Varkana
Maryam Gousheh-Forgeot
built-in hints cover art fantasy female protagonist IF Competition 2007 IFComp Game walkthrough Xyzzy Awards 2007 XYZZY Best Setting
Varkana is the name of a region in a world with a timeless, mildy fantasy/sci-fi setting (some technological and magical elements are present at this moment, but not prevalent), with the city-state of Arg Varkana as its major outpost of civilization. There are several Persian and Mesopotamian inspired elements in there, some of which might sound familiar to those who are acquaintanced with those cultures. We start the game as Farahnaaz, a bookcrafter and a library employee in Arg Varkana, currently enjoying her summer holidays when the town is lively with celebrations. Her hometown is to be visited by a team of ambassadors from Ashtarta, a distant, fabled land with a more advanced technology and a recently-reestablished regime. All starts peacefully, but a neglection to do a simple task she was given eventually turns Farahnaaz's calm day into a troublesome one - to another one's luck and fortune.
You look at the foot
Her foot is clean and dry. A miracle, considering the warm, out-of-season boots she's been wearing.
You check your inventory
You are carrying:
an outfit (being worn)
Go downwards
You cannot move while supporting Nivanen's weight. You should ask her to get off first.
You examine outfit
You're wearing a green tunic with a pair of tight brown breeches and soft leather boots.
You examine Nivanen
Your good friend is... heavy for you, but her lack of vertigo is an advantage. Better to have her up there than you.
You talk to Nivanen
"Hmm I'm not sure, but maybe I'll need your help to climb a bit higher. Anyways, tell me to look whenever you're ready, ok?"
You look
You ask your friend to examine what's going on beyond the wall.

Nivanen's unbooted foot presses on your hands as she adjusts her body to get a better view of the hangar. As a town guard who patrols battlements and walks along the walls on a daily basis, she has no problem with heights. And for the same reason, she's in no hurry to get down; she's fascinated by the sight before her.

She excitedly reports seeing one large vessel, the likes of which has never landed here before. But she can't see anything else because she's not high enough.
Lift nivanen
You gather your force and pull your hooked hands up, allowing Nivanen to quickly stabilize her elbows on the stone wall and get a better view.

You feel the edge of the wall you're standing on under your soft boots and the sensation sends a shiver up to your legs. You try not to think of your vertigo, and press your body harder against the ivy on the wall. The leaves give you a false sense of security,  enough to keep your head from turning.
You look
Nivanen reports that she now sees two smaller one-man vehicles before the large one she could see earlier. She describes their models and estimates their prices. You grind your teeth...

Feeling your impatience, she quickly adds that there are eight Ashtartans, six men and two women, and one man is obviously their chief. Before them stand the Argbaan and High Priest and a few more officials. After a pause, she gladly adds that there's no one wearing an Ember medallion there.

"If you want to know more about something, just ask me about it," she says merrily. "Otherwise I'm ready to get off."
You ask Nivanen about the book
Which do you mean, the bookshelves, the old books, the poem book or the books?
You ask Nivanen about the ember medallion
"Can't define all the ranks and the badges from this distance... But I'm sure no one's wearing an Ember medallion around his or her neck."
You ask Nivanen about the chief
"He's older than the rest and is wearing more medals and insignia."
You ask Nivanen about Argbaan
"I didn't quite expect the Argbaan herself to be here. Lady Atossa is mostly listening as the others do the talking."
You ask Nivanen about the vessel
"Magnificent craftsmanship. No wonder they arrived so early."
You examine the breeches
You're wearing a green tunic with a pair of tight brown breeches and soft leather boots.
You ask Nivanen about the women
There is no reply.

"The ambassadors are well dressed, in gold-embroidered uniforms. And they're all tall, warrior type, good-looking and smiling..." She prattles on about the fact that she can't wait to meet them in person tomorrow but you remind her angrily that that's not why you're supporting her weight down here.
You look around
Royal Nest's storeroom (on the ledge)
You're currently in a storeroom of the Nest, standing on top of a brick wall. A ladder leads down to the solid ground. The floor is far below; the thought makes your head turn.

You can see Nivanen here.
Go downwards
You cannot move while supporting Nivanen's weight. You should ask her to get off first.
You get down
Light and agile, she descends and secures both her feet on the ledge, then looks up to you and grins. You unravel your fingers. Your joints are red and aching. Ninaven climbs down the ladder with an attempt to complain that you wasted her time with your worries, and she has better things to do with her free time.
You examine the ladder
It's the wooden ladder you two used to conquer the brick wall.
You look at the wall
The stone wall of the hangar has been built recently. It's very high.
You look at the ivy
The ivy has climbed the wall, even higher than you. It's probably grown from a damp crack on the floor somewhere.
Look around
Royal Nest's storeroom (on the ledge)
You're currently in a storeroom of the Nest, standing on top of a brick wall. A ladder leads down to the solid ground. The floor is far below; the thought makes your head turn.
You get the ivy
That's hardly portable.
Go down
You're now standing on the Royal Nest's storeroom. This is a large room filled with sacks of animal food that occupy the shelves. They range from minerals and grains to insects and dried meat and bones
Go downward
suited for various flying beasts. The storeroom's door is shut, but the trapdoor from which you came in is wide open.

Nivanen reaches for her boot which she had removed before climbing on your hands and puts it back on. Rasha, her cat, comes out from a corner and turns around her. His huge green eyes meet yours and widen, then he jumps down the trapdoor and disappears.

You can see a trapdoor and Nivanen here.

You carefully climb down to the darkness of the tunnel and wait for your friend to lock the trapdoor and light her torch. You walk for a short while until you reach an exit opening up to the fresh night air. You catch a glimpse of Nivanen's cat running off as you climb out of the tunnel.

Cargo terrace (Royal Nest)
The cargo terrace is a moderately sized platform for temporarily storing all kinds of shipments that arrive or are waiting to be sent by air. Chariots and wheels and strapped packs line the wall, used to load or unload heavy stuff.

There's a trapdoor on the floor, and a path to the southeast.

Nivanen extinguishes her torch and closes the trapdoor behind you.
You examine the shelves
Various sacks of animal food occupy the shelves. They're used for feeding the winged beasts who carry people and deliver shipments. Their smell is somewhat overwhelming. You want to get away from this place as soon as possible.
You take the food
"You can't be serious. They stink!" Nivanen says with a scowl.
Go downward
You carefully climb down to the darkness of the tunnel and wait for your friend to lock the trapdoor and light her torch. You walk for a short while until you reach an exit opening up to the fresh night air. You catch a glimpse of Nivanen's cat running off as you climb out of the tunnel.

Cargo terrace (Royal Nest)
The cargo terrace is a moderately sized platform for temporarily storing all kinds of shipments that arrive or are waiting to be sent by air. Chariots and wheels and strapped packs line the wall, used to load or unload heavy stuff.

There's a trapdoor on the floor, and a path to the southeast.

Nivanen extinguishes her torch and closes the trapdoor behind you.
You go to the southeast
You walk on until you reach a bridge, in the middle of which you pause to catch your breath. The old brick bridge overlooks a small market. Behind you, on a pedestal made out of the same clay bricks as the bridge, a flame burns steadily in a big metal bowl.

The path continues to the east, and the cargo terrace is to the northwest.

"I'll go and put the keys back from where I took them. Goodnight... see you tomorrow." Nivanen says, yawning, and walks away.
You examine the flame
Half asleep, you continue along the road to your home. You finally open the door and stumble in. You can't tell how long you've been walking, but it doesn't matter now. Shortly after, you get into your bed and instantly drift into a heavy sleep...

You rest soundly in your warm bed all through the night, until the light of the late morning awakens you.

Bedroom (on the bed)
Sitting on your bed, you stretch your limbs and yawn, inhaling the fresh mountain air which is entering your sunny room from the window which you left open last night. The breeze is cool, tempting you to crawl back under your warm bedsheet, but the sunlight's warmth on your skin is equally inviting.

Your room is cozy and comfortable with meticulously selected furniture and decoration. A mirrored dresser is placed near the open window, with a small marble basin and a pitcher next to it. And at the foot of your bed there is a chest.

The only exit is to the north.

You can't see any such thing.
You look at the flame
An odorless oil burns neatly in the massive metal bowl. You watch with pleasure as the flame casts a warm light on your surroundings. Although more difficult to maintain, in Arg Varkana people prefer flames to glow orbs. You're no exception.

As you watch you notice a feather on the floor, glittering in the warm light.
You take the feather
Taken.
You examine it
A nice red feather with a firm shaft. It's likely from a goknous, the rare exquisite courier bird.
You look
The old brick bridge overlooks a small market. Behind you, on a pedestal made out of the same clay bricks as the bridge, a flame burns steadily in a big metal bowl.

The path continues to the east, and the cargo terrace is to the northwest.
You look at the pedestal
It's made out of the bridge itself; a round platform of brick. It supports a fire bowl in which a flame burns at night.
You get the bowl
The heat is intense - you can tell without burning your hands.
You check your inventory
You are carrying:
a feather
an outfit (being worn)
Go east
Half asleep, you continue along the road to your home. You finally open the door and stumble in. You can't tell how long you've been walking, but it doesn't matter now. Shortly after, you get into your bed and instantly drift into a heavy sleep...

You rest soundly in your warm bed all through the night, until the light of the late morning awakens you.

Bedroom (on the bed)
Sitting on your bed, you stretch your limbs and yawn, inhaling the fresh mountain air which is entering your sunny room from the window which you left open last night. The breeze is cool, tempting you to crawl back under your warm bedsheet, but the sunlight's warmth on your skin is equally inviting.

Your room is cozy and comfortable with meticulously selected furniture and decoration. A mirrored dresser is placed near the open window, with a small marble basin and a pitcher next to it. And at the foot of your bed there is a chest.

The only exit is to the north.
You examine the chest
It's a dark rusty metal chest containing your treasured clothes.
You open it
You lazily get out of your bed.

The chest contains some clean clothes. You rummage a bit until you select an outfit. Once you have changed your clothes, you close the chest.

You're now wearing a maroon leather top and pants. A nice gift from Bastovaan, the old beast tamer.
You open the drawer
You open the drawer, revealing a comb and some jewelry.
You take all from the drawer
comb: You comb your hair a bit. When satisfied, you put it back in place.
jewelry: Taken.
You wash hands
You tilt the heavy pitcher a bit and wash your face and hands with the sparkling water. You feel refreshed. The water slowly drains from the basin.
You examine the jewelry
Your jewelry include armbands, a torc, hairpins and earrings that usually accompany you during the day.

Unless given to someone else before death, a person and their jewelry are usually buried together. Wearing them is more a custom than a personal choice. Gladly, you have nothing against it.
Oops jewelry
You put on the jewelry.
You look at Rasha
Rasha is the cat of your friend Nivanen. He's fat with thick yellow fur.
You look in the mirror
It's a nice mirror with a wooden frame.

Chiselled face, wavy hair, a bit suntanned... yes, that's you. You are wearing a maroon leather top and pants. A nice gift from Bastovaan, the old beast tamer.
About yourself
You are Farahnaaz; a slender, long-haired bookcrafter who is almost at the end of her apprenticeship course.
You look at the window
The large window opens to a quiet section of the vineyard below, lined by a stone sidewalk and flanked by a wall. The mountains can be seen under the deep blue sky, shining with an almost unearthly splendor under the sun. Among the vines you see Rasha, your friend's cat.
You look at the mountains
The peaks are snow-capped for all four seasons. The rocks change color from gray-blue and purple-violet to amber depending on the weather and sunlight.
You examine the vines
It's a small section of the semi-famous vineyards of Arg Varkana, a source of tiny ruby grapes, wine, vinegar, raisins and sweet syrup all to consume as well as to export and exchange.
You examine the sky
It's a sunny day, and the sky is a clear deep blue.
North
You find and pick up your backpack from a corner and leave your room.

You are on the open terrace by your room. The way to the north is blocked by the high walls of a private estate surrounded by tall trees.

Some stairs lead downward, to a shady park to the east and eventually to the vineyard in the southeast. More stairs lead upward to the west. Your room is to the south.
You look at the trees
It's the house of an old surgeon and his wife. You see them often, but you have never seen much of their house due to the walls and the ancient trees that surround it.
Inventory
You are carrying:
some jewelry (being worn)
an outfit (being worn)
a feather
You look around
You are on the open terrace by your room. The way to the north is blocked by the high walls of a private estate surrounded by tall trees.

Some stairs lead downward, to a shady park to the east and eventually to the vineyard in the southeast. More stairs lead upward to the west. Your room is to the south.
You go southeast
Rows of vines stretch far and wide to the south, southeast and east - where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions.

The vineyard itself is in a pretty irregular shape. It continues between the nearby houses and buildings within the reach of many people from where they live and work. Narrow stone pathways mark the main paths. At this end the vines, you think gladly, come near your room's window; as if only to please the sole resident there.

The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.

You can see Rasha, your friend's cat, sitting and relaxing here.
Pet cat
He pulls back his head and raises a clawed paw in order to defend himself if need be. You can't help but to snarl at him, which only proves his point.
You examine the oil
Some drops of liquid which you identify as oil form a visible trail to the east. The other end of the trail is hard to make out, as the oil seems to have ceased dripping after a while.

Some drops of liquid which you identify as oil form a visible trail to the east. The other end of the trail is hard to make out, as the oil seems to have ceased dripping after a while.
You look at the pavilion
Nice, leafy pavilions.
You examine the cat
Rasha is the cat of your friend Nivanen. He's fat with thick yellow fur.
East
Near the brink of the cliff the vines grow scarcer but more unruly and are gradually replaced with wild herbs. Before the brink there's a circular landing platform.

Under the cliff you can see a narrow section of the town ending at one of the minor town gates. Beyond the gate, and far below, lies the eastern meadow.

The only exit is to the west.
You examine the platform
A conventional landing spot for landing hawks, drakes, or - if from a Sarvegnian community or something similar - airborn vehicles. It's made from stone, and is circular, measuring about four meters in diameter. Three crystalline glow orbs are inlaid within its brim to make it recognizable at night.

Some of the wild herbs around the platform are burnt. From those and the fresh oil stains you conclude someone has landed here recently. However, it's an obsolete platform, too far from any functioning nest to be practical.
You examine the orbs
Crystalline orbs, obtained from glow rocks, absorb sunlight during the day and shine brightly at night. Thus they guide airborn travellers. When the days get too dark and cloudy for the crystals to be charged properly, bright lanterns are installed nearby to aid their purpose.
You get the herbs
They're hardly portable.
You look at the town
Below you, on a mountain ledge, there's a narrow section of the town which ends at a gate.
You look at the gate
The gate provides access to the eastern meadow through a harsh and steep mountain road. Obviously it's less often used than the major gates, but it's still a facility.
You examine the meadow
With all the dandelions and buttercups flowering, the meadow resembles a radiant yellow-and-green sea between the mountains.
Sing
Your singing is abominable.
You open gate
That's out of reach, you can only look.
West
Rows of vines stretch far and wide to the south, southeast and east - where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions.

The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.

You can see Rasha here.
You get the cat
You take one step towards the cat, but he casually goes the same distance away from you. Maybe according to some feline concept of private space.
West
You take the path westward which leads to a square in the town.

This is the square which you cross every day to reach your workshop in the library. You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.

East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.
You look at the kids
Many of the town children are gathered here. You recognize some of them due to their frequent visits to the library and occasionally creeping into the workshop. Most of them are playing.
You examine the fountain
It's a simple clean fountain.
You examine the benches
Some simple wooden benches. Most of them are occupied by the kids.
You examine the plants
Nice decorative plants.
North
Engraved wooden pillars support a high wooden roof. Some chairs and tables have been brought here from the library's interior, as is usually done in warm seasons. There are even some rugs and cushions on the ground for more relaxed reading.

The entrance to the library is before you to the north.

You see saddled vehicle leaning next to a pillar.

You can also see a man here.
Lift rug
You can only do that to something animate.
You examine man
He is dressed in an outfit matching Nivanen's description of Ashtartan ambassadors. His clothes, however, are dusty with occasional tears and burns. He carries some insignia, one of which you associate with the machinery engineers' guild or something close.

He wears a chain around his neck but the pendant (if there is any) has gone down into his collar. As you try to figure it out he raises an eyebrow and gives you a freezing look. You instantly stop studying his appearance.
You look at the vehicle
It's a one-man vehicle with a saddle instead of a seat; less cozy but easier to manoeuvre. It has a transparent shield in front to protect the pilot at high speed. It's bronze in color and has been damaged and patched up in various places and needs cleaning. Even though Ashtartan-made, it can't be one of those fabulous ones Nivanen saw last night.
Hello
He nods as you introduce yourself. "Ardavaan here. Greetings to you too, Farahnaaz."
You get the cushion
They're hardly portable.
You ask the man about yourself
"I'm familiar with your craft; I enjoy drawing as well. I once had a... brilliant mentor in Ashtarta. He goes by the name Behzaad."
You talk to the man
He only gives you a brief smile, while his eyes fix yours with their cold and careful, penetrating stare. You find yourself unable to say anything so you mumble an apology and turn away, feeling stupid.
You ask the man about Behzaad
"So he has even been to your town. I knew the old jackal back in Ashtarta. He is a remarkable craftsman indeed... And you say, he just left the town?"

You nod. "Yesterday afternoon."

He looks away. "Lucky him..." You wait for him to continue, but he doesn't seem to intend to.
You go vehicle
You reach for the handles and begin to mount the saddle, but a stare from the owner of the vehicle discourages you from going on.
You ask the man about the vehicle
"Yes, that belongs to me. You may not touch it, if you were wondering."
You examine the chain
As you try, he raises an eyebrow and gives you a freezing look.
You go north
"I guess the other... ambassadors discuss this topic adequately."

You're in the Library of Arg Varkana. It's a big but cozy hall lined with rows of bookshelves. Reading tables are at the center and by the large windows which allow sunlight during the day. A chandelier hung from the ceiling upstairs along with several glowstands scattered around the library provide extra illumination in the evening.

Spiral stairs lead up to the museum, and down to the bookcrafters' workshop. The exit is to the south.

The Librarian Houtan greets you with a wide smile. "Good morning, dear Farahnaaz! How're you today?"

You can see Librarian Houtan here.
You talk to Houtan
Houtan's gaze wanders towards the terrace as he strokes his moustache. "Hmm maybe you've wondered who is the one sitting out there..." You nod. He seems quite lost in thoughts; something unprecedented to your knowledge.
You ask Houtan about himself
"I'm as fine as ever. You know, I do love this place."
You tell you about Ardavaan
Librarian Houtan has better things to do.
Wave feather
You look ridiculous waving the feather.
You ask Houtan about the ambassadors
"You know how I feel about that. Perhaps I'm too pessimistic, but nothing is done out of pure goodwill my dear, not between distant lands who have had no relationships for decades."
You ask Houtan about the feather
(the feather)
"Goknous is a perfect bird for sending urgent and important messages due to its speed, intelligence and fidelity. It's quite costly though, a very few people can afford to have one. And those who do avoid using it for everyday errands. That's why it's quite rare to see one flying about."
You ask Houtan about the book
(the bookshelves)
"I wouldn't hinder you of course. But I'd suggest you wait for the attendants open the window shutters upstairs after lunch so you can find what you seek."
You ask Houtan about Ardavaan
"Ah, he arrived a little before dawn. I saw him when I was sweeping the terrace and spreading the rugs, so we sat down together and had our tea and breakfast outside, watching the sunrise. We had a chat about folkore and mythology; he seemed particularly interested when I talked about the goddess Amortaad - reminded me of yourself my dear, hmm... I told him to go to the old temple. He went there to make impressive drawings of Amortaad and... excuse me... Hello young man! Bring them to me, come here."

You turn and see a teenage boy behind you waiting with some books in his hands. He gives you an apologetic look as Librarian Houtan receives his books. You wait there to further the discussion.
You look at the boy
Looks like a juvenile bookworm.
You ask Houtan about the boy
(the boy)
There is no reply.

The teenage boy steps out of the library and walks away.
You ask Houtan about the temple
"The old temple is intriguing indeed. And in a good shape, too."
You ask Houtan about the books
(the bookshelves)
There is no reply.
Up
You climb up the staircase.

It's very dark in here. Since the window shutters are closed, the upper part of the glowrock chandelier has gone out without having the chance to recharge with the morning sunlight. You can't walk without the risk of tripping on something. You better go get some sort of light source yourself, if you don't want to wait for the museum to open.
Down
You climb down the staircase.

You're in the Library of Arg Varkana. It's a big but cozy hall lined with rows of bookshelves. Reading tables are at the center and by the large windows which allow sunlight during the day. A chandelier hung from the ceiling upstairs along with several glowstands scattered around the library provide extra illumination in the evening.

Spiral stairs lead up to the museum, and down to the bookcrafters' workshop. The exit is to the south.

You can see Librarian Houtan here.
Go downwards
You climb down the staircase.

You are in the bookcrafter's workshop, a spacious hall for copying, illustrating and repairing books where artisans like yourself work.

The staircase leads up to the library.

You can see your colleague Arjang sitting behind his desk. He looks up at you. "Ah, Farahnaaz, how very unexpected to see you down here. Have you lost something?" You frown defiantly. "Uh, just joking. Actually I need your help. If you have some free time to talk to me..." .
You talk to Arjang
"Thank you girl, I really appreciate your willingness to help. You see, one of the new trainees has somehow spilled my last pot of kingberry ink..." You bite your lip to suppress a smile; only very dedicated artisans can ignore the delicious taste of the popular edible ink.

"... and I need some to finish the map I'm working on. It's to be given to the Ashtartan ambassadors, so I really don't have time to go searching among kingberry bushes... Please, get me some kingberries as soon as you can, and simply press their juice into this bottle. No need to add honeypine sap if freshly used." He hands you an empty ink bottle.
You ask Arjang about Ardavaan
"Yes, I saw him chatting with Houtan when I came in. He looked quite weary, I doubt it was only one night's sleep that he missed."
You ask Arjang about the kingberries
"Kingberry bushes are commonly found around the town. But the the problem is, the kids strip the bushes off any ripe fruit. You'll have more luck searching in a remote quiet place."
You ask Arjang about Behzaad
"You've got to tell me what he was so enthusiastically talking about the night before last night, at the dining hall. But not now, I'm too busy."
You ask Arjang about Houtan
"He tends to everything with genuine care while he makes you think all he does is relax behind his desk or brew his aromatic tea. I like him." You nod in agreement.
You ask Arjang about the book
Which do you mean, the bookshelves, the old books, the poem book or the books?
You look at the bottle
An empty ink bottle. You're supposed to fill it with kingberry juice.
You examine the desk
It's a big work desk currently fully covered with Arjang's tools, papers and stuff.
You look at papers
The paper supply is pretty low at the moment. And all of the remaining sheets seem to have been claimed by Arjang, the way he has hoarded them all together on his desk.
Up
You climb up the staircase.

You're in the Library of Arg Varkana. It's a big but cozy hall lined with rows of bookshelves. Reading tables are at the center and by the large windows which allow sunlight during the day. A chandelier hung from the ceiling upstairs along with several glowstands scattered around the library provide extra illumination in the evening.

Spiral stairs lead up to the museum, and down to the bookcrafters' workshop. The exit is to the south.

You can see Librarian Houtan here.
You look at glowstands
Clusters of glow orbs hang from glowstands like ripe fruit from tree branches (Houtan wouldn't risk firelight in his library, not when there's adequate daylight to charge the orbs). The glowstands are placed on the floor, in well-thought spots to provide enough light for browsing the shelves and reading at the tables.
You get glowstand
You carefully pick a single orb from a glowstand on a particularly sunny spot.
You look at orb
(the glow orb)
This piece of glow crystal is as large as a walnut and is finely burnished. It seems to be fully charged, judging from the sunny spot you took it from.

Glow orbs absorb light during the day and shine vigorously when it gets dim. They are a good cumulative light source together in form of clusters.
Up
You climb up the staircase.

The museum is a tidy hall filled with various exhibits, ranging from artworks and crafts and old objects to archeological findings.

Display cases, shelves and tables occupy the most possible space without making it difficult to walk. A glass cabinet containing old books in a corner draws your attention.

The only exit is back down the staircase.
You open the cabinet
It seems to be locked.
You examine the cabinet
It's an ornate glass cabinet with wooden frame and glass doors. Within, you see several old books.
Smash cabinet
You tap on the glass experimentally. But much as you'd like to get a closer look at the poem book, you can't bring yourself to damage part of the museum.
You unlock the cabinet with the feather
You don't have the key to open it. The museum attendants will arrive after lunch.
You go south
You describe your surroundings
Engraved wooden pillars support a high wooden roof. Some chairs and tables have been brought here from the library's interior, as is usually done in warm seasons. There are even some rugs and cushions on the ground for more relaxed reading.

The entrance to the library is before you to the north.

You see Ardavaan's vehicle leaning next to a pillar.

You can also see Ardavaan here.

Engraved wooden pillars support a high wooden roof. Some chairs and tables have been brought here from the library's interior, as is usually done in warm seasons. There are even some rugs and cushions on the ground for more relaxed reading.

The entrance to the library is before you to the north.

You see Ardavaan's vehicle leaning next to a pillar.

You can also see Ardavaan here.
You look at the vehicle
It's a one-man vehicle with a saddle instead of a seat; less cozy but easier to manoeuvre. It has a transparent shield in front to protect the pilot at high speed. It's bronze in color and has been damaged and patched up in various places and needs cleaning. Even though Ashtartan-made, it can't be one of those fabulous ones Nivanen saw last night.
You look at the pillar
The pillars are slender, made of tall poplar trunks and not very new. They bear engraved floral motifs.
South
You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.

East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.
Hello
Starting a conversation with children while they outnumber you would encourage them to overwhelm you with their questions and chatter. You prefer to keep silent.
Southeast
You climb a steep road upward and enter the old temple.

The interior of this old temple is still relatively intact. There are shallow pools of water, and a beautiful dome overhead. The water is provided by a natural source boiling out of the mountain rocks and flowing from a wall behind a pair of statues. One of the statues represents the goddess Amortaad and the other her beast counterpart Senmervae.

You see a little boy sitting on a bench in here.

At the foot of the statues you see some flowers.
You examine the flowers
A handful of wild flowers have been placed before Amortaad and Senmervae. You wonder who did this. Offerings are usually brought to the newer and grander ziggurat.
You examine boy
A vicious little thing with sharp teeth! Not really, this one seems to be a calm boy. He's sitting near one of the pools.
You look at the statues
Not all of the inlaid stones are left in their place, but the statues are in a good condition.

One of the statues represents Amortaad, and the other Senmervae. (You may examine each statue separately for more details.)

[Picture number 5 here.]
You speak to the amortaad
You can only do that to something animate.
You examine the Amortaad
The life size figure chiselled on stone represents the once popular goddess Amortaad. She is still worshipped, you remind yourself, but no entire temple is dedicated to her anymore.

The figure is adorned with a necklace of gilded vine leaves, beads of lapis lazuli, and armbands with lion heads (a more ceremonial version of the ones you have). Her jet-inlaid eyes are outlined with thick black lines and she carries six weapons on her back; reminding you of Varkana's tradition of initiating a warrior to all those six weapons before letting them specialize in one.
You look at Senmervae
This statue represents a fabulous beast, which resembles a winged lion with ram horns, on whose back the goddess would ride out from her home at the source of the sacred river Surana on top of high mountains to visit lands and peoples (there is a debate on the location of the mountains; some even go so far to suggest they are somewhere in an old, distant world).

The lion's head and eyes are inlaid with colorful stones and the scaly neck is covered with a glistening green enamel. Senmervae's images often adorn schools, libraries and scientific books, because people associate it with science and knowledge.
You look at the pool
The fountains don't work and the mossy pools need cleaning. Still, stream water flows gently in the pools.
You look at the dome
The round dome overhead is not very high, producing a comfortable homey ambiance. It is decorated with light-colored motifs of mythological beings, intertwined with spiralled plants. Twelve windows, each made of a very thin layer of white stone, are installed on the dome to filter the sunlight.
You describe your surroundings
The interior of this old temple is still relatively intact. There are shallow pools of water, and a beautiful dome overhead. The water is provided by a natural source boiling out of the mountain rocks and flowing from a wall behind a pair of statues. One of the statues represents the goddess Amortaad and the other her beast counterpart Senmervae.

You see a little boy sitting on a bench in here.

At the foot of the statues you see some flowers.
You get flowers
It's not acceptable to steal the offerings of Amortaad and Senmervae. After all, they're still venerated.
Drink water
The stream water is cold and refreshing.
You offer the feather to the amortaad
You can only do that to something animate.
You talk to the boy
The boy looks up to you, then his gaze shifts to the statues and pauses on the flowers. He then turns his head away.
You ask the boy about the flowers
(the flowers)
There is no reply.
You go northwest
You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.

East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.
You check what you're carrying
You are carrying:
a glow orb (providing light)
an empty ink bottle
some jewelry (being worn)
an outfit (being worn)
a feather
West
The bazaar of Arg Varkana is under high brick domes interconnected with vaulted corridors. All kinds of goods from every town in and around the Varkana region are traded here. It's usually crowded, but today even more so, thanks to the holidays and celebrations. You prefer to avoid going too far in the bazaar right now.

The exits are to the east, north and west.

Among the nearby merchandise an art stand catches your attention.
You examine the art stand
Lots of art supplies for sale. You just love examining all those tools and equipment. Now that you think of it, you might need to buy a new quill pen here if you can't get one elsewhere.
You buy the pen
They seem to cost at least one copper coin. You don't have any money.
West
You doubt you can make it to the other side of bazaar easily. You'd rather wait until it's less crowded.
Go north
You make your way through the crowd and get out of the bazaar.

You're in a sunlit plaza which is abundantly decorated with rose bushes and cypresses. Public buildings such as the town hall and guild headquarters encircle the plaza. Their golden-ochre stone, blue-glazed mud brick masonry and crenellated walls are some of the finest in the town.

Northwards from here there's a giant "U" shaped cavity in the mountain's natural formation. The town stretches to northeast and northwest.

The staircase on the north leads downward to the cliffside balcony, which overlooks the land far below. The bazaar is to the south, and the square is to the southeast.

You can see some town guards scattered around the place.
You examine the cavity
The cavity starts in the middle of the mountain and continues northward, making the mountain and Arg Varkana itself roughly look like a crescent. In middle of the crescent and just down the stairs on your north is the cliffside balcony where people gather on special occasions.
You look at the guards
Town guards are dressed in their colorful uniform. They're mostly talking to each other. There's occasional laughter here and there. Due to the absence of serious threats in these times, you can tell their task is no longer as challenging as it used to be.
You go the town hall
Most of the public buildings are closed for holidays.
Down
The natural terraced balcony is surrounded by ornate gardens and overlooks the deep canyon down below. It's a popular spot for celebrations and other public events.

Numerous tables and chairs are placed here, and waiters are moving about placing plates and cutlery on them. Looks like preparations for a lofty lunch are under way.

The staircase leads up to the town center.

You can also see some waiters here.
You examine the canyon
Beautiful sight.
You check what you're carrying
You are carrying:
a glow orb (providing light)
an empty ink bottle
some jewelry (being worn)
an outfit (being worn)
a feather
You examine gardens
Nice decorative plants.
Go up
You're in a sunlit plaza which is abundantly decorated with rose bushes and cypresses. Public buildings such as the town hall and guild headquarters encircle the plaza. Their golden-ochre stone, blue-glazed
Up
mud brick masonry and crenellated walls are some of the finest in the town.

Northwards from here there's a giant "U" shaped cavity in the mountain's natural formation. The town stretches to northeast and northwest.

The staircase on the north leads downward to the cliffside balcony, which overlooks the land far below. The bazaar is to the south, and the square is to the southeast.

You can see some town guards scattered around the place.

You can't go that way.
You go to the north-west
You go walking in the streets and alleys for a while. Finding nothing of interest, you head back to the town center.
Go south
You're in a sunlit plaza which is abundantly decorated with rose bushes and cypresses. Public buildings such as the town hall and guild headquarters encircle the plaza. Their golden-ochre stone, blue-glazed mud brick masonry and crenellated walls are some of the finest in the town.

Northwards from here there's a giant "U" shaped cavity in the mountain's natural formation. The town stretches to northeast and northwest.

The staircase on the north leads downward to the cliffside balcony, which overlooks the land far below. The bazaar is to the south, and the square is to the southeast.

You can see some town guards scattered around the place.
You go southeast
You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.

East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.
You go south
You walk down to the school, and find the gates closed as you expected. The classes will begin after the grape harvest is usually done, which is in a month. You return to the square.
You put cat in the bottle
It's an ink bottle; you'd rather to respect its purpose.
Go north
You walk into a shady circular place, which your mother used to humorously call "park of the youth" due to the ironic fact of it being a meeting point for old aunties and uncles. Some benches lie in the park, one of which is occupied by an old couple who are busy talking to each other. Behind them you can see a kingberry bush.

The terrace and your room are to the west, and the vineyard is to the south.
You take the berries
You find some ripe kingberries. While picking them, you discover a ribbon in the bush and take it too.
You look at the ribbon
It's a red ribbon. Used to tie a little girl's hair no doubt.
You wear the ribbon
You weave a thin braid on the side of your face and fasten its end with the ribbon. You then blend it with the rest of your loose hair.
You put the berries in bottle
You carefully press the kingberries, and let the dark juice drip into the ink bottle. Once you collect a good amount of ink, you eat the remains and lick your fingers clean.

Now you have a bottle of kingberry juice. You hold it up in admiration.
Drink juice
You take a small sip. It's very tasty...
You examine the old couple
The couple are resting their old bones in this pleasant, quiet place. A luxury you'll have aplenty when you're their age.
You ask the couple about the old age
The old woman shakes her head and points vaguely to your direction, and goes on about how life is getting worse and worse for the youth these days. You feel slightly depressed.
You talk to the couple
During their conversation, the old man suddenly breaks into a laughter which turns into a series of coughs.
West
You are on the open terrace by your room. The way to the north is blocked by the high walls of a private estate surrounded by tall trees.

Some stairs lead downward, to a shady park to the east and eventually to the vineyard in the southeast. More stairs lead upward to the west. Your room is to the south.
West
You enter the bath hall near your home. This is a round hall with a single hexagonal pillar at the center. Bath chambers line the wall, forming a semicircle, and mirrored dressers are placed around the central pillar. There are some chests at the entrance to keep people's extra belongings. Above them, clean bath towels are hung from the wall.

Hot water in this bath is drawn from a natural source, reducing the burden of warming up the water for the bathkeepers. No one's bathing at the moment, since most people wake up at dawn... The entrance is to the east, and the swimming pool is to the south.

You can see Nivanen and Hairdresser Rana here.
You talk to Nivanen
"Once I've washed my hair I'll go and prepare for lunch. You know, they'll be dining in the cliffside balcony today! I don't want to miss that. Oh, and if you find Rasha would you please bring him here? I want to wash him too. I can't go looking for him like this, with my hair wrapped in this awful paste." She gives you a pleading look.
You talk to Rana
"Nice to see you, Farahnaaz," she says without raising her head from her origami model.

Nivanen looks at you from the mirror. "See what she's done to me?" she says while pointing to her head. She gestures her other hand in Rana's direction, who grins without looking up from her work. "Now I must wait here until the herbs do their marvel to my hair. It was her idea, not mine," her voice turns into a murmur. "I just showed her the sachet of herbs I got from apothecary." She looks up at you again, "It's just so... boring!"
You ask Nivanen about Ardavaan
"Awesome. We can go and see him after lunch, if you want," she grins.
You get the towel
You'd take one before going to wash or swim. But currently you don't want to do either.
Bath
What do you want to bath?
You look at the bath
In the bath chambers one can take a hot shower and bathe. They're all empty at the moment.
South
The swimming pool is delightful at times like this; everybody's gone after their daily business and it's empty. The water reflects the sunlight from the windowed roof above.

The only exit is to the bath hall to the north.
You dive in the pool
Reluctant to get all wet, but still tempted to feel the water, you sit on the steps and dip your bare feet into the pool for a while. Once satisfied, you get up and put your shoes back on.
North
This is a round hall with a single hexagonal pillar at the center. Bath chambers line the wall, forming a semicircle, and mirrored dressers are placed around the central pillar. There are some chests at the entrance to keep people's extra belongings. Above them, clean bath towels are hung from the wall.

The entrance is to the east, and the swimming pool is to the south.

You can see Nivanen and Hairdresser Rana here.
Search chests
The chests are empty.
You examine the dressers
Mirrored dressers are placed around the hexagonal pillar. They're usually used by those who've taken their bath and want to tidy up their hair.
Go southeast
Rows of vines stretch far and wide to the south, southeast and east - where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions.

The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.

You can see Rasha here.

You go strolling among the vines for a while. You find nothing out of the ordinary and come back.
You take Rasha
You take one step towards the cat, but he casually goes the same distance away from you. Maybe according to some feline concept of private space.
You tie the ribbon to Rasha
"Hiss!" You now have some stripes on your skin.
Inventory
You are carrying:
a bottle of kingberry juice
a ribbon (being worn)
a glow orb (providing light)
some jewelry (being worn)
an outfit (being worn)
a feather
You show the ink bottle to Rasha
Rasha is unimpressed.
You show the feather to Rasha
It'd be a pity to ruin such a rare feather only to impress a cat. You'd prefer a less regrettable substitute.
You show the ribbon to Rasha
Rasha looks at the ribbon as you show it and drag it temptingly out of his reach. His pupils get wide and he lies down in a camouflaging fashion, tracking his prey. Maybe he'd let go of his prudence and come nearer.
You go north
Some benches lie in the park, one of which is occupied by an old couple who are busy talking to each other. Behind them you can see a kingberry bush.

The terrace and your room are to the west, and the vineyard is to the south.
You show the ribbon to Rasha
You can only do that to something animate.
You go south
Rows of vines stretch far and wide to the south, southeast and east - where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions.

The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.

You can see Rasha here.
You get the cat
You take one step towards the cat, but he casually goes the same distance away from you. Maybe according to some feline concept of private space.

Rasha regains his composure, mentally forgetting your ribbon.
Wave ribbon
You take one step towards the cat, but he casually goes the same distance away from you. Maybe according to some feline concept of private space.

You look ridiculous waving the ribbon.
You show the ribbon to the cat
Rasha crawls closer on his big belly, all his attention focused on the ribbon. His flanks bump left and right as he adjusts his thick hindlegs for a jump. He no longer pays any attention to you.
You get the cat
You give the ribbon one final tempting pull as Rasha leaps over it. While biting at the ribbon, he ignores your two hands as you grab him from under his plump arms and lift his heavy body. When he realizes he's been lifted, he groans and chews at the ribbon stubbornly.

[Picture number 4 here.]
Pet rasha
He pulls back his head and raises a clawed paw in order to defend himself if need be. You can't help but to snarl at him, which only proves his point.
Go south
This is a round hall with a single hexagonal pillar at the center. Bath chambers line the wall, forming a semicircle, and mirrored dressers are placed around the central pillar. There are some chests at the entrance to keep people's extra belongings. Above them, clean bath towels are hung from the wall.

The entrance is to the east, and the swimming pool is to the south.

You can see Nivanen and Hairdresser Rana here.

The swimming pool is delightful at times like this; everybody's gone after their daily business and it's empty. The water reflects the sunlight from the windowed roof above.

The only exit is to the bath hall to the north.
Swim
What do you want to swim in?
You give the cat to Rana
"Pesky cat. I had to put him out when I was attending to my customers."
You drop the cat
"Meeow!" "Ooh look who's come to see me!" The cat presses his head against her chin, purring as she laughs, then jumps down and turns around her feet.
You talk to Rana
She's too preoccupied with her origami model to talk further.
Dance
You dance to an imaginary rhythm.
You get model
She slaps your hand. "Don't touch. I'm still working on it, you see."
You examine the origami
A gorgeous, intricate work, resembling a composite beast. You wonder how many hours it has taken her so far, and how much longer it will take until it's finished.
You follow
What do you want Nivanen to follow?
Yourself
Nivanen has better things to do.
Go south
Your room is cozy and comfortable with meticulously selected furniture and decoration. A mirrored dresser is placed near the open window, with a small marble basin and a pitcher next to it. And at the foot of your bed there is a chest.

The only exit is to the north.
You look under the bed
It is clean. You wouldn't allow spiders in your room.
Go southeast
Rows of vines stretch far and wide to the south, southeast and east - where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions.

The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.
Go west
You take the path westward which leads to a square in the town.

You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.

East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.
You go north
Engraved wooden pillars support a high wooden roof. Some chairs and tables have been brought here from the library's interior, as is usually done in warm seasons. There are even some rugs and cushions on the ground for more relaxed reading.

The entrance to the library is before you to the north.

You see Ardavaan's vehicle leaning next to a pillar.

You can also see Ardavaan here.
Go north
You're in the Library of Arg Varkana. It's a big but cozy hall lined with rows of bookshelves. Reading tables are at the center and by the large windows which allow sunlight during the day. A chandelier hung from the ceiling upstairs along with several glowstands scattered around the library provide extra illumination in the evening.

Spiral stairs lead up to the museum, and down to the bookcrafters' workshop. The exit is to the south.

You can see Librarian Houtan here.
Go downward
You climb down the staircase.

You are in the bookcrafter's workshop, a spacious hall for copying, illustrating and repairing books where artisans like yourself work.

The staircase leads up to the library.

You can see your colleague Arjang here. He is sitting behind his work desk.
You give the bottle to Arjang
"Many thanks! Now with luck I'll finish this map very soon and pass it on. Neat work eh?" You agree it's very well done. He fills his ink pot and hands you back the remainder of the kingberry juice. He goes back to his work, with a considerably better morale.
You ask Arjang about map
(Arjang's works)
There is no reply.
Kiss arjang
You let your long, wavy hair cascade down on his desk as you lean toward him for a kiss. He gasps. "Farahnaaz! Need I explain again why loose hair has no place in the workshop? And please stand back, I can't work with your shadow on my map. I'll let you examine it thoroughly once it's finished, I promise."
You put the feather in the ink
The feather's shaft is not cut to make a decent quill. You could draw steadier lines with a fingernail.
Kick arjang
He firmly holds you back "Careful, girl! I won't have these papers creased only because you don't look where you're walking... uh, sorry for the ink stain. But be careful! Nice outfit anyways."
You examine the outfit
You're wearing a maroon leather top and pants. A nice gift from Bastovaan, the old beast tamer.
Go upwards
"Wait..." You turn back as Arjang calls you. "What's that red feather you're carrying? It's beautiful, and if it's what I think it is..."
You give the feather to Arjang
He inspects the feather carefully, balancing it between his fingers "This... is magnificent. It's indeed from a goknous. Where did you get it? It doesn't matter. What matters is, I can make you an exceptional quill out of it. Wait a minute..."

He searches around the desk and gathers a knife, a ruler, a pair of tweezers and some other tools. Shortly after, he hands you a premium quality quill pen. "Here's something to recompense for the ink errand." He winks at you and returns to his work.
Go upwards
You climb up the staircase.

You're in the Library of Arg Varkana. It's a big but cozy hall lined with rows of bookshelves. Reading tables are at the center and by the large windows which allow sunlight during the day. A chandelier hung from the ceiling upstairs along with several glowstands scattered around the library provide extra illumination in the evening.

Spiral stairs lead up to the museum, and down to the bookcrafters' workshop. The exit is to the south.

You can see Librarian Houtan here.
Go upward
You climb up the staircase.

The museum is a tidy hall filled with various exhibits, ranging from artworks and crafts and old objects to archeological findings.

Display cases, shelves and tables occupy the most possible space without making it difficult to walk. A glass cabinet containing old books in a corner draws your attention.

The only exit is back down the staircase.
You open the cabinet
It seems to be locked.
You look at what you're carrying with you
You are carrying:
a quill pen
a bottle of kingberry juice
a ribbon (being worn)
a glow orb (providing light)
some jewelry (being worn)
an outfit (being worn)
You look at the cases
Every article is neatly and painstakingly labelled and placed where it belongs: display cases, pedestals, tables, shelves or walls. You admire the order.
You look at the stand
Lots of art supplies for sale. You just love examining all those tools and equipment.
Go north
You make your way through the crowd and get out of the bazaar.

You're in a sunlit plaza which is abundantly decorated with rose bushes and cypresses. Public buildings such as the town hall and guild headquarters encircle the plaza. Their golden-ochre stone, blue-glazed mud brick masonry and crenellated walls are some of the finest in the town.

Northwards from here there's a giant "U" shaped cavity in the mountain's natural formation. The town stretches to northeast and northwest.

The staircase on the north leads downward to the cliffside balcony, which overlooks the land far below. The bazaar is to the south, and the square is to the southeast.

You can see some town guards scattered around the place.
You wait
Time passes.
Go south
You're in a sunlit plaza which is abundantly decorated with rose bushes and cypresses. Public buildings such as the town hall and guild headquarters encircle the plaza. Their golden-ochre stone, blue-glazed mud brick masonry and crenellated walls are some of the finest in the town.

Northwards from here there's a giant "U" shaped cavity in the mountain's natural formation. The town stretches to northeast and northwest.

The staircase on the north leads downward to the cliffside balcony, which overlooks the land far below. The bazaar is to the south, and the square is to the southeast.

You can see some town guards scattered around the place.
You go to the north-west
You go walking in the streets and alleys for a while. Finding nothing of interest, you head back to the town center.
You look at the town hall
"This is indeed too fine a day for trouble, isn't it, citizen? Stay out of harm and don't get involved in anything mischievous."

Most of the public buildings are closed for holidays.
Go south
The bazaar of Arg Varkana is under high brick domes interconnected with vaulted corridors. All kinds of goods from every town in and around the Varkana region are traded here. It's usually crowded, but today even more so, thanks to the holidays and celebrations. You prefer to avoid going too far in the bazaar right now.

The exits are to the east, north and west.

Among the nearby merchandise an art stand catches your attention.
You go west
You doubt you can make it to the other side of bazaar easily. You'd rather wait until it's less crowded.
You examine the art stand
Time passes.

Lots of art supplies for sale. You just love examining all those tools and equipment.
You go to the east
You make your way through the crowd and get out of the bazaar.

You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.

East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.
You follow you
The kids have better things to do.
You get all
waiters: I don't suppose the waiters would care for that.
chair: You won't need to carry a chair.
You sit
What do you want to sit on?
Chair
You get onto the chair.
You wait
Time passes.
You eat the lunch
(first taking the food)
Wait for the lunchtime, it'll be more appropriate.
You look
Cliffside balcony (on the chair)
The natural terraced balcony is surrounded by ornate gardens and overlooks the deep canyon down below. It's a popular spot for celebrations and other public events.

Numerous tables and chairs are placed here, and waiters are moving about placing plates and cutlery on them. Looks like preparations for a lofty lunch are under way.

You can see some waiters here.
You get the lunch
Wait for the lunchtime, it'll be more appropriate.
You go south
You'll have to get off the chair first.
You eat the waiters
(first taking the waiters)
I don't suppose the waiters would care for that.
You eat the lunch
(first taking the food)
Wait for the lunchtime, it'll be more appropriate.
You get up
You get off the chair.

The natural terraced balcony is surrounded by ornate gardens and overlooks the deep canyon down below. It's a popular spot for celebrations and other public events.

Numerous tables and chairs are placed here, and waiters are moving about placing plates and cutlery on them. Looks like preparations for a lofty lunch are under way.

The staircase leads up to the town center.

You can also see some waiters here.
You go fountain
With an impressive splash, you jump into the shallow water. Some of the kids are fascinated by the idea and hurry to join you...

You manage to get out before you're totally drenched.
You look at the kids
Many of the town children are gathered here. You recognize some of them due to their frequent visits to the library and occasionally creeping into the workshop. Most of them are playing.
Go east
Rows of vines stretch far and wide to the south, southeast and east - where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions.

The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.
You go north
Some benches lie in the park, one of which is occupied by an old couple who are busy talking to each other. Behind them you can see a kingberry bush.

The terrace and your room are to the west, and the vineyard is to the south.
You go west
This is a round hall with a single hexagonal pillar at the center. Bath chambers line the wall, forming a semicircle, and mirrored dressers are placed around the central pillar. There are some chests at the entrance to keep people's extra belongings. Above them, clean bath towels are hung from the wall.

The entrance is to the east, and the swimming pool is to the south.

You can see Rasha, Nivanen and Hairdresser Rana here.
You get hairpin
You already have those.
You ask Nivanen about the ambassadors
"They seemed to be ok; none of them was wearing an Ember medallion. You don't need to worry."
Wash cat
"Hiss!" You now have some stripes on your skin.
You ask Nivanen about Library
"I won't step into that place now that the school's over! You surely have nerves to live in there."
You examine the platform
A conventional landing spot for landing hawks, drakes, or - if from a Sarvegnian community or something similar - airborn vehicles. It's made from stone, and is circular, measuring about four meters in diameter. Three crystalline glow orbs are inlaid within its brim to make it recognizable at night.

Some of the wild herbs around the platform are burnt. From those and the fresh oil stains you conclude someone has landed here recently. However, it's an obsolete platform, too far from any functioning nest to be practical.
You look at the jewelry
Your jewelry include armbands, a torc, hairpins and earrings that usually accompany you during the day.
Go west
Rows of vines stretch far and wide to the south, southeast and east - where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions.
You go to the west
The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.

You take the path westward which leads to a square in the town.

You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.

East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.
You go north
Engraved wooden pillars support a high wooden roof. Some chairs and tables have been brought here from the library's interior, as is usually done in warm seasons. There are even some rugs and cushions on the ground for more relaxed reading.

The entrance to the library is before you to the north.

You see Ardavaan's vehicle leaning next to a pillar.

You can also see Ardavaan here.
Go north
You're in the Library of Arg Varkana. It's a big but cozy hall lined with rows of bookshelves. Reading tables are at the center and by the large windows which allow sunlight during the day. A chandelier hung from the ceiling upstairs along with several glowstands scattered around the library provide extra illumination in the evening.

Spiral stairs lead up to the museum, and down to the bookcrafters' workshop. The exit is to the south.

You can see Librarian Houtan here.
You ask Ardavaan about book
(the books)
"Much that has faded from memory may be reawakened through written words... If you know where to look."
You examine the rugs
They seem to be old. They contain animal and floral patterns.
You look at the vehicle
It's a one-man vehicle with a saddle instead of a seat; less cozy but easier to manoeuvre. It has a transparent shield in front to protect the pilot at high speed. It's bronze in color and has been damaged and patched up in various places and needs cleaning. Even though Ashtartan-made, it can't be one of those fabulous ones Nivanen saw
You put the quill in the ink
last night.

You dip the quill in ink. However, you still need a paper to draw on.
Go north
You're in the Library of Arg Varkana. It's a big but cozy hall lined with rows of bookshelves. Reading tables are at the center and by the large windows which allow sunlight during the day. A chandelier hung from the ceiling upstairs along with several glowstands scattered around the library provide extra illumination in the evening.

Spiral stairs lead up to the museum, and down to the bookcrafters' workshop. The exit is to the south.

You can see Librarian Houtan here.
You ask Arjang for the paper
"Sorry, but I really need what's left of our paper supply. Besides, you don't have any commissions right now."
You ask Arjang about the poetry book
"Due to this map and a dozen more works I cannot look into new comissions. That's what idle artisans are for, don't you think?"
You ask Arjang about Houtan
"He tends to everything with genuine care while he makes you think all he does is relax behind his desk or brew his aromatic tea. I like him." You nod in agreement.
You ask Houtan about the poetry book
"I wouldn't hinder you of course. But I'd suggest you wait for the attendants open the window shutters upstairs after lunch so you can find what you seek."
You follow you
Librarian Houtan has better things to do.
You look at the tables
The lunch will be served on these tables.
You look at the chairs
Simple wooden chairs are placed around the tables.
You sit
What do you want to sit on?
You sit on the chair
You get onto the chair.
You talk to the waiter
They seem to be fairly busy and you don't feel like disturbing them. You don't need anything for the moment anyways.
You eat
What do you want to eat?
You look at the food
The food that's being prepared smells fantastic.
You smell food
The food smells very good!
You buy the food
Nothing is on sale.
You look
Cliffside balcony (on the chair)
The natural terraced balcony is surrounded by ornate gardens and overlooks the deep canyon down below. It's a popular spot for celebrations and other public events.

Numerous tables and chairs are placed here, and waiters are moving about placing plates and cutlery on them. Looks like preparations for a lofty lunch are under way.

You can see some waiters here.
Clean pool
"The pools are too slippery. I might get hurt."
You get the stones
Those seem to be a part of the statues.
You take the javelin
They're fixed in place.
You examine the beast
This statue represents a fabulous beast, which resembles a winged lion with ram horns, on whose back the goddess would ride out from her home at the source of the sacred river Surana on top of high mountains to visit lands and peoples (there is a debate on the location of the mountains; some even go so far to suggest they are somewhere in an old, distant world).

The lion's head and eyes are inlaid with colorful stones and the scaly neck is covered with a glistening green enamel. Senmervae's images often adorn schools, libraries and scientific books, because people associate it with science and knowledge.
You go northwest
You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.

East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.
You go south
You walk down to the school, and find the gates closed as you expected. The classes will begin after the grape harvest is usually done, which is in a month. You return to the square.
Go east
Rows of vines stretch far and wide to the south, southeast and east - where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions.

The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.
Go northwest
You cross the shady park, and climb up the stairs to reach the terrace.

You are on the open terrace by your room. The way to the north is blocked by the high walls of a private estate surrounded by tall trees.

Some stairs lead downward, to a shady park to the east and eventually to the vineyard in the southeast. More stairs lead upward to the west. Your room is to the south.
You examine the estate
It's the house of an old surgeon and his wife. You see them often, but you have never seen much of their house due to the walls and the ancient trees that surround it.
You climb the walls
No way, not again...
Go south
Your room is cozy and comfortable with meticulously selected furniture and decoration. A mirrored dresser is placed near the open window, with a small marble basin and a pitcher next to it. And at the foot of your bed there is a chest.

The only exit is to the north.
Open chest
The chest contains some clean clothes. You rummage a bit until you select an outfit. Once you have changed your clothes, you close the chest.
Open chest
tones. Your favorite color combination.

The chest contains some clean clothes. You rummage a bit until you select an outfit. Once you have changed your clothes, you close the chest.

You're now wearing a hand printed silk dress in gold and lapis lazuli tones. Your favorite color combination.
Open chest
The chest contains some clean clothes. You rummage a bit until you select an outfit. Once you have changed your clothes, you close the chest.

You're now wearing a hand printed silk dress in gold and lapis lazuli tones. Your favorite color combination.
You look at the basin
A small white stone basin is installed on a protrusion from the wall. Next to it there's a pitcher filled with water you use to wash your face and hands. For a real watery experience however, you'd go to a bath hall and pool not far from here.
You go to the north
You are on the open terrace by your room. The way to the north is blocked by the high walls of a private estate surrounded by tall trees.

Some stairs lead downward, to a shady park to the east and eventually to the vineyard in the southeast. More stairs lead upward to the west. Your room is to the south.
You ask Nivanen about the dinner
Mirrored dressers are placed around the hexagonal pillar. They're usually used by those who've taken their bath and want to tidy up their hair.

There is no reply.
Go south
Hairdresser Rana has better things to do.

The swimming pool is delightful at times like this; everybody's gone after their daily business and it's empty. The water reflects the sunlight from the windowed roof above.

The only exit is to the bath hall to the north.
You examine the roof
Daylight infiltrates abundantly through the windowed roof.
You ask Rana about the paper
(papers)
There is no reply.
You examine Ardavaan
He has dark hair, high brow and accented cheekbones, and carries a scar on his chin.

He's sitting on a rug while keeping his booted feet out. There are piles of books around him and he's currently studying a particularly heavy one which is laid open in front of him.
You ask Ardavaan about the book
(the books)
There is no reply.
You look at the book
The books are diverse but most seem to be on mythological topics. A particularly heavy one lies open on the rug. You recognize it with no difficulty; this book was once repaired by yourself under Behzaad's direction when you were a new apprentice.

The heavy book contains praises to spirits, elements, constellations and gods. Including records of the offerings and libations to those entities from the kings, queens and heros, and the constructions that were built for their love and honor.
You ask Ardavaan about Houtan
"A resourceful man, with a suitable job."
You ask Ardavaan about the books
(the books)
"Much that has faded from memory may be reawakened through written words... If you know where to look."
You ask Ardavaan about Behzaad
"So he has even been to your town. I knew the old jackal back in Ashtarta. He is a remarkable craftsman indeed... And you say, he just left the town?"

You nod. "Yesterday afternoon."

He looks away. "Lucky him..." You wait for him to continue, but he doesn't seem to intend to.
You ask Ardavaan about everything
There is no reply.

There is no reply.
Examine book
The books are diverse but most seem to be on mythological topics. A particularly heavy one lies open on the rug. You recognize it with no difficulty; this book was once repaired by yourself under Behzaad's direction when you were a new apprentice.
You examine the rug
They seem to be old. They contain animal and floral patterns.
Mount vehicle
You reach for the handles and begin to mount the saddle, but a stare from the owner of the vehicle discourages you from going on.
You pull the rug
Those are fixed in place.
Lift rug
You can only do that to something animate.
You show the ribbon to Ardavaan
Ardavaan is unimpressed.
Kiss ardavaan
Something about his sharp gaze freaks you out. No way.
Go north
You're in the Library of Arg Varkana. It's a big but cozy hall lined with rows of bookshelves. Reading tables are at the center and by the large windows which allow sunlight during the day. A chandelier hung from the ceiling upstairs along with several glowstands scattered around the library provide extra illumination in the evening.

Spiral stairs lead up to the museum, and down to the bookcrafters' workshop. The exit is to the south.

You can see Librarian Houtan here.
Kiss houtan
To express your affection, you blow a kiss to Librarian Houtan.
You examine Houtan
Houtan is a good-natured, merry, elderly man who loves to talk (and he's good at that; he always has things to say on various topics) with a red face, thining hair, and blond scrolled moustaches. He attends to the library very well, giving a lot more than what his job demands of him.
You ask Houtan about Ardavaan
Librarian Houtan rubs his chin, trying to remember where he left off. "Hmm. Yes, he was very dry and nearly hostile, until I talked about the topics that attracted his attention."

He pauses for a while, studying you, then adds, "Hmm, he's not social and appreciates his privacy here so I did not inform anyone of his arrival. But... maybe you can talk to him further? However, he lacks a night's sleep and seemed frustrated after being encircled by fair women of your age. So be careful. This fresh opportunity, as well as his unguarded enthusiasm, may fade after official meetings and new ties."

Even though he didn't mention it, you can tell he is somehow worried. You're not quite convinced however, and he seems to read it on your face. You weigh your thoughts before you decide to discuss the topic further.
You ask Houtan about Ardavaan
Your further inquisition lightens him up. "I know you so well that I believe you'll truly benefit from this precious opportunity to discuss things first-handedly with an Ashtartan. This one in particular seems to have common interests with you, which you could use to start a conversation with him. In a wider scope..."

He pauses a moment, his expression getting serious, "It might give us a thin chance to start our relations with less influence from... businessmen, politicans and soldiers." He utters the last words with a hint of disgust. "Sarvegnians will follow Ashtartans' example, remember when I told you this. We better let it be as incorrupt an example as possible."

Even though you don't share his concern (which makes you feel a bit... guilty) you don't have the heart to refuse him a request; something he almost never makes. You finally agree to talk to Ardavaan, which seems to be the only thing Librarian Houtan hoped to hear. He regains his composure and smiles at you.
You go south
Engraved wooden pillars support a high wooden roof. Some chairs and tables have been brought here from the library's interior, as is usually done in warm seasons. There are even some rugs and cushions on the ground for more relaxed reading.

The entrance to the library is before you to the north.

You see Ardavaan's vehicle leaning next to a pillar.

You can also see Ardavaan here.
You talk to Ardavaan
Gathering your courage, you find a place on the other side of the book pile and fetch a cushion to sit on. Ardavaan, who was momentarily distracted, turns his attention back to the book before him. You try to sound as unobtrusive as possible, "Well, um... if I can help you with finding something, just let me know. I work here. And I'm familiar with such topics," you point to the big book he's studying.

"You're... familiar with the written myths. I'll try not to forget it." His eyes remain fixed on the book. You frown, and can't help retaliating, "To put it in such a crude manner, yes. This one we're looking at, for example, took two months of work. I redid the binding, repaired the pictures, and even some of the text. I'm indeed familiar with the written myths." You instantly regret your tactlessness. That wasn't quite you.

He trails the contours of a picture with his fingertip, "So, you repair books?"

"Mainly, yes. I mean, I do illustrations in the bookcrafters' workshop. Especially gilded images."

"You must receive plenty of comissions."

His brief compliment doesn't totally cheer you, but you recover your modesty, "Oh... not often these days. And it's just thanks to my mentor, Behzaad, that I managed to make it this far."

"He chooses the books for you?" You'd swear his gaze just intensified. You reply nevertheless, "Seldom, his apprentices share the work themselves becau-" "Has... Behzaad... chosen a book for you?"

You feel a tingling in the back of your neck. "Yes, recently he told me to repair an old poem book from the museum's collection just before he left town, which I haven't done yet. Uh... what?" The tingling goes as quickly as it came. You wonder if it was your imagination.

A smile crosses his lips, "From what I hear, the last task he requests from his pupils is usually an extraordinary one. I wonder what's in that old poem book he asked you to repair. Something exciting, no doubt." He carefully closes the big book before him. "I must go and join the other ambassadors now. I wish I could stay here longer, or visit the old temple over there to do a drawing of Senmervae. But my time is short..." He gets up and starts tidying the books on a table.

"Perhaps I can do it? The drawing, I mean," you ask hesitantly.

"Ah, actually I'd really appreciate that. If you have time, of course."

"I do, besides, it's a pleasant thing to draw. See you at lunch, I guess."

You watch as he mounts his vehicle and silently glides away. You rub your neck and wonder what Houtan will think... You shrug; diplomacy has never been your forte.
You talk to Ardavaan
You can't see any such thing.

You can't see any such thing.
Go north
You're in the Library of Arg Varkana. It's a big but cozy hall lined with rows of bookshelves. Reading tables are at the center and by the large windows which allow sunlight during the day. A chandelier hung from the ceiling upstairs along with several glowstands scattered around the library provide extra illumination in the evening.

Spiral stairs lead up to the museum, and down to the bookcrafters' workshop. The exit is to the south.

You can see Librarian Houtan here.
Go downward
You climb down the staircase.

You are in the bookcrafter's workshop, a spacious hall for copying, illustrating and repairing books where artisans like yourself work.

The staircase leads up to the library.

You can see your colleague Arjang here. He is sitting behind his work desk.
You get the paper
"Sorry, but I really need what's left of our paper supply. I guess your drawing has to wait, unless you go get your paper from elsewhere."
You ask Arjang about the paper
(the papers)
There is no reply.
Describe the surroundings
You are in the bookcrafter's workshop, a spacious hall for copying, illustrating and repairing books where artisans like yourself work.

The staircase leads up to the library.

You can see your colleague Arjang here. He is sitting behind his work desk.
Go upwards
You climb up the staircase.

You're in the Library of Arg Varkana. It's a big but cozy hall lined with rows of bookshelves. Reading tables are at the center and by the
Go south
large windows which allow sunlight during the day. A chandelier hung from the ceiling upstairs along with several glowstands scattered around the library provide extra illumination in the evening.

Spiral stairs lead up to the museum, and down to the bookcrafters' workshop. The exit is to the south.

You can see Librarian Houtan here.

Engraved wooden pillars support a high wooden roof. Some chairs and tables have been brought here from the library's interior, as is usually done in warm seasons. There are even some rugs and cushions on the ground for more relaxed reading.

The entrance to the library is before you to the north.
Go south
You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.
Go east
East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.
You go to the north-west
Rows of vines stretch far and wide to the south, southeast and east - where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions.

The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.

You can see Rasha and Nivanen here.

Nivanen is now dressed up in her colorful guard suit and carries her six weapons on her back. Rasha wrinkles his nose and watches you suspiciously.

"Ha, thanks again for bringing Rasha to me. What's up? ... I'm going to the town center. Remember the lunch will be served on the cliffside balcony, and it's your turn to be my guest." You thank her and assure her that you'll be there.

You cross the shady park, and climb up the stairs to reach the terrace.

You are on the open terrace by your room. The way to the north is blocked by the high walls of a private estate surrounded by tall trees.

Some stairs lead downward, to a shady park to the east and eventually to the vineyard in the southeast. More stairs lead upward to the west. Your room is to the south.
Go west
This is a round hall with a single hexagonal pillar at the center. Bath chambers line the wall, forming a semicircle, and mirrored dressers are placed around the central pillar. There are some chests at the entrance to keep people's extra belongings. Above them, clean bath towels are hung from the wall.

The entrance is to the east, and the swimming pool is to the south.

You can see Hairdresser Rana here.
You give the paper
(papers to Hairdresser Rana)
Hairdresser Rana has better things to do.
You ask Rana for the paper
(the paper)
Knowing Hairdresser Rana, she will probably allow you to have one of her artistic provisions if you ask her for it nicely.

(papers)
"Mind giving me a sheet of paper please? I need a neat one for drawing."

"Of course not. Here, do you like this speckled beige sheet? It's actually more suited for drawing than origami."

"Yes, many thanks!"
You look at the paper
(the paper)
A nice sheet of paper from Hairdresser Rana's exquisite supply.
You check your inventory
You are carrying:
a paper
a quill pen
a bottle of kingberry juice
a ribbon (being worn)
a glow orb (providing light)
some jewelry (being worn)
an outfit (being worn)
Go east
You are on the open terrace by your room. The way to the north is
You go southeast
blocked by the high walls of a private estate surrounded by tall trees.

Some stairs lead downward, to a shady park to the east and eventually to the vineyard in the southeast. More stairs lead upward to the west. Your room is to the south.

Rows of vines stretch far and wide to the south, southeast and east - where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions.

The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.

You can see Rasha and Nivanen here.

Rasha continues walking to the direction of the square, looking back once in a while to see if his mistress is following.

"I'm very hunrgy! Well, see you in the cliffside balcony..." Nivanen walks off the road to the west, occasionally calling after Rasha.
Go southeast
You take the path westward which leads to a square in the town.

You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.

East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.

You can also see Nivanen here.

You climb a steep road upward and enter the old temple.

The interior of this old temple is still relatively intact. There are shallow pools of water, and a beautiful dome overhead. The water is provided by a natural source boiling out of the mountain rocks and flowing from a wall behind a pair of statues. One of the statues represents the goddess Amortaad and the other her beast counterpart Senmervae.

You see a little boy sitting on a bench in here.

At the foot of the statues you see some flowers.
You draw Senmervae
You put the paper and the ink bottle on the floor and carefully start tracing the figure on the paper. After a while, the little boy comes up and watches from behind your shoulder as you add the details.

"How do you do that?" He finally breaks the silence.

"Drawing? I train a lot. It's my hobby and job," you reply while doing the finishing touches.

He leans on you as you hold up the finished drawing, his nose almost touching the paper. "Whoa! It's superb!" Due to his sudden weight on you, your elbow tips the kingberry juice bottle which rolls away and crashes into a shallow pool. You sigh in relief for holding the drawing up. He apologizes and gets back on the bench, promising to clean up the mess later.
You examine the drawing
It's a drawing of the statue of Senmervae in the old temple, signed by your own hand.
You look at the pool
The fountains don't work and the mossy pools need cleaning. Still, stream water flows gently in the pools.
You go north
The natural terraced balcony is surrounded by ornate gardens and overlooks the deep canyon down below. It's a popular spot for celebrations and other public events.

Numerous tables and chairs are occupied by townspeople, on which tasty food and good wine are served. Waiters constantly move about and tend to every request.

The staircase leads up to the town center.

You can also see Nivanen, Ashtartan ambassadors, some friends, some townspeople, Marita, Lady Atossa, Rasha and some waiters here.

Nivanen beckons you to a nearby table populated by a group of your friends. You both go there and sit down, getting involved in conversation and eating.
You sit
What do you want to sit on?
You sit on the chair
But you're already on the chair.
You look at the ambassadors
They are handsome men and women indeed, all wearing neat gold-embroidered suits decorated with medals and insignia. They are seated at two tables, with Lady Atossa and some other high-ranking officials, and are busily engaged in conversation.

However, you can't find Ardavaan anywhere among them. This suddenly alarms you... Looks like he didn't go joining his colleagues as he had told you. You wonder what Nivanen would make out of it.
You examine the lunch
Saffron rice with roasted almonds, turkey in pomegranate and walnut sauce, barberry glazed chicken... along with sherbet and wine. Everything at its best.

You notice Rasha climbing up the stairs. He then quickly runs off and disappears from sight.
You say MMMMMM pomegranate
Whom do you want to say that to?
You talk to Atossa
She's sitting far from you. At any case you wouldn't dare disturb her.
You examine Atossa
The sovereign of Varkana (also called Argbaan, which in local dialect means "the guardian of the fortified town") looks strikingly regal, which is not due to her glistening tiara or amazing blue dress but something more profound.

She's seated at the same table with some Ashtartan ambassadors and diplomats. But she doesn't quite participate in the seemingly heated conversation which is going on around the table and has a rather thoughtful air about her.

Marita, her cheetah companion, is snoozing at her feet.

[Picture number 6 here.]
You look at Marita
While still a cub this cheetah was rescued from a fire incident in the woods by a group of firefighters accompanied by the then Argbaan to-be, Lady Atossa herself. She favors Marita a lot and the two are good friends. Some even say Marita is likely to express the feelings her mistress hides behind a calm face.

Marita has stretched her graceful, variegated body on the floor near the table. She's seemingly snoozing at her mistress's feet. Her long tail, however, is tapping on the floor in an uncomfortable rhythm.
Look around
Cliffside balcony (on the chair)
The natural terraced balcony is surrounded by ornate gardens and overlooks the deep canyon down below. It's a popular spot for celebrations and other public events.

Numerous tables and chairs are occupied by townspeople, on which tasty food and good wine are served. Waiters constantly move about and tend to every request.

You can see Nivanen, Ashtartan ambassadors, some friends, some townspeople, Marita, Lady Atossa and some waiters here.
You examine Nivanen
Nivanen is dressed up in her colorful guard suit. She's placed her weapons next to her chair.
You examine weapons
The traditional weapon set of a Varkana warrior consists of a sword, an axe, a mace, a bow, a javelin and a baton. All are slender-built and are strapped on the back. Sometimes the weapon in which they specialize is larger, which is not the case for Nivanen's axe.
You ask Nivanen about Ardavaan
You anxiously tell her about not seeing Ardavaan among the ambassadors, and that he hasn't actually joined them or signaled his arrival since he came.

"Looks a bit suspicious. A shy ambassador who comes here for... drawing and reading books. Hmm... Librarian Houtan could do with more prudence. But for now, I'll go and take a look. Perhaps he just got lost in the town bazaar or something. He'd surely regret missing this lunch." Nivanen says as she takes her weapons to strap them to her back. "Me too, I hope he's just lost..." "Let's go search, and perhaps ask for aid."

Nivanen excuses the two of you from the others at the table and hurries to the staircase, beckoning you to follow.
Go upwards
You'll have to get off the chair first.
You get up
You get off the chair.

The natural terraced balcony is surrounded by ornate gardens and overlooks the deep canyon down below. It's a popular spot for celebrations and other public events.

Numerous tables and chairs are occupied by townspeople, on which tasty food and good wine are served. Waiters constantly move about and tend to every request.

The staircase leads up to the town center.

You can also see Ashtartan ambassadors, some friends, some townspeople, Marita, Lady Atossa and some waiters here.
Go upward
You're in a sunlit plaza which is abundantly decorated with rose bushes and cypresses. Public buildings such as the town hall and guild headquarters encircle the plaza. Their golden-ochre stone, blue-glazed mud brick masonry and crenellated walls are some of the finest in the town.

Northwards from here there's a giant "U" shaped cavity in the mountain's natural formation. The town stretches to northeast and northwest.

The staircase on the north leads downward to the cliffside balcony, which overlooks the land far below. The bazaar is to the south, and the square is to the southeast.

You can see some town guards scattered around the place.

You can also see Nivanen here.
You fight Nivanen
She blocks your attack "Hey, watch it you, flimsy!"

Nivanen is telling a group of guards that an ambassador is missing, which makes them burst in laughter. "I wish it was I who'd been tasting our best wine reserve and counting Ashtartans today, and you watching all of the town descend from these stairs. Profit from your time off before your patrol schedule, girl." Nivanen's face blushes in rage, making her look close to drunk.

"Well I hope you'll be rewarded for your superb vigilance. But I'm telling you he did NOT signal his arrival..." "And I'm telling you, you better watch your tone while wearing that uniform, you're embarrassing us..." another guard snaps, while the one next to him stops him and adds calmly "There are only eight Ashtartans in this town. I myself escorted them to the hotel last night. No more arrivals are expected. So, kindly go back to your lunch like a good recruit on her time off." "Unlike some, I've never gotten drunk in public, old timer. Today's no exception."

Nivanen holds her chin up and comes to you. "Well, unless you've dreamt up this Ardavaan we have to find him by ourselves." "Trust me, he's real - you can ask Houtan if you don't believe me." "I believe you. I'm sorry... Look, I'll go search in the bazaar. It might take some time. Meanwhile you can search anywhere else you can think of finding him; the old temple, vineyards, whatever. And I'll have a word with Librarian Houtan afterwards. See you soon I hope."

Nivanen takes the south road to the direction of bazaar and disappears.
Go north
Engraved wooden pillars support a high wooden roof. Some chairs and tables have been brought here from the library's interior, as is usually done in warm seasons. There are even some rugs and cushions on the ground for more relaxed reading.

The entrance to the library is before you to the north.

You see Ardavaan's vehicle leaning next to a pillar.
You go the vehicle
You mount Ardavaan's vehicle.
You look at the vehicle
It's a one-man vehicle with a saddle instead of a seat; less cozy but easier to manoeuvre. It has a transparent shield in front to protect the pilot at high speed. It's bronze in color and has been damaged and patched up in various places and needs cleaning. Even though Ashtartan-made, it can't be one of those fabulous ones Nivanen saw last night.
Mount vehicle
You are already riding Ardavaan's vehicle.
You check your inventory
You are carrying:
a drawing
a quill pen
a ribbon (being worn)
a glow orb (providing light)
some jewelry (being worn)
an outfit (being worn)
Go south
Square (on Ardavaan's vehicle)
You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.

East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.
Go north
Library's Terrace (on Ardavaan's vehicle)
Engraved wooden pillars support a high wooden roof. Some chairs and tables have been brought here from the library's interior, as is usually done in warm seasons. There are even some rugs and cushions on the ground for more relaxed reading.

The entrance to the library is before you to the north.
Go south
Square (on Ardavaan's vehicle)
You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.
Go north
East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.

Library's Terrace (on Ardavaan's vehicle)
Engraved wooden pillars support a high wooden roof. Some chairs and tables have been brought here from the library's interior, as is usually done in warm seasons. There are even some rugs and cushions on the ground for more relaxed reading.

The entrance to the library is before you to the north.
You go south
East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.

You walk down to the school, and find the gates closed as you expected. The classes will begin after the grape harvest is usually done, which is in a month. You return to the square.
You go east
Vineyard (on Ardavaan's vehicle)
Rows of vines stretch far and wide to the south, southeast and east -
Go north
where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions.

The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.

Shady Park (on Ardavaan's vehicle)
Some benches lie in the park, one of which is occupied by an old couple who are busy talking to each other. Behind them you can see a kingberry bush.

The terrace and your room are to the west, and the vineyard is to the south.
You get off the vehicle
As you dismount, the vehicle weighs heavily on you and you fail to stabilize it. It falls to its side while you dodge. Something breaks in it with a solid clinging noise.

Some benches lie in the park, one of which is occupied by an old couple who are busy talking to each other. Behind them you can see a kingberry bush.

You see Ardavaan's vehicle.

The terrace and your room are to the west, and the vineyard is to the south.
You go to the north
Engraved wooden pillars support a high wooden roof. Some chairs and tables have been brought here from the library's interior, as is usually done in warm seasons. There are even some rugs and cushions on the ground for more relaxed reading.

The entrance to the library is before you to the north.
Go north
You cross Librarian Houtan who's leaving the library. He doesn't pay attention to you, as if you are not there. You turn and watch him continue his way south. You'd swear something was not right... You call him, but he doesn't stop.

You're in the Library of Arg Varkana. It's a big but cozy hall lined with rows of bookshelves. Reading tables are at the center and by the large windows which allow sunlight during the day. A chandelier hung from the ceiling upstairs along with several glowstands scattered around the library provide extra illumination in the evening.

Spiral stairs lead up to the museum, and down to the bookcrafters' workshop. The exit is to the south.
Go upward
You climb up the staircase.

The museum is a tidy hall filled with various exhibits, ranging from artworks and crafts and old objects to archeological findings.

Display cases, shelves and tables occupy the most possible space without making it difficult to walk. A glass cabinet containing old books in a corner draws your attention.

The only exit is back down the staircase.

You can also see Rasha and Ardavaan here.

"Farahnaaz... How kind of you to have brought us light." Rasha's eyes glitter from within Ardavaan's arms as he turns the cat from the display cases to let it face you. Ardavaan's eyes are closed but the cat is watching you intently. After being carefully placed on the ground, Rasha blinks a few times in confusion and Ardavaan opens his eyes. He comes to you and snatches the glow orb from your hand. "You have our gratitude. A glow orb... I'm embarrassed it did not cross my mind."

He continues scanning the exhibits, your gaze and Rasha's following him. He suddenly halts, and brings the glow orb near a show case containing some old books. After a few seconds of fiddling with the lock with some strange metal wires, he opens the glass door and picks up the poem book. "Despite my admiration for your craft, Farahnaaz, and your excitement for the task, I should keep this one away from your creative hands." You turn for the exit. "Anyways, I'd be curious to know, why have you come here before the museum opens? If you don't mind explaining..." He cocks his head to one side, spinning the glow orb in his hand. You struggle for an answer as he goes and stands between you and the exit. "... So?"
You ask Ardavaan about Behzaad
"So he has even been to your town. I knew the old jackal back in Ashtarta. He is a remarkable craftsman indeed... And you say, he just left the town?"

You nod. "Yesterday afternoon."

He looks away. "Lucky him..." You wait for him to continue, but he doesn't seem to intend to.

It'd be a good idea to convince him you're not here just to spy on him, improbable as it may sound...
You check your inventory
You are carrying:
a drawing
a quill pen
a ribbon (being worn)
some jewelry (being worn)
an outfit (being worn)
Poem
"Yes, that's what I came here for."

Ardavaan is getting impatient.
Kiss ardavaan
Something about his sharp gaze freaks you out. No way.

"So, assuming you've come for a stroll... I still cannot let you alarm others to come and chase me. But fatigue does not allow me to focus well, so don't fight or it'll be fatal." Without giving you any time to absorb his odd warning, his hands reach out for your head. Each finger is pressed on a point, resulting in a tingling sensation in your head and spine. On reflex you struggle to free yourself. He gasps, and the tingling spreads everywhere and you drift into a slumber.
You tell Ardavaan about Rasha
Please give one of the answers above.
You look around
You're in the Library of Arg Varkana. It's a big but cozy hall lined with rows of bookshelves. Reading tables are at the center and by the large windows which allow sunlight during the day. A chandelier hung from the ceiling upstairs along with several glowstands scattered around the library provide extra illumination in the evening.

Spiral stairs lead up to the museum, and down to the bookcrafters' workshop. The exit is to the south.
Go downward
You climb down the staircase.

You are in the bookcrafter's workshop, a spacious hall for copying, illustrating and repairing books where artisans like yourself work.

The staircase leads up to the library.

You can see your colleague Arjang here. He's fallen asleep behind his desk.
You examine Arjang
You don't remember seeing Arjang sleeping at his desk before... and the map he was working on is nowhere to be seen. Perhaps he thought to remove it from the desk before taking a nap. It's quite possible; you nod to yourself.
You touch Arjang
Keep your hands to yourself!
Go upward
You climb up the staircase.

You're in the Library of Arg Varkana. It's a big but cozy hall lined with rows of bookshelves. Reading tables are at the center and by the large windows which allow sunlight during the day. A chandelier hung from the ceiling upstairs along with several glowstands scattered around the library provide extra illumination in the evening.

Spiral stairs lead up to the museum, and down to the bookcrafters' workshop. The exit is to the south.
Go upward
You climb up the staircase.

The museum is a tidy hall filled with various exhibits, ranging from artworks and crafts and old objects to archeological findings.

Display cases, shelves and tables occupy the most possible space without making it difficult to walk. A glass cabinet containing old books in a corner draws your attention.

The only exit is back down the staircase.

You can also see Rasha and Ardavaan here.

"Farahnaaz... How kind of you to have brought us light." Rasha's eyes glitter from within Ardavaan's arms as he turns the cat from the display cases to let it face you. Ardavaan's eyes are closed but the cat is watching you intently. After being carefully placed on the ground, Rasha blinks a few times in confusion and Ardavaan opens his eyes. He comes to you and snatches the glow orb from your hand. "You have our gratitude. A glow orb... I'm embarrassed it did not cross my mind."

He continues scanning the exhibits, your gaze and Rasha's following him. He suddenly halts, and brings the glow orb near a show case containing some old books. After a few seconds of fiddling with the lock with some strange metal wires, he opens the glass door and picks up the poem book. "Despite my admiration for your craft, Farahnaaz, and your excitement for the task, I should keep this one away from your creative hands." You turn for the exit. "Anyways, I'd be curious to know, why have you come here before the museum opens? If you don't mind explaining..." He cocks his head to one side, spinning the glow orb in his hand. You struggle for an answer as he goes and stands between you and the exit. "... So?"
You check your inventory
You are carrying:
a drawing
a quill pen
a ribbon (being worn)
some jewelry (being worn)
an outfit (being worn)

It'd be a good idea to convince him you're not here just to spy on him, improbable as it may sound...
You give the drawing to Ardavaan
"Oh, you've already made the drawing of Senmervae? Interesting..."

You give the drawing to Ardavaan. He holds it up and studies it for a moment "Truly impressive... I regret not being able to reward you." You tell him not to think of it, while contemplating whether there's somebody around who could hear if you screamed. Even if someone could hear you, though, they probably wouldn't respond in time. "Well, now that I got what I was looking for I must leave. Your face shows what you think..." he smiles briefly "... but believe me, I truly need this book, it's very important." His voice is slighty strained with weariness. He descends the staircase, with Rasha following him.

You hear him calling up "And your friends will awaken in an hour, don't worry. All they need is some natural sleep. I was too tired to resort to something... more subtle."

It is now pitch dark in here!
Go down
You climb down the staircase.

You're in the Library of Arg Varkana. It's a big but cozy hall lined with rows of bookshelves. Reading tables are at the center and by the large windows which allow sunlight during the day. A chandelier hung from the ceiling upstairs along with several glowstands scattered around the library provide extra illumination in the evening.

Spiral stairs lead up to the museum, and down to the bookcrafters' workshop. The exit is to the south.

You can see Rasha and Ardavaan here.
You examine Ardavaan
He has dark hair, high brow and accented cheekbones, and carries a scar on his chin.

Ardavaan hurries out of the library, with Rasha at his heels.
Go south
You see Nivanen coming up the road. "Halt, Ashtartan!" She calls out.

You can see Rasha and Ardavaan here.

Ardavaan seems to be confused. He gives you a poisonous look. "Do you know what happened to my vehicle?" You hesitate, "Well, didn't it need repairs?" "You nuisance... I will..." He turns to Nivanen and raises his hands in surrender.

"Ardavaan is it? Your arrival as an ambassador was not expected." He smirks, "Now, that's surprising. So, they've sent only you to welcome the last ambassador?" "Sort of. Please come with me..." "Sure. I will follow your lead."

You tell Nivanen that he stole a book from the museum. He laughs. "And she somehow disposed of my vehicle. Maybe you can arrest two thieves at a time?" "Don't move!" "I'm not. See?..." As he raises his hands higher to prove his surrender, you see something sparkle out of the corner of your eye. For a brief moment Nivanen is distracted too, which is enough for Ardavaan's hands to reach and grab your head from behind. Nivanen warns him that he can't escape, but doesn't dare strike him with you at his mercy. Your head and spine start to tingle, and you think you hear Ardavaan talking to Nivanen...

"I will follow your lead, guard. Just as I said." Ardavaan lets go of Farahnaaz, who stands dazed before him. "What did you do to her?!" You try hard not to panic. Ardavaan motions you to unwield your axe, which you ignore. "Your friend is bound to me for as long as I need her." He smiles menacingly, "She deprived me of my vehicle, so it's only fair to make her pay for it. She's now in a trance. Lead me to the Royal Nest, raise no alarm, and all of us will be fine." Your gaze shifts from Ardavaan to Farahnaaz. You finally lower your axe, and reluctantly return it to your back strap. Rasha comes near you and rubs himself against your feet.
Inventory
You are carrying:
a jeweled baton
a javelin
a bow
a mace
an axe
a sword
a quiver (being worn)
some arrows
a guard uniform (being worn)

Ardavaan points to south. "That way, I guess."
Look around
Engraved wooden pillars support a high wooden roof. Some chairs and tables have been brought here from the library's interior, as is usually done in warm seasons. There are even some rugs and cushions on the ground for more relaxed reading.

The entrance to the library is before you to the north.

You can see Farahnaaz, Rasha and Ardavaan here.
You look at the mace
Your mace is rougly shaped like a bull's head. You don't remember the mythological reference... It's Farahnaaz's kind of stuff.
You examine the sword
It's a slightly-curved short sword. In Arg Varkana they forge blades light and swift.
You examine the bow
You're more into close combat, still, you'd make an acceptable markswoman.
You examine javelin
The only times you remember putting it to a real use was when you were helping a street sweeper unclog a water canal, and when you were trying to keep an old barn's gates shut against an angry bull.
You examine the baton
This once-popular weapon can interfere with perception and concentration, which is handy for or against illusionists. Its gem is running out of charge though. Wasn't it for the Argbaan's insistance to not to abandon it (she has even ordered a new delivery of gems, a big waste of money in your opinion), no one would bother with this expensive weapon except for the traditional attire.
Go south
You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.

East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.

You can also see Ardavaan, Farahnaaz, Rasha and Librarian Houtan here.
Wave baton
You look ridiculous waving the jeweled baton.
You give the baton to Farahnaaz
You can only do that to something animate.

Farahnaaz doesn't seem interested.
Go west
The bazaar of Arg Varkana is under high brick domes interconnected with vaulted corridors. All kinds of goods from every town in and around the Varkana region are traded here. It's usually crowded, but
You use the baton on Ardavaan
today even more so, thanks to the holidays and celebrations.

The exits are to the east, north and west.

There are many people walking or loading and unloading stuff here, but you can eventually reach to the west of bazaar if you try. Rasha is groaning and hissing to the crowd, and the hair on his back stands up.

You can also see Ardavaan, Farahnaaz and Rasha here.

It's not appropriate to use it in this way...
You go west
As you make way Ardavaan follows you with Farahnaaz by his side. He tries to shield her from bumping into people and handcarts while controlling her steps. His teeth are clenched... You come to his aid by walking on the other side of Farahnaaz, worrying more for your friend than for him.

Once out of the bazaar, Ardavaan suddenly turns to you, "Where is your cat?" Without a word you run back to the bazaar.

You trace all your way back and finally find Rasha, who's been stamped on and run over without being noticed. There are cats who live in such places. But your poor Rasha was not one of them. You sit there for a long time, weeping, and ignore people's inquiries and consolation.

When you finally get up and leave the bazaar, but you realize Ardavaan and Farahnaaz are nowhere to be seen. Only hours later you find out that they were spotted and halted by town guards, and fought to their death.
Look around
The bazaar of Arg Varkana is under high brick domes interconnected with vaulted corridors. All kinds of goods from every town in and around the Varkana region are traded here. It's usually crowded, but today even more so, thanks to the holidays and celebrations.

The exits are to the east, north and west.

There are many people walking or loading and unloading stuff here, but you can eventually reach to the west of bazaar if you try. Rasha is groaning and hissing to the crowd, and the hair on his back stands up.

You can also see Ardavaan, Farahnaaz and Rasha here.
You look at your surroundings
You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.

East leads to the vineyards. The library is to the north. Northwest
You attack Ardavaan with baton
leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.

You can also see Ardavaan, Farahnaaz, Rasha and Librarian Houtan here.
You look at Ardavaan
Trying to harm Ardavaan with the jeweled baton won't get you anywhere.

He has dark hair, high brow and accented cheekbones, and carries a scar on his chin.
You look at Farahnaaz
She seems to be in a sort of trance maintained by Ardavaan.
You pick up Rasha
You pick up Rasha.
You throw Rasha at Farahnaaz
You lack the nerve when it comes to the crucial moment.
Kiss ardavaan
Now that you think of it, he is rather tall and enticingly handsome. But in your current situation you don't feel attracted to him, or anyone else for that matter.
You attack Farahnaaz with the baton
Trying to harm Farahnaaz with the jeweled baton won't get you anywhere.

Trying to harm Farahnaaz with the jeweled baton won't get you anywhere.
You examine Ardavaan
He has dark hair, high brow and accented cheekbones, and carries a scar on his chin.
Kiss farahnaaz
To express your affection, you blow a kiss to Farahnaaz.
You check what you're carrying
"A token from a misadventure."

You are carrying:
Rasha
a jeweled baton
a javelin
a bow
a mace
an axe
a sword
a quiver (being worn)
some arrows
a guard uniform (being worn)
You look
You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.

East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.

You can also see Ardavaan, Farahnaaz and Librarian Houtan here.
You go south
You walk down to the school, and find the gates closed as you expected. The classes will begin after the grape harvest is usually done, which is in a month. You return to the square.
You look at the kids
Many of the town children are gathered here. Most of them are playing.
You attack ardavaan
The kids have better things to do.
You go to the southeast
"That doesn't look like the right way to me," Ardavaan says, looking up from a map he's holding. "Bring us to the Royal Nest, and no cheating." You nod and come back.
You go east
Rows of vines stretch far and wide to the south, southeast and east - where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions.

The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.

You can see Ardavaan and Farahnaaz here.
Go east
Near the brink of the cliff the vines grow scarcer but more unruly and are gradually replaced with wild herbs. Before the brink there's a circular landing platform.

Under the cliff you can see a narrow section of the town ending at one of the minor town gates. Beyond the gate, and far below, lies the eastern meadow.

The only exit is to the west.

You can see Ardavaan and Farahnaaz here.
You get the map
That seems to belong to Ardavaan.
You jump
You jump on the spot, fruitlessly.
You attack ardavaan
Ardavaan grabs your wrist and punches you in the face with his other hand. The sound and feeling of the impact is nauseating, but you strike him hard with your free hand which has already drawn a weapon. Ardavaan growls in pain and beckons to Farahnaaz, who lunges towards you. You try to kick her back without harming her seriously, but your legs suddenly get numb and falter. As you fall, Ardavaan pulls Farahnaaz and limps backwards, holding an odd handgun in his other hand. He has a tormented, weary expression as he watches the paralyzation engulfing your body...
You use the mace
What do you want to use the mace on?
You use the mace on the cliff
It's not appropriate to use it in this way...
Go west
Rows of vines stretch far and wide to the south, southeast and east - where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions.
You examine the mace
The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.

You can see Ardavaan and Farahnaaz here.

Your mace is rougly shaped like a bull's head. You don't remember the mythological reference... It's Farahnaaz's kind of stuff.
You go north
Some benches lie in the park, one of which is occupied by an old couple who are busy talking to each other. Behind them you can see a kingberry bush.

You see Ardavaan's vehicle.

The terrace and Farahnaaz's room are to the west, and the vineyard is to the south.

You can also see Ardavaan and Farahnaaz here.

Ardavaan walks to his damaged vehicle, observing its state. "Nothing serious, but I cannot fix it without appropriate tools. It was a good idea to head for the Royal Nest after all."
You examine javelin
The only times you remember putting it to a real use was when you were helping a street sweeper unclog a water canal, and when you were trying to keep an old barn's gates shut against an angry bull.
You get the cat
You pick up Rasha.
You check your inventory
You are carrying:
Rasha
a jeweled baton
a javelin
a bow
a mace
an axe
a sword
a quiver (being worn)
some arrows
a guard uniform (being worn)
You examine the baton
You can't see any such thing.

This once-popular weapon can interfere with perception and concentration, which is handy for or against illusionists. Its gem is running out of charge though. Wasn't it for the Argbaan's insistance to not to abandon it (she has even ordered a new delivery of gems, a big waste of money in your opinion), no one would bother with this expensive weapon except for the traditional attire.
You go south
Rows of vines stretch far and wide to the south, southeast and east - where they nearly reach the eastern cliffside. Occasionally the vines are made to climb circular wooden frames to form leafy pavilions.

The stone pathway leads to the square to the west, the shady park to the north, and eventually the terrace to the northwest. On the ground you see some drops of oil.

You can see Ardavaan and Farahnaaz here.
Go west
You take the path westward which leads to a square in the town.

You see a fountain with benches and potted plants in the middle of the square. There are roads leading in different directions.

East leads to the vineyards. The library is to the north. Northwest leads to the town center. The town bazaar is to the west. The school is to the south, and there's a road to an old temple to the southeast.

You can see many kids playing here.

You can also see Ardavaan, Farahnaaz and Librarian Houtan here.
Go west
The bazaar of Arg Varkana is under high brick domes interconnected with vaulted corridors. All kinds of goods from every town in and around the Varkana region are traded here. It's usually crowded, but today even more so, thanks to the holidays and celebrations.

The exits are to the east, north and west.

There are many people walking or loading and unloading stuff here, but you can eventually reach to the west of bazaar if you try. Rasha is groaning and hissing to the crowd, and the hair on his back stands up.

You can also see Ardavaan and Farahnaaz here.
You go west
As you make way Ardavaan follows you with Farahnaaz by his side. He tries to shield her from bumping into people and handcarts while controlling her steps. His teeth are clenched... You come to his aid by walking on the other side of Farahnaaz, worrying more for your friend than for him.

Once out of the bazaar, Ardavaan rubs his temples and murmurs he hopes he won't have to do it again. You put Rasha down. He seems happy to be on his feet again.

The old brick bridge overlooks a small market, and links the Royal Nest on northwest to the town bazaar on east.

You can see Ardavaan, Farahnaaz and Rasha here.
Go east
Ardavaan stops you, "It was painful enough to cross there once with Farahnaaz, we don't have to do it again." "Well, I guess that's what it takes to rob someone of her will." "It takes... a lot more than you can guess." You shrug.
You examine Rasha
Rasha is your good old furry friend. He loves following you around.
Look around
The old brick bridge overlooks a small market, and links the Royal Nest on northwest to the town bazaar on east.

You can see Ardavaan and Farahnaaz here.
You go northwest
Cargo terrace (Royal Nest)
The cargo terrace is a moderately sized platform for temporarily storing all kinds of shipments that arrive or are waiting to be sent by air. Chariots and wheels and strapped packs line the wall, used to load or unload heavy stuff.

There's a trapdoor on the floor, and a path to the southeast.

You can see Ardavaan and Farahnaaz here.
You open trapdoor
No one noticed you borrowing the keys last night due to the guests' arrival. But it'll be impossible to try it again now. You look up at Ardavaan and shake your head, "Forget about the keys, they're kept by the staff. Oh, and it's locked." He motions for you to step aside, while searching in his pockets.
You hit Ardavaan with the axe
Trying to harm Ardavaan with the axe won't get you anywhere.

As you withdraw from the trapdoor Ardavaan takes your place. He inserts a lockpick into the keyhole and manipulates its wires but to no avail. "It will be easier to simply break the lock," he concludes while putting the lockpick back into his pocket.
You hit the lock with the axe
You raise your axe and land it on the lock. You quickly check your axe to make sure it's not damaged, and then check the lock which is standing as strong as ever. Ardavaan rubs his chin, his eyes on your axe.
You examine the lock
You are carrying:
Rasha
a jeweled baton
a javelin
a bow
You give the axe to Ardavaan
a sword
a quiver (being worn)
some arrows
a guard uniform (being worn)

From this trapdoor you managed to get inside the Nest without being noticed last night.

"Well I could do with an axe."
You show the axe to Ardavaan
(first taking the axe)
That seems to belong to Ardavaan.
You hit the lock with mace
For lack of a better weapon you draw your mace and hit at the lock. Ardavaan voices your own thought, "Don't think of beating that lock until it ceases to hold. Not even in the case of emergency."
You hit the lock with the axe
Ardavaan has better things to do.
You open the trapdoor
The trapdoor is locked. You look at Ardavaan and shake your head.

As you withdraw from the trapdoor Ardavaan takes your place. He weighs your axe and checks its landing position, then strikes with force. Your axe lands on the lock with an amazing precision. A third strike breaks the lock.

Your amazement is short-lived, however. As he opens the trapdoor he hands you back your axe with three unsightly dents on its blade.
Go downward
You descend into a network of tunnels. Ardavaan draws a glow orb from his robes and you lead him in the approximate direction of the Royal Nest's vehicle hangar. Behind a locked door you hold the glow orb for Ardavaan so that he can handle his lockpick. From his trembling hands and sweated brow you can tell maintaining constant control on Farahnaaz is wearing him out... A few times she stumbles in her trance, but Ardavaan reaches for her on time.

For your part, your cat tends to go astray in the labyrinth and is deaf to your commands. Ardavaan catches Rasha before he finally pushes the last door open. You gasp in amazement; you're right behind the large Ashtartan vessel you saw last night and it looks even more gorgeous from up close.

Disgruntled, Rasha knocks the glow orb off Ardavaan's hand. It drops and shatters into tiny splinters.

Hangar (Royal Nest)
The hangar is a spacious chamber with a high ceiling. Unlike the noisy halls where flying beasts perch, this place is clean of hay and doesn't smell.

An access door for the passengers and the staff lies to the north. A pair of sliding gates lead to the landing platform to the west and are currently closed. The entrance to the tunnels is to the east.

There's a large Ashtartan vessel in middle of chamber, with two identical one-man vehicles by its sides.

Ardavaan walks around the large vessel while inspecting it. He then goes to a one-man vehicle, but shakes his head, "It's too dark here without the glow orb." He calls on you to help him open the sliding gates so that more light can enter the hangar.
You kick ardavaan
Ardavaan grabs your wrist and punches you in the face with his other hand. The sound and feeling of the impact is nauseating, but you strike him hard with your free hand which has already drawn a weapon. Ardavaan growls in pain and beckons to Farahnaaz, who lunges towards you. You try to kick her back without harming her seriously, but your legs suddenly get numb and falter. As you fall, Ardavaan pulls Farahnaaz and limps backwards, holding an odd handgun in his other hand. He has a tormented, weary expression as he watches the paralyzation engulfing your body...
You open trapdoor
That's already open.
You open gate
The huge sliding gates will be laborsome to open and might attract the people who work here. Are you sure you're ready to open the gates?
You go to the north
Please answer yes or no.> You decide to open the gates later.
Yes
That was a rhetorical question.
Go north
The access door is securely locked and can't be opened from this side. You wonder if there's any way to make it harder to open from the other side.
Yes
Together you push the gates open and allow daylight into the hangar. They are very noisy, it'll be a matter of time before those who heard it will show up.

Ardavaan kneels by one of the one-man vehicles. He hastily opens a small shaft on the engine and snaps something inside which produces a few sparks. He then closes the shaft, absently licking two burnt fingertips. You remind him to awaken Farahnaaz before leaving. He doesn't reply.
You throw the javelin at Ardavaan
You lack the nerve when it comes to the crucial moment.

Ardavaan hurries to the second one-man vehicle. You block his way, "If you don't do it right now, you won't leave." "If you insist. But I don't promise anything." "You don't?" "I'd risk irreversible failure. I need rest." "But you can't rest, even if I stand watch..." "Don't pretend to be an imbecile, Nivanen. We'll fly away from here and I'll awaken her once I'm rested." "Ah, and you'll send us back on foot. You forgot where we are." He shrugs, "Or you'll come with me to somewhere I can arrange you a flight back. Now..."

He motions for you to stand aside, and you obey - much to your surprise. He repeats the same procedure on the second small vehicle. You wince when his hand burns again.

You hear muffled voices from behind the access door, and the sound of a key turning in the keyhole.
You wait for a while
Time passes.

Ardavaan raises the hood of the large vessel and releases Rasha who jumps inside. Then he lifts Farahnaaz and places her in the back seat. Farahnaaz's eyes close and her head drops to her chest.

The door is pushed open. Four watchmen rush in and call you to freeze. You wish you could have somehow delayed their coming... but too late. Ardavaan tells you to remain steady, and demands that you give him a weapon to distract them.
Wait
Time passes.

"You don't have any weapon yourself?" "I... Quickly, Nivanen, I need one of your weapons!" "No... I prefer we capture you alive than dead."

The watchmen are momentarily surprised to find an ambassador and a town guard inside. They ask what you're doing here. Your gaze meets Ardavaan's and you take one step back in alarm, but too late. Frenzied for not having been given a weapon, he seizes your shoulder and forcefully hurls you to the nearest watchman. You go head first into his chest and you both fall. You see the legs of the second man go limp, and he drops to the ground near you, motionless. The third one gets savagely kicked in the ribs, but the last one leaps for Ardavaan and strives to prevent him from escaping into the vessel. The first watchman shoves you aside, gets up, and charges his crossbow. At the first opportunity he releases a metal bolt aimed at his target's neck.

You come over to Ardavaan but he's already dead; the pool of his blood on the floor constantly expanding. Hung from the chain around his neck you can now see the unmistakable Ember medallion sticking out of his collar, depicting a red goknous bird rising from gray ashes. His hand holds a pistol of some sort. A watchman gently pushes you aside and covers his dead body. You yell at him for not having captured him instead. He replies that he was too dangerous and uncontrollable. The sadness in his voice turns your attention to the body of his colleague who's been paralyzed to death... by Ardavaan's gun. You go to the vessel and see Farahnaaz is still asleep. However, upon closer inspection you realize she isn't breathing.
You give the axe to Ardavaan
No way you're going to give your axe to Ardavaan again. You hand him your javelin instead. "Well I could do with a javelin."

You obey the watchmen and hold your hands up. Ardavaan casts you a side glance and slowly does the same, however, you're now wiser than to take it for surrender. A prickling flows up your arms and you realize you're unable to move them. You're then engulfed with a sensation not unlike falling from a great height, and in your panic you no longer hear the questions they are asking.

Ardavaan draws a deep breath. Then with a sudden jolt your arms and his are thrown forth. The men are all transfixed with an unseen power. With a powerful, commanding voice Ardavaan tells them to get out and immediately runs toward them. Dazed, they rush for the door without question. He then closes and bars the door by putting your javelin behind the slender columns which decorate the entrance; what, you regret, didn't cross your own mind before. As soon as he bars the door, you hear the men yelling and hitting the door in an attempt to break it open. Ardavaan runs back to the vessel and turns on the engine while you enter the seat next to the pilot. He then steers the vessel out of the hangar.

Above the clouds (in vessel)
In vessel you can see Ardavaan, Farahnaaz and Rasha.

You sink into your seat, occasionally moving your arms and hands to make sure they're in your command. Ardavaan gives you a playful smile, "I briefly channeled your force without your permission." "Yes, you leeched something out of me. Are you happy with it?" "I'm just glad you didn't resist. But if I'm not mistaken, in Arg Varkana people don't know how to do it." "Do what?" His smile fades, "You don't block your minds to intrusions." "Well, we guardians learn some stuff about it and get some training, but since we have no use for it most tend to forget." "You've been fortunate, but it won't last long." "If there are more of your kind in Ashtarta... I hope our Argbaan knows about it." He nods. "Lady Atossa knows. And she did so even before I warned her."

Your eyes widen in surprise. But he firmly changes the topic, "Now, let's see where we can stop to rest. There should be a map behind my seat. Please take it, I need you to find us a destination."

Whatever his motives, Ardavaan managed to steal the poem book and has now escaped with his life. You trust his word on restoring Farahnaaz and sending you back home, and both of you keep to this temporary truce, but somewhere in the back of your mind you wish you could have discovered more about him and his mission. Perhaps you could have tried harder to gain his trust... You shrug; he may have escaped from Varkana, but he's still in your grasp - from your new point of view. Future adventures seem unavoidable. You try to brace yourself for whatever lies ahead.
Describe the surroundings
Hangar (Royal Nest)
The hangar is a spacious chamber with a high ceiling. Unlike the noisy halls where flying beasts perch, this place is clean of hay and doesn't smell.

An access door for the passengers and the staff lies to the north. A pair of sliding gates lead to the landing platform to the west. The entrance to the tunnels is to the east.

There's a large Ashtartan vessel in middle of chamber, with two identical one-man vehicles by its sides.

You can also see Ardavaan and Farahnaaz here.

Ardavaan hurries to the second one-man vehicle. You block his way, "If you don't do it right now, you won't leave." "If you insist. But I don't promise anything." "You don't?" "I'd risk irreversible failure. I need rest." "But you can't rest, even if I stand watch..." "Don't pretend to be an imbecile, Nivanen. We'll fly away from here and I'll awaken her once I'm rested." "Ah, and you'll send us back on foot. You forgot where we are." He shrugs, "Or you'll come with me to somewhere I can arrange you a flight back. Now..."

He motions for you to stand aside, and you obey - much to your surprise. He repeats the same procedure on the second small vehicle. You wince when his hand burns again.

You hear muffled voices from behind the access door, and the sound of a key turning in the keyhole.
Look around
Hangar (Royal Nest)
The hangar is a spacious chamber with a high ceiling. Unlike the noisy halls where flying beasts perch, this place is clean of hay and doesn't smell.

An access door for the passengers and the staff lies to the north. A pair of sliding gates lead to the landing platform to the west and are currently closed. The entrance to the tunnels is to the east.

There's a large Ashtartan vessel in middle of chamber, with two identical one-man vehicles by its sides.

You can also see Ardavaan and Farahnaaz here.
You examine the door
This door is the only other ground access to this chamber beside the tunnels. It stands between a pair of slender columns.
Bar door
What do you want to bar the access door with?
Javelin
You bar the door by jamming your javelin behind the columns and in front of the door. Its length is only just adequate, and you hope it'll hold long enough.

"I really appreciate that," Ardavaan says, a bit surprised. "... Despite how the things may appear to you, I'm not here to cause trouble. It's a very important matter... perhaps I could discuss it later."
You open gate
The huge sliding gates will be laborsome to open and might attract the people who work here. Are you sure you're ready to open the gates?
You wait for a while
Time passes.

Ardavaan hurries to the second one-man vehicle. You block his way, "If you don't do it right now, you won't leave." "If you insist. But I don't promise anything." "You don't?" "I'd risk irreversible failure. I need rest." "But you can't rest, even if I stand watch..." "Don't pretend to be an imbecile, Nivanen. We'll fly away from here and I'll awaken her once I'm rested." "Ah, and you'll send us back on foot. You forgot where we are." He shrugs, "Or you'll come with me to somewhere I can arrange you a flight back. Now..."

He motions for you to stand aside, and you obey - much to your surprise. He repeats the same procedure on the second small vehicle. You wince when his hand burns again.

You hear muffled voices from behind the access door, and the sound of a key turning in the keyhole.
Wait
Time passes.

Ardavaan raises the hood of the large vessel and releases Rasha who jumps inside. Then he lifts Farahnaaz and places her in the back seat. Farahnaaz's eyes close and her head drops to her chest.

The men try to push the door open but find it's jammed. They start hitting it ferociously. Ardavaan calls you to quickly enter the vessel as he gets into the pilot's seat and turns on the engine.