to the petition hall. On the throne, a gleaming sword rests, confirming your authority as the rightful ruler of the realm. A double-bladed axe, a relic of a battle fought a long time ago, hangs on the western wall. Near the west wall, a magical portal shimmers with eerie energy. It stands as a rift between worlds, a shimmering tear in reality. Its edges waver like heat rising from desert sands. The demon's sinewy muscles ripple with power, each movement a testament to its formidable strength. From its back, jagged wings, tattered and torn, stretch out. At the ends of its elongated fingers, claws gleam like razors, while its bared teeth form a ghastly grin mirroring its insatiable hunger for chaos. You are carrying a bottle of wine (closed) and your loincloth (being worn). >take axe You swiftly move around the perimeter of the throne room. Your gaze remains locked on the demon, who is watching your every move with burning eyes. As you seize the double-bladed battle axe, the demon, sensing your threat, closes the distance in a frenzied assault. The demon jumps at you, claws outstretched, a whirlwind of malevolent fury. You react quickly, holding your axe to parry the attack. You manage to deflect the demon's strike, narrowly avoiding its vicious claws. >smite demon With a primal roar, you swing the double-bladed battle axe with all your might. The weapon cleaves through the air and collides with the demon. You feel the impact through your arms as the axe bites deep into the demon's hide, carving a deep gash. As your axe connects, Lydia, your court priestess, enters the throne room. At the sight of the demon, she lets out a shriek of horror. The demon, drawn by her vulnerability, starts moving menacingly toward Lydia, eyes gleaming with evil intent. >smite demon You swing the double-bladed battle axe once more, directing the full force of your fury and skill at the demon. The axe strikes with a resounding impact and shatters, a deadly blow cleaving through the demon's form. The vile creature convulses, before dissolving completely, leaving only an outline in blood on the floor. >talk to lydia "My Lord," Lydia says, "I think you should re-arm yourself." >l Throne Room The throne room stretches before you, a space of regal grandeur. Dominating the room's north side, the dragon throne commands attention. Ornate archways lead east to the dining room and south to the petition hall. On the throne, a gleaming sword rests, confirming your authority as the rightful ruler of the realm. Near the west wall, a magical portal shimmers with eerie energy. It stands as a rift between worlds, a shimmering tear in reality. Its edges waver like heat rising from desert sands. A broad dark stain lies on the floor where the demon died. The demon has left its outline clearly etched in its blood, an outline belonging to no being in a sane and normal world. Lydia looks horrified at the broad dark stain on the floor. You are carrying an axe handle, a bottle of wine (closed), and your loincloth (being worn). >take sword With the broken axe handle in hand, you decide to seize your sword, hoping it will serve as a suitable replacement for your shattered axe. The portal, through which the demon originally emerged, shows signs of fading, its once vibrant energy now waning, as if nature itself seeks to close the rift between worlds. >talk to lydi You stand there, gazing at the undefined void, feeling your impatience growing. If you're seeking to engage with someone or something, make sure they're actually present in the room. >talk to lydid You flex your powerful muscles and raise an eyebrow, a hint of confusion on your face. If you're seeking to engage with someone or something, make sure they're actually present in the room. >talk to lydia "My Lord," Lydia says, "I think it is time to move on." >w You step confidently through the swirling portal, feeling its energies wrap around you. Just as you pass the threshold, a warm embrace envelops you from behind, and you realize that Lydia has followed you through. "I feel that staying with you is safer than remaining in the royal palace, my lord," Lydia says. "I shall stand by your side, ready to face whatever challenges lie ahead." The magical portal that stood to the east gradually fades from existence. Its vibrant hues of eerie light begin to wane, like the dying embers of a fire. North Bank A dark and foreboding river, its waters shrouded in dense, swirling mist, winds its way slowly through the landscape. The moon is full, casting a pale glow upon the scene. The mist glides across the river like a snake through desert sands. A meadow stretches out to the horizon. A few goats roam freely, indulging in the lush vegetation. To the south, a small landing extends into the mist-covered river. A copper bell hangs next to the landing, its metal gleaming faintly in the moonlight. A sturdy-looking chest rests under the bell. Lydia is gazing intently at the mist above the dark river. You are carrying your sword (wielded), an axe handle, a bottle of wine (closed), and your loincloth (being worn). >take goat "My Lord," Lydia says, "what are you planning to do with that goat?" You reconsider your options. Maybe you better treat with Lydia first. >talk to lydia "This looks like it was taken straight out of the legend of the Eternal Crossing," you say. "Offer the gold, ring the bell, and prepare a sacrifice to appease the gods, lest the ferryman holds you to stay with him until the end of times." "Yes, it does look like it, doesn't it?" Lydia says with a smile. "I see no gold here," you say. "Would it be possible for me to borrow your gold necklace for a while? I promise I will return it to you after we cross the river." Lydia hands you her gold necklace of Mitora. >talk to lydia "My Lord," Lydia says, "You have borrowed my necklace as payment for the ferryman; next, you need to ring the bell to call him." >smite bell Stepping up to the bell, you carefully strike it with the hilt of your sword, producing a deep, resonating chime echoing through the landscape. The mist stirs as if responding to the call, swirling and eddying. From the haze emerges a small boat, gliding toward the landing. The air seems to thicken as the boat nears, the mist clinging to the vessel like a protective shroud. The glimmer of a lantern at the prow illuminates the water's surface, casting an eerie glow dancing with the mist. Clad in a black cloak, the ferryman himself remains concealed, his identity veiled in shadows. Only his hands are visible, gnarled and weathered, their movements deftly guiding the boat toward the shore. >s You prepare to board the ferry. Lydia places a hand on your arm, halting your action. "My lord," she says firmly. "Have you forgotten? We need a sacrifice to appease the gods." >take goat Lydia places a hand on your arm, halting your action. "Are you a shepherd? Do you prefer bringing a goat instead of me?" she says. >take lydia Since the boat is too small to accommodate both you and Lydia sitting in it, you gently lift Lydia into your arms. >s With Lydia secured in your powerful grasp, you step onto the ferryman's boat. The ferryman's unseen gaze fixes upon you. His hand, gnarled and weathered, emerges from the folds of his robe, fingers outstretched. His demand is unspoken, but his gesture is clear: payment for passage across the boundary. Dark River The boat gently rocks on the waters of the dark river, its lantern swinging in rhythm with its currents. The boat is bumping gently against the small landing to the north. The mist hangs heavy here, giving an eerie quality to the surroundings. The ferryman stands at the edge of the boat, his form obscured by his dark robe. Only his gnarled, weathered hands are visible, one of them extended towards you in a demand for payment. You are carrying Lydia (sacrifice), a gold necklace of Mitora (payment), your sword (wielded), an axe handle, a bottle of wine (closed), and your loincloth (being worn). >l Dark River The boat gently rocks on the waters of the dark river, its lantern swinging in rhythm with its currents. The boat is bumping gently against the small landing to the north. The mist hangs heavy here, giving an eerie quality to the surroundings. The ferryman stands at the edge of the boat, his form obscured by his dark robe. Only his gnarled, weathered hands are visible, one of them extended towards you in a demand for payment. You are carrying Lydia (sacrifice), a gold necklace of Mitora (payment), your sword (wielded), an axe handle, a bottle of wine (closed), and your loincloth (being worn). >talk to lydia Lydia is busy trying to get comfortable and does not respond. >talk to ferryman There is no response from the ferryman, no acknowledgment of your attempt to treat with him. >l Dark River The boat gently rocks on the waters of the dark river, its lantern swinging in rhythm with its currents. The boat is bumping gently against the small landing to the north. The mist hangs heavy here, giving an eerie quality to the surroundings. The ferryman stands at the edge of the boat, his form obscured by his dark robe. Only his gnarled, weathered hands are visible, one of them extended towards you in a demand for payment. You are carrying Lydia (sacrifice), a gold necklace of Mitora (payment), your sword (wielded), an axe handle, a bottle of wine (closed), and your loincloth (being worn). >present gold As you offer the necklace to the ferryman, his hand takes the payment with a slow and deliberate movement. The ferryman then sits down at the helm of the small boat and pushes the boat away from the small landing. The mist thickens around the ferryman and the boat, as the ferryman begins to move the boat away from the landing. The landing starts to fade into the mist, vanishing from view. You sense a presence beneath the surface, something massive and ominous stirring in the depths. >x river "Something massive and ominous stirred beneath the surface but did not rise to challenge our crossing," you note. Lydia concurs, saying, "I felt it too. It's as though the sorcerer is aware of our presence but has opted not to interfere." The boat glides smoothly towards the landing, its bow gently bumping against the worn wooden landing, as the ferryman guides the boat expertly to a halt. >s "Hold on," Lydia says, "you promised to give me back my necklace. Don't think you can just forget about it!" Your instinct tells you to take a closer look at the ferryman. Something seems off about him. >x ferryman "My lord," Lydia says, her voice trembling, "it is exactly like the legend. There is no bell here, and the ferryman will steal our life force, for there is no way back." Your eyes narrow as you take a closer look at the ferryman. "In the city, we behand thieves," you say, "but it seems you've retained yours, ferryman." A strange sensation washes over you as if you've walked into a spider's web. "Or rather," you continue, as you pull away the ferryman's cloak, "hands are all you have left." Lydia gasps in horror, staring at the skeletal figure of the ferryman as you retrieve her necklace from its bony frame and hand it back to her. "I fear I was mistaken. We are facing something far worse than a sorcerer. Our enemy appears to be an accursed necromancer," you conclude, letting the cloak go to cover up the ferryman once more. >smite ferryman You have seen enough, and you decide to leave the ferryman be. >s With Lydia secured in your powerful grasp, you step off the ferryman's boat. South Bank A dark and foreboding river, its waters shrouded in dense, swirling mist, winds its way slowly through the landscape. The moon is full, casting a pale glow upon the scene. The mist glides across the river like a snake through desert sands. To the north, a small landing extends into the mist-covered river. To the south, a stone gate blocks your way into the fortress of the sorcerer, its surface etched with intricate designs depicting the eternal struggle between the Gods of Order and Chaos. The images seem to move and shift as if they carry a life of their own. An altar dominates the area. Above the altar, a towering idol looms, its form reflecting both the chaotic and ordered aspects of the deities it represents. The boat, moored to the landing, rests like a shadow upon the dark waters. Its occupant, shrouded in a dark cloak, appears to be waiting for something. You are carrying Lydia (sacrifice), your sword (wielded), an axe handle, a bottle of wine (closed), and your loincloth (being worn). >present lydia You place Lydia upon the altar before the idol. As Lydia touches the surface of the altar, the altar's edges begin to glow with an eerie light, and Lydia slowly sinks into it. "I'll be back," you say to her, as the surface darkens, leaving no trace of the offering that had been placed upon it. The images on the gate to the south seem to come alive, rearranging their positions. The gate's surface starts to tremble, and a hairline fracture emerges, tracing a path across the carvings. Slowly, the solid stone gives way, revealing a passage into darkness beyond. The ground before you heaves and shifts as a wandering corpse emerges, clawing its way out of the earth. It slowly rises with outstretched arms and milky white, glazed-over eyes, turning toward you. Two more wandering corpses claw their way out from the earth. They stagger towards you until you are surrounded by the corpses on three sides. >smite corpse You bring your sword down upon the nearest corpse, the blade sinking into its decaying flesh. The force of your blow cleaves through its brittle bones. The corpse's body collapses under the force of your blow. In an instant, its form bursts into a cloud of noxious particles, carried away by an ethereal wind, which seems to erase the remnants of its cursed existence. The earth stirs, and another corpse emerges from the ground. From within the altar, Lydia's muffled voice reaches your ears as she calls out to you. "My lord, this is not the time for heroic exploits! Get me out of here before whatever is out there decides to dine on a priestess instead!" >loot lydia You narrow your eyes and cross your arms over your mighty chest, a look of skepticism crossing your face. Your determined search leaves you empty-handed. There's nothing of the sort you're looking for in this vicinity. >loot altar Looting can wait until you have dealt with the corpses. >smite altar Let's focus on the corpses' threat before us. >smite corpses You channel your primal strength into a powerful swing of your sword, cleaving all three corpses in a single smite. The corpses's bodies collapse under the force of your blow. In an instant, their forms burst into clouds of noxious particles, carried away by an ethereal wind, which seems to erase the remnants of their cursed existence. Lydia's voice rises again from within the altar, her tone more urgent. "My lord, please focus on our escape! I sense evil closing in, and I'd rather not become its main course!" The ferryman radiates disappointment as he watches the wandering corpses fail to kill you. The ferryman's boat slowly glides away from the shore, disappearing into the dense mist. The lantern's glow dims, casting an eerie light on the river before it, too, is swallowed by the mist. >loot altar You inspect the altar, searching for any hidden mechanisms or openings. As your fingers graze a specific part of the altar, a hairline crack opens, revealing the innards of the altar. You gently lift Lydia out of the altar and put her on her feet again. >s As you pass through the Gate of Order and Chaos, the darkness envelops you like a shroud. Lydia touches her necklace, and it starts to emanate a soft, ethereal glow. Step by step, you traverse the dimly lit path, until you reach a small island in this realm of darkness. "Be careful, my lord," Lydia warns. "This place feels treacherous, and the boundaries between reality and the unknown are blurred. One false step, and you could be lost to the darkness forever. Let us tread carefully." Path of Order The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. An ancient weathered marker dominates the island. Its surface is etched with intricate runic script, pulsing with an otherworldly energy. Lydia is trying hard not to look at the runic script on the marker. You are carrying your sword (wielded), an axe handle, a bottle of wine (closed), and your loincloth (being worn). >save You have frozen your heroic tale in time. >x marker You lean in closer, studying the runes intently. It is almost as if the runes are speaking directly to you; you hear whispering voices, encouraging you to listen to them, to hear their stories, to learn what they have seen and heard. "My lord!" Lydia says urgently and pulls you away. You realize you were gripping the marker with both hands, afraid to let go and lose the soothing sound of the voices. "I do not like these runes. They feel ... tainted. I think it's best to ignore them for now and rely on your instincts to guide us through this darkness." >s As you attempt to march to the south, away from the marker, you feel an unsettling shift beneath your feet. "My lord," Lydia says urgently, "darkness emanates from that direction. Please come back to the island and reconsider." >se As you attempt to march to the southeast, away from the marker, you feel an unsettling shift beneath your feet. "My lord," Lydia says urgently, "darkness emanates from that direction. Please come back to the island and reconsider." >e You proceed to march eastward, following your instincts. The pitted black stone pathway seems to stretch endlessly into the darkness, but you remain resolute in your advance. As you arrive on the next island, Lydia's necklace casts a dim glow over a new marker, carved from the same mysterious material as the previous one. The runic script is intricate and enigmatic, another puzzle begging to be solved. "My lord," Lydia cautions, "stay resolute. Pay no heed to the runes, rely on your instincts!" Path of Order The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. An ancient weathered marker dominates the island. Its surface is etched with intricate runic script, pulsing with an otherworldly energy. Lydia is trying hard not to look at the runic script on the marker. You are carrying your sword (wielded), an axe handle, a bottle of wine (closed), and your loincloth (being worn). >s Following your instincts, you make your way southward to the next island. The path beneath your feet appears to be fashioned from the same pitted black stone. At the center of the island stands another marker, carved from the same mysterious material as the previous one. Path of Order The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. An ancient weathered marker dominates the island. Its surface is etched with intricate runic script, pulsing with an otherworldly energy. Lydia is trying hard not to look at the runic script on the marker. You are carrying your sword (wielded), an axe handle, a bottle of wine (closed), and your loincloth (being worn). >s As you attempt to march to the south, away from the marker, you feel an unsettling shift beneath your feet. "My lord," Lydia says urgently, "darkness emanates from that direction. Please come back to the island and reconsider." >sw With cautious steps, you and Lydia traverse the path leading to the next island. As you reach its shore, a tremor runs through the isle. The paths behind, stretching to the northeast, and the one directly ahead, leading southwest, disintegrate before your very eyes. The pitted black stone crumbles into darkness, leaving an impassable abyss in their wake. "My lord," Lydia exclaims, "the path... it's gone!" Path of Chaos The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. The paths to the northeast and southwest are broken and end in darkness. An ancient weathered marker dominates the island. The marker is devoid of runes or markings on its surface. Lydia is trying hard not to look at the growing darkness around the island. You are carrying your sword (wielded), an axe handle, a bottle of wine (closed), and your loincloth (being worn). >sw The path to the southwest ends in darkness, and you can go no further. You return to the island. The obvious exits are north, northwest, south, southeast, east and west. >s You realize that Lydia has frozen in place, her eyes wide with fear, and her body trembling. >e You realize that Lydia has frozen in place, her eyes wide with fear, and her body trembling. >talk to lydia "Lydia," you say with calm assurance, "trust in my instincts, and we'll find our way through this together." >d You do not dare to step off the island, for there is only darkness below. The obvious exits are north, northwest, south, southeast, east and west. >u Up is only darkness. The obvious exits are north, northwest, south, southeast, east and west. >nw Following the path to the northwest, you and Lydia forge ahead. The journey across the void is harrowing, but you reach the next island safely. The paths stretching to the southeast, and the one directly ahead leading to the northwest also disintegrate into darkness. The choices narrow, and the uncertainty of your surroundings deepens. "My lord," Lydia says, "this place... it's unnerving." "Do not be afraid," you reassure her. "My instinct tells me we have almost reached the end." Path of Chaos The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. The paths to the southeast, northwest, northeast, and southwest are broken and end in darkness. An ancient weathered marker dominates the island. The marker is devoid of runes or markings on its surface. Lydia is trying hard not to look at the growing darkness around the island. You are carrying your sword (wielded), an axe handle, a bottle of wine (closed), and your loincloth (being worn). >s Resolute in your decision, you and Lydia proceed along the southern path, making your way to the next island. Once again, the paths behind you, stretching to the north, and the one directly ahead, leading to the south, disintegrate into darkness. To your shock, the last two paths leading away from the island also disintegrate into darkness. "My lord," Lydia says, "what do we do now? It seems we have no paths left to follow." Path of Chaos The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. All paths around you are broken and end in darkness. An ancient weathered marker dominates the island. The marker is devoid of runes or markings on its surface. Lydia is trying hard not to look at the growing darkness around the island. You are carrying your sword (wielded), an axe handle, a bottle of wine (closed), and your loincloth (being worn). >talk to lydia "My lord," Lydia says, "please follow your instincts and get us out of here. I do not like these paths failing on us." >e The path to the east ends in darkness, and you can go no further. You return to the island. There are no obvious exits. >se The path to the southeast ends in darkness, and you can go no further. You return to the island. There are no obvious exits. >s The path to the south ends in darkness, and you can go no further. You return to the island. There are no obvious exits. >sw The path to the southwest ends in darkness, and you can go no further. You return to the island. There are no obvious exits. >w The path to the west ends in darkness, and you can go no further. You return to the island. There are no obvious exits. >nw The path to the northwest ends in darkness, and you can go no further. You return to the island. There are no obvious exits. >n The path to the north ends in darkness, and you can go no further. You return to the island. There are no obvious exits. >ne The path to the northeast ends in darkness, and you can go no further. You return to the island. There are no obvious exits. > The barbarian narrows his eyes. "Did you forget how to speak, or are you testing my patience?" >d You do not dare to step off the island, for there is only darkness below. There are no obvious exits. >smite lydia With a sudden surge of determination, you ready your sword and raise it in the direction of Lydia. "Wait, what are you doing?" she implores, "we're allies, remember? There's enough darkness out there without us turning against each other." >loot wine Now's not the time to drown your worries. >l Path of Chaos The island, suspended in an endless void of darkness, is made of pitted black stone, possibly of volcanic origin, with paths leading outwards in all compass directions. All paths around you are broken and end in darkness. An ancient weathered marker dominates the island. The marker is devoid of runes or markings on its surface. Lydia is trying hard not to look at the growing darkness around the island. You are carrying your sword (wielded), an axe handle, a bottle of wine (closed), and your loincloth (being worn). >x void You see nothing but darkness below. >x marker The marker is devoid of runes or markings on its surface. >smite marker Across the mists of time the words of the sage come to you: "When all paths seem lost, strike the monolith thrice, and I will open a path." As you strike the marker, small cracks appear on the previously smooth surface, and fine stone dust drifts into the air. >smite marker You strike the marker once more. Chunks of stone chip away, and the once-pristine marker shows signs of wear and distress. >smite marker As your sword connects with the marker, a fiery phoenix materializes on your sword's blade in a brilliant outline. Lydia gasps, "the immortal phoenix!" You nod, recognizing the phoenix from the sage's tomb. With your third strike, the marker succumbs to your relentless assault and shatters into several pieces, revealing a path leading downward. >d You and Lydia make your way down the revealed path. Guard Room At the center of the room stands a serene statue of the Goddess of Justice, holding a stone tablet etched with intricate runes. A small path leads upward into darkness. In the north and south sides of the room, open archways lead deeper into the unknown. Guarding the open archways, two formidable guards in tattered armor and gaunt faces with milky eyes stand at attention. They grip massive, notched axes with an air of unyielding determination. Lydia is studying the runes on the stone tablet. You are carrying your sword (wielded), an axe handle, a bottle of wine (closed), and your loincloth (being worn). >s "My lord," Lydia says, "these guards from the ethereal plane block our path. Should I turn them?" "No need," you answer, "we need to walk the path of Justice, not the paths of Life or Death." >x justice At the center of the room stands a serene statue of the Goddess of Justice. >smite justice The Goddess of Justice remains impervious to your smites. Seek your foes or challenges elsewhere. >talk to lydia You turn to Lydia, requesting her assistance in deciphering the runes. She touches the tablet and begins to speak about the text inscribed upon it. She explains that the tablet speaks of guardians who watch over the paths of Life and Death, providing answers to a single question, in truth or falsehood. Lydia then goes on to describe the path of Justice, which is guarded by the Goddess. "Approach the Goddess and fulfill her request, and she will open the path of Justice," Lydia concludes. You ask Lydia why she had no trouble reading the tablet but could not bear to watch the runes on the markers of the Path of Order. "Different languages," Lydia replies, "the markers bear runes of the Language of the Dead, the language of Corruption. This tablet bears runes of the Language of the Living, the language of Justice. Only agents of Corruption would have trouble reading it." >talk to goddess "O Goddess of Justice," you begin, "I stand before you seeking your favor. I recognize the importance of your path, and I am ready to prove my worthiness to tread it." The statue seems to come to life, its marble features softening as if infused with the spirit of the Goddess herself. Then, an ethereal and commanding voice resonates in the chamber. "To open the path of Justice," it intones, "you must present to me your greatest weapon, one embodying the true spirit of justice." >i Your muscles ripple beneath your sun-tanned skin. You are definitely as good-looking as ever. You are carrying your sword (wielded), an axe handle, a bottle of wine (closed), and your loincloth (being worn). >present lydia If you want to show something to someone, make sure you've got it in your possession first. >take lydia As you reach out to seize Lydia, her eyes widen in surprise. "Hold on there," she says, her voice tinged with uncertainty. "We're allies in this endeavor, let's keep our focus on the task ahead." >present loincloth "Your loincloth," she intones, "surely you have a greater weapon to offer." >present sword "A sword," she intones, "a powerful tool. But true greatness lies not in a tool." >present me You step forward, offering not your weapon, but an oath: "I present to you, O Goddess, my unwavering commitment to upholding justice and fairness." The voice of the Goddess resonates once more. "The greatest weapon is the heart committed to justice. Your pledge has been heard, and your sincerity recognized. The path of Justice is now open to you." The Goddess's presence recedes from the statue, and as the statue shifts, an entrance behind it to the east is revealed. >e With the path of Justice now revealed, you and Lydia step forward with a profound sense of purpose and determination. Hall of Justice The grandeur of the Hall of Justice exudes an air of opulence and power. Ornate archways lead to the north, west, and south. The floor of the hall is shrouded in a dense, swirling mist, giving the sensation of walking atop the clouds. In the heart of the hall, rising like a small island from the mist, stands a sacred reliquary. The reliquary, meticulously crafted from the purest gold, emanates an aura of divine reverence. Atop the reliquary, something is held securely in place by golden clasps shaped like flower petals, as if the reliquary is cradling it with the utmost care. Lydia is enraptured by the sacred reliquary. You are carrying your sword (wielded), an axe handle, a bottle of wine (closed), and your loincloth (being worn). >x reliquary Atop the reliquary, something is held within golden clasps shaped like flower petals. >loot reliquary With careful precision, you manipulate the golden clasps. A soft click fills the air as the clasps release their hold. With great care, you open the petals and lift a vial of holy water out of its resting place. Just as you secure the vial, a disembodied voice, cold and mocking, emerges from the swirling mist in the room. "Once a thief, always a thief," the voice accuses. From within the mist, a figure materializes, gradually becoming more defined against the shifting backdrop. Alcaz emerges, his form taking shape as if coalescing from the very essence of the mist. As he fully steps out of the mist, his form solidifies, becoming as tangible as before. "As the King, you merely legalize your thefts and call them taxes," Alcaz continues, his voice once more a deep, resonant voice sounding familiar to you. "My lord," Lydia whispers, "Alcaz is not himself. He's under control of the necromancer. Be cautious. Try to distract him while I probe his defenses." >talk to alcaz "My rule is just," you assert. "Taxes are lower than ever, and the people are content. I dethroned my predecessor to restore peace and quiet in the kingdom." "You served justice in true barbaric fashion," the necromancer retorts, "by tearing the crown off his gory head and setting it on your own. Civilization is lost on you." "Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split," you reply. "The more I see of what you call civilization, the more highly I think of what you call barbarism!" "My lord," Lydia whispers, "I think I have found a way. Please give me that piece of steel you keep lugging around." "What is this," the necromancer says, interrupting the conversation with you. "Priestess, what are you doing? Trying to match your magic against mine?" >present sword You present your sword to Lydia. "My lord," she says, slightly irritated, "I asked for that axe handle you keep lugging around." >present handle You surreptitiously pass the broken axe handle to Lydia, who hides it in the folds of her dress. "Ready when you are, my lord," Lydia says as she recites a brief prayer, enveloping both you and herself in a sphere of mystical defense. Alcaz notices the sphere enveloping you and promptly raises his own mystical defense with a brief gesture. He then creates a spiked ball of ice by making a circular throwing motion with his hands, sending it flying across the room toward you. It explodes upon impact with the defensive sphere, causing a deafening ringing in your ears. >smite alcaz You charge toward Alcaz, your sword poised for attack. A fierce battle cry erupts from deep within you, echoing through the room as you swing your sword with all your might. Alcaz snaps his fingers and teleports away from you, towards Lydia. Lydia recites a prayer, and Alcaz reinforces his mystical defense, while Lydia raises her hand, glowing with the power of her deity. You charge at Alcaz again, who turns to face you just as Lydia lowers her hand. Surprise appears on Alcaz's face as he is struck by the broken axe handle thrown by Lydia. It passes right through his mystical defense, causing him to drop into the mist like a sack of sand, knocked unconscious. "I cannot win against Alcaz when fighting magic with magic," Lydia says. "He did not expect a mundane attack from me, however." Lydia smiles. The mist darkens where Alcaz fell, and the darkened area moves to the center of the room. Then, a circle lights up in the mist, and the darkness is swallowed by the circle. "My lord!" Lydia says urgently. "The necromancer's spirit is escaping! We'd better follow it before the portal closes!" >l Hall of Justice The grandeur of the Hall of Justice exudes an air of opulence and power. Ornate archways lead to the north, west, and south. The floor of the hall is shrouded in a dense, swirling mist, giving the sensation of walking atop the clouds. In the heart of the hall, rising like a small island from the mist, stands a sacred reliquary. The reliquary, meticulously crafted from the purest gold, emanates an aura of divine reverence. Atop the reliquary, the golden clasps, shaped like flower petals, now stand empty. A circle of light is lit in the mist, leading down into the unknown. Lydia is urging you to move swiftly, lest the portal closes on you. You are carrying a vial of holy water (closed), your sword (wielded), a bottle of wine (closed), and your loincloth (being worn). >d As you and Lydia jump through the portal, the world around you blurs. You emerge from a circle of light at the top of a colossal cavern, vast and dimly lit. Below you stretches a massive chamber filled with countless skeletal remains of creatures known and unknown to you. Lydia recites a brief prayer, and your fall is slowed into a gentle descent, eventually landing amidst the skeletal remains with a soft thud. The circle of light far above you fades into the darkness. "Welcome to my domain, thief," the necromancer sneers, his voice echoing through the cavern. "There will be no escape for you this time." "My lord," Lydia whispers, "the necromancer is circling us. I sense his spirit traveling from the southwest to the north." Cavern of Bones The skeletal remains of creatures, some known to you and others shrouded in mystery, are scattered around you in haphazard arrangements. Towering ribcages create skeletal arches, reminiscent of a labyrinth. An assortment of skulls, varying in size, is strewn across the ground, and their empty eye sockets appear to follow your every step. Lydia is trying to attune her spiritual awareness. You are carrying a vial of holy water (closed), your sword (wielded), a bottle of wine (closed), and your loincloth (being worn). >n "My lord," Lydia whispers, "the necromancer is circling us. We should try to predict where he goes and intercept him. I think he is somewhere north." >se "My lord," Lydia whispers, "the necromancer is circling us. We should try to predict where he goes and intercept him. I think he is somewhere north." >e "My lord," Lydia whispers, "the necromancer is circling us. We should try to predict where he goes and intercept him. I think he is somewhere north." >n "My lord," Lydia whispers, "the necromancer is circling us. We should try to predict where he goes and intercept him. I think he is somewhere north." >s "My lord," Lydia whispers, "the necromancer is circling us. We should try to predict where he goes and intercept him. I think he is somewhere north." >sw "My lord," Lydia whispers, "the necromancer is circling us. We should try to predict where he goes and intercept him. I think he is somewhere north." >ne You and Lydia make your way to the northeast, attempting to intercept the necromancer. "Stop your search, thief," the necromancer sneers. "There are no treasures here, only old bones. No gold, no silver, no gems... just dry old bones." "My lord," Lydia whispers, "the necromancer is circling us. I sense his spirit moving from the east to the southwest." Out of the corner of your eye, you sense movement in the macabre landscape. Is that a skeletal claw you saw? Cavern of Bones The skeletal remains of creatures, some known to you and others shrouded in mystery, are scattered around you in haphazard arrangements. Towering ribcages create skeletal arches, reminiscent of a labyrinth. An assortment of skulls, varying in size, is strewn across the ground, and their empty eye sockets appear to follow your every step. A faint mist clings to the floor, its wispy tendrils barely noticeable. Lydia is trying to attune her spiritual awareness. You are carrying a vial of holy water (closed), your sword (wielded), a bottle of wine (closed), and your loincloth (being worn). >w You and Lydia make your way to the west, attempting to intercept the necromancer. "Show yourself, necromancer!" you shout. "I am not here to play games with you." A roar echoes through the cavern. "Puny mortal!" the necromancer shouts. "How DARE you compare me to those petty humans who can raise a skeleton or two? Let me show you my true power!" The ground beneath your feet trembles. The skeletal remains scattered around you begin to stir. Skeletons of various shapes and sizes rise from the ground, surrounding you on all sides. Cavern of Bones The skeletal remains of creatures, some known to you and others shrouded in mystery, are scattered around you in haphazard arrangements. Towering ribcages create skeletal arches, reminiscent of a labyrinth. An assortment of skulls, varying in size, is strewn across the ground, and their empty eye sockets appear to follow your every step. A hazy shroud partially obscures some skeletal remains. Several skeletons encircle you and Lydia, forming a grim assembly of bony figures. Their empty eye sockets seem to glow with malevolence as they inch closer, their skeletal hands reaching out for you. Lydia looks defiantly at the skeletons, her hands glowing with the power of her deity. You are carrying a vial of holy water (closed), your sword (wielded), a bottle of wine (closed), and your loincloth (being worn). >smite skeletons With a single mighty swing of your sword, you cleave through several skeletons at once, shattering their brittle bones into a shower of fragments. Another group of skeletons quickly take their place. Lydia is trying to catch your attention. >talk to lydia "Lydia," you say, "I need your help. I have fought countless battles against numerous enemies, but this enemy... this army is without end. Can you assist me with your magic?" "I daresay I can," Lydia replies. Lydia raises her arms above her head, crossing them at their wrists. She then speaks but a simple word, almost as a whisper: TURN An invisible power emanates from her figure, spreading like a powerful blast outwards to the far reaches of the cavern, causing the skeletons surrounding you to disintegrate into numerous fragments that collapse to the cavern floor. "My lord," Lydia whispers, "the necromancer is still circling us. I sense his spirit moving from the northwest to the east." Out of the corner of your eye, you sense movement in the macabre landscape. Is that a skeletal tail you saw? >se You and Lydia make your way to the southeast, attempting to intercept the necromancer. "So, your priestess can mass turn the undead. How fortunate for you," the necromancer sneers. "Come to me, you and your priestess, and let her try to turn ME." "My lord," Lydia whispers, "the necromancer has stopped circling us; he is now due north of us." Out of the corner of your eye, you sense movement in the macabre landscape. Is that a skeletal wing you saw? Cavern of Bones The skeletal remains of creatures, some known to you and others shrouded in mystery, are scattered around you in haphazard arrangements. Towering ribcages create skeletal arches, reminiscent of a labyrinth. An assortment of skulls, varying in size, is strewn across the ground, and their empty eye sockets appear to follow your every step. Mist blankets the ground, obscuring some of the smaller skeletal remains. Lydia is trying to attune her spiritual awareness. You are carrying a vial of holy water (closed), your sword (wielded), a bottle of wine (closed), and your loincloth (being worn). >n You and Lydia make your way to the north. In the heart of this dimly lit cavern, a sinister spectacle unfolds as you and Lydia step into view. Emerging from the shadows of the macabre landscape, an unsettling assembly begins to take shape. Countless skeletal fragments, ranging from colossal ribcages to jagged wing bones, converge and piece together like a grotesque puzzle. As the skeletal dragon materializes before your eyes, its massive form is composed of these disjointed bones, coalescing into a nightmarish whole. The skeletal dragon then turns its massive head toward you and speaks, "Welcome, O King of Thieves, welcome, and bear witness to my power!" "My lord," Lydia says, trembling, "he's right. The power which emanates from him, it's... beyond anything I have ever felt. I... cannot turn him." Cavern of Bones The skeletal remains of creatures, some known to you and others shrouded in mystery, are scattered around you in haphazard arrangements. Towering ribcages create skeletal arches, reminiscent of a labyrinth. An assortment of skulls, varying in size, is strewn across the ground, and their empty eye sockets appear to follow your every step. Mist blankets the ground, obscuring some of the smaller skeletal remains. The skeletal dragon is a nightmarish monstrosity. Composed entirely of eerie bone fragments, it stands tall and imposing. This skeletal behemoth radiates an overwhelming aura of dark magic and power. Lydia looks horrified at the dragon. You are carrying a vial of holy water (closed), your sword (wielded), a bottle of wine (closed), and your loincloth (being worn). >loot vial You open the vial of holy water and trickle its contents onto the blade of your sword. A radiant energy surges through the weapon, illuminating it with a divine glow. The phoenix on the sword seems to come alive, its fiery outline dancing with newfound intensity. >smite dragon As you smite the skeletal dragon with your holy-imbued sword, the blade strikes true, creating a brilliant burst of radiant energy upon impact. The dragon's bony frame shudders and some of its skeletal fragments crack and break. >smite dragon As your blade, infused with the power of the phoenix, slashes through the skeletal dragon's bones once more, a shudder runs through its monstrous form. The relentless assault has taken a significant toll, causing it to struggle to maintain its terrifying visage. "You will NOT defeat me," the skeletal dragon roars. With a surge of dark magic, it summons a spherical shield, blocking all but the mist drifting across the floor. >loot shield You give a bemused look, your brow furrowing in confusion. Your determined search leaves you empty-handed. There's nothing of the sort you're looking for in this vicinity. >smite dragon As you swing your sword at the skeletal dragon, its dark magic shield halts your attack. "Need some magic?" a familiar voice asks. From within the mist, a figure materializes, gradually becoming more defined against the shifting backdrop. Alcaz emerges, his form taking shape as if coalescing from the very essence of the mist. As he fully steps out of the mist, his form solidifies, becoming as tangible as before. "Seems you are facing quite the enemy here, can someone tell me what happened?" >talk to alcaz You briefly recount your adventures since you left the palace with Lydia, tactfully omitting the encounter with Alcaz at the Hall of Justice. "I see," Alcaz remarks as he studies the dragon's spherical shield. "A nice shield, but it is flawed." He then slams his staff forcefully into the ground. With a brief incantation, he channels his magic into the cavern, causing the mist to freeze. The mist inside the spherical shield freezes as well, shattering the magical barrier with its icy grip. "He's all yours now." >help The following "action commands" are known to the Barbarian: REGARD (scrutinize with suspicion or interest), SEIZE (forcefully take), LOOT (forcefully take the contents of), PRESENT (offer willingly), TREAT WITH (negotiate peacefully), and SMITE (strike with powerful force). These verbs must be followed by a noun, for example: REGARD STATUE; SEIZE SWORD; LOOT CHEST; PRESENT OFFERING; TREAT WITH GUARD; SMITE DRAGON. Type a direction (NORTH, NORTHEAST, EAST, SOUTHEAST, SOUTH, SOUTHWEST, WEST, NORTHWEST, UP, or DOWN) to travel. The proper command is MARCH, but direction alone will suffice. The following "meta commands" are for the Player rather than the Barbarian: HINT (a whisper of direction at a price - a bounty of pride), UNDO (reverse the flow of time to a moment just passed), QUIT (sheathe your blade and rest your battle-weary soul), SAVE (preserve the essence of your adventure), RESTORE (recall the essence of your preserved adventure), RESTART (abandon your path and make a fresh beginning), and ABOUT (reveal the very essence of this realm) The following "uber meta commands" are for the Reader rather than the Player: STORY MODE (ON) (show your thread of fate), STORY MODE OFF (hide your thread of fate). >smite dragon As you swing your sword at the skeletal dragon, its weakened form shudders and convulses. The blade, infused with the power of the phoenix and guided by your unwavering determination, slices through the remaining bones with ease. In a spectacular burst of radiant energy, the skeletal dragon disintegrates into countless fragments. The force of Corruption within the skeletal dragon starts to unravel. It forms a black cloud that rises from the remains of the fallen dragon and flees into the dimly lit recesses of the cavern, retreating from the overwhelming force of righteousness that has shattered its vessel. A magical sigil, shimmering with ethereal energy, manifests at your feet. >x sigil The magical sigil is shimmering with eerie energy, a tear in reality. >take sigil You reach out your hand, fingers stretching towards the magical sigil, but your grasp meets only empty air. >loot sigil You reach out with a sense of curiosity, attempting to uncover the secrets within the magical sigil. However, the magical sigil defies your attempts to grasp or manipulate it. >d A surge of magical energy envelops your party, briefly blinding you before receding into darkness. As your vision clears, you find yourselves in the crypt of the sage. The magical sigil recedes until it is but a memory. "Welcome back," says the sage, "and just about time. Fighting the forces of Corruption is dry work." The sage glances at your bottle of wine and clears his throat. "Very dry work." Crypt of the Sage An old white-bearded man sits cross-legged atop a moss-covered, phoenix-engraved tomb. To the south is an ornate archway leading back to the corridor. The sage is holding out his hand to you, expecting you to present something to him. Lydia is gazing in admiration at the sage. Alcaz is bowing in deference to the sage. You are carrying a vial of holy water (open but empty), your sword (wielded), a bottle of wine (closed), and your loincloth (being worn). >present wine The sage graciously accepts the bottle of wine, opens it, and takes a long sip, savoring the taste. He drains the bottle in one long gulp, lets out a contented belch, and then makes the empty bottle disappear with a flick of his fingers. "Thank you," the sage says, "I feel much better now. Let's get down to business." >talk to sage "It seems you are leading a busy life, old man," you say, looking at your enraptured party members. "Starting both a religion and an order of mages?" "Child of Destiny, I have lived for over 1500 years, and well, after a few centuries, life tends to get pretty boring. But undertaking these endeavors was not a whim. I needed both mages and priests to combat the forces of Corruption from the ethereal plane." Lydia awakes from her admiration. "Child of Destiny? You told me in my dreams that you are the vessel of Mitora, and that I was chosen as your Child of Destiny!" she says with an accusing tone. Alcaz responds, "This cannot be. Salcor here told me in my dreams that I was his Child of Destiny." Alcaz and Lydia both look at you and then at the sage. "Why did you choose our King? He is a barbarian!" >talk to sage "Muscle Power," the sage responds. "And he is a natural leader. Besides, the forces of Corruption are legion. Why should I limit myself to choosing a single Child of Destiny, hmm?" The sage looks at Lydia. "You, my Child, tend to attract attention to yourself at the most inopportune times, endangering yourself in the process." The sage turns to Alcaz. "As for you, my Child, you tend to be overly curious, and you let yourself get corrupted by paying too much attention to scriptures written in the Language of the Dead." The sage turns to you. "And as for you, my Child, you tend to blunder about, not paying attention to where you are going, and fall into the first pit you come across." "With such Children of Destiny to work with, it doesn't hurt to have a backup plan," the sage chuckles. >talk to sage "Although we were victorious in sending the force of Corruption back to the ethereal plane, we have lost much," the sage says. "Magical creatures are special, and the dragons were the greatest of them all before they were all killed by humans. Your Dragon Throne is a testament to that." "No wonder the force of Corruption targeted you when it took possession of the skeletal dragon," the sage continues. "But there was no malice when the last of its kind died; I only felt an infinite sense of loss." The sage snaps his fingers, and another magical sigil, shimmering with ethereal energy, manifests at the north wall. "Lydia," the sage continues, "take your King back to the Palace. He is needed there. As for you, Alcaz, I would like you to stay for a while. We need to discuss the future of magic within the realm." >n A surge of magical energy envelops you and Lydia, briefly blinding you before receding into darkness. As your vision clears, you find yourselves in your bedroom. The magical sigil recedes until it is but a memory. Royal Bedroom The grandeur of your bedroom exudes an air of opulence and power, providing a space befitting a monarch. An ornate archway leads west to the dining room. Your bed's sheets and blankets have been further disrupted by your search. The mattress bears the impressions of your knees and hands as you rummaged through the bed in search of your loincloth. A full-length mirror is attached to the wall, boasting generous dimensions. It reflects the image of your mighty form, proudly displaying your primal strength. Lydia is looking at you. You are carrying a vial of holy water (open but empty), your sword (wielded), and your loincloth (being worn). >loot lydia As you reach out with the intention of looting from Lydia, her eyes widen in surprise. "Hold on there," she says, "what are you trying to do? We're allies, remember?" >talk to lydia "My Lord," Lydia says, "I never had a chance to properly thank you for saving my life from the demon in the throne room. Do you believe there is an afterlife?" "I do not know," you admit. "I do not look beyond death. Let me live deep while I live, and I am content." "My lord," Lydia whispers as she embraces you, "You may now sheathe your blade and rest your battle-weary soul." *** Thank you for playing ONE KING TO LOOT THEM ALL ***