A Castle of Thread
Marshal Tenner Winter
action archaeology boat fantasy history IFComp 2017 IFComp Game language Languages swords translations translator travel
Your family is known to be expert language keepers in your village. Your specialty is an ancient, dead language called Ixteesh. You never thought it would be useful for much of anything, but then you are summoned to the city many days away. Something has been found and someone who knows Ixteesh is needed. Now, you have been sent on this errand and you'll soon learn there is danger in this task.
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A century after The Cleansing Rains and a decade since the False Era ended and knowledge of the world returned to humanity, civilization reappears as independent city-states vie for power and territory. The old borders are no more and new kingdoms struggle to emerge and flourish. Weary of war, destruction, and corruption, many of these sovereignties, such as Slezamane and Badushizd, seek to avoid conflicts with neighbors and adopt isolationist or diplomatic policies. Some, however, like the Sovereign State of Caleah, maintain the ways of war and aggression.

Native of the ancient village of Euyesus, which sat unseen from most of the wars of the world, hidden beyond Fellwater Fen, you were raised in an erudite family and trained as an interpreter. Beyond the Common Tongue, which gained prevalence as a trade language, you also speak and read the bygone dialect, Ixteesh. It is this talent that
brings you from Euyesus to Badushizd aboard one of your village's bilgescows; a swamp-treading barge used for the minimal trade that Euyesus does with a small handful of neighboring city-states.

Travelling with you is an appointed minder, or what some call a bodyguard. He is a sweaty, foul-mouthed sot but he's a proven soldier and loyal to Euyesus and the errand at hand. His name is Venkath Mock.

On a generally northeastern route, the bilgescow trudged through many miles of waterlogged swamp toward the strange and prosperous city of Badushizd. You have just woken and dressed, and the barge will reach the city's harbor by midday.

This guest cabin barely gives one any real comfort, but on a no-frills boat such as this you're lucky to even have a room to yourself. There is no window as everything below deck is also below the bilge line.
As the barge moves through the muddy swamp waters, a constant and hypnotic slushing sound gives the cabin a strange, claustrophobic feel.

A wooden plank bed hangs from one of the walls; no pillow or blanket is provided, of course. A heavy wooden chair sits before a plank shelf hanging from another wall; this one being a simple desk surface. The only door is starboard (or east, as the boat is currently aimed north).

Someone has slipped a note under your door.

On the wooden plank shelf is a glowstone lantern (providing light).

You can also see a leather haversack (closed) here.
You take all
mysterious note: You pick up the mysterious note from the ground. leather haversack: You pick up the leather haversack from the ground. glowstone lantern: You take the glowstone lantern from the wooden plank shelf.
About yourself
You are Polt Kober, a young man from the village of Euyesus. You are fifteen years old and small for your age. Like most of the young people in your village, you wear your hair long. Otherwise, you consider yourself unremarkable. Your only real talent is that you're fluent in Ixteesh, an ancient, dead language, along with the Common Tongue.
You read the note
You are in danger. Check Rakton's cabin.
You look at the haversack
This handy, leather satchel can be worn and used to carry many items.
You look at the lantern
It's your basic traveling lantern, but instead of a flame within, its luminescence emits from a glowing, round stone, about the size of a fist, instead. Some glowstone lanterns can be closed to block the light. This isn't one of those, though.
You wear the sack
You put on the leather haversack.
Look around
This guest cabin barely gives one any real comfort, but on a no-frills boat such as this you're lucky to even have a room to yourself. There is no window as everything below deck is also below the bilge line.
As the barge moves through the muddy swamp waters, a constant and hypnotic slushing sound gives the cabin a strange, claustrophobic feel.

A wooden plank bed hangs from one of the walls; no pillow or blanket is provided, of course. A heavy wooden chair sits before a plank shelf hanging from another wall; this one being a simple desk surface. The only door is starboard (or east, as the boat is currently aimed north).
You open the sack
You open the leather haversack, revealing Elements of Ixteesh
and Phandaal's letter.
You read the letter
Don't be a damn fool while you are away from the village.
Remember, you are representing House Kober. Also, be sure to stay near Venkath Mock. He is there to protect you on this errand.
As for that, when you reach Badushizd, seek Deviah at the Vulgar Unicorn tavern. She is the go-between and will take you where you need to be.
Be swift in this task and return home safe, son.
-Headman Phandaal Kober
You look at what you're carrying with you
You are carrying:
a glowstone lantern (providing light)
a leather haversack (being worn and open)
Elements of Ixteesh
Phandaal's letter
a mysterious note
some traveling clothes (being worn)
a small black scabbard (being worn)
an antecessor skean
You examine the scabbard
It is made of black leather and has silver fittings. It can be worn from the belt or waist.

In the small black scabbard is an antecessor skean.
You examine the skean
So named because it's been handed down in the Kober family for generations, this is a double-edged dagger with an ornate hilt.
You look at the clothes
They are well-worn, comfortable, and they offer you a modicum of protection from the elements.
Go east
(first opening guest door)

This is the fore end of the centerline passageway that runs down the center of the barge, belowdecks. The craft is heading north and this end of the passage has doors all around but to the south, where the passage continues toward the stern. A short ramp slopes upwards to the northeast, taking one topside.

A heavy, ironwood table is situated here with a chair of matching wood and age. Belowdecks, the air here has a hanging moisture.

On the ironwood table is an old glowcube (providing light).

Venkath Mock is leaning against the ironwood table, killing time until the bilgescow reaches Badushizd

Rakton, the First Mate, is here.

You can also see Warpeye (the cat) here.

Warpeye the cat scratches under his chin with his hind paw.

Rakton looks around absently.

Warpeye (the cat) goes west.
You show the note to mock
Venkath Mock inspects the mysterious note. "Well, we're not far from Badushizd. Stay close until we get there," He tells you.

Ostothas arrives from the south.
You kill Rakton with skean
(first taking the antecessor skean)
That wouldn't be too effective, you feel.

Ostothas exhales, letting his lips flap like a horse's.

Ostothas goes east.
Ostothas closes and locks mate's door.
You go to the east
(first opening mate's door)
You figure it might be best not to try to enter the First Mate's cabin when he's here in the room with you.
You show the note to Rakton
You are about to ask Rakton what he thought of the note you found, but you realize that since it mentions him as potentially dangerous, it might not be a good idea.

Apparently, Rakton is in a huff.
You talk to Rakton
You are already talking to Rakton.

Venkath adjusts his scabbard and belt.
Topics
You could ask Rakton about Rakton.
You ask Rakton about Rakton
"I've never seen you around in Euyesus." You speak to the First Mate. He looks your way for a moment but then basically ignores you.

Rakton noisily cracks his knuckles.

Venkath stretches his arms, eager to get off this boat.
You ask Rakton about the boat
There is no reply.

Rakton looks around absently.
You ask Rakton about yourself
There is no reply.

Rakton mumbles something about being excited to get to Badushizd.
You go northeast
You're standing on the deck of The Rhinoceros. From here, you can see the extent of this barge-like craft. This deck is low to the water level as most of the ship is underwater. There is no railing as it's easier to move large cargo onboard that way. The only structure on the deck is toward the very bow (north). It's the wheelhouse, where the captain pilots the craft. The door into it is closed. Around the other parts of the deck, south, west, and southwest, you can see various crates of cargo stacked. At the very back of the ship, you can see the wide stern wheel ceaselessly paddling the ship northwards, rhythmically chugging through the desolate, waterlogged swamp. A wide, short ramp leads down to belowdecks. It is stained from boot traffic and swamp water.

The bilgescow passes close to the black willow trees on the sides of the waterway.
You go north
(first opening Wheelhouse door)

This forward enclosure is the wheelhouse of the bilgescow. Glassless windows open the walls forward, port, and starboard and the door to the rest of the boat is stern (south). The eponymous wheel is one solid piece of red oak and is fixed in the center of the forward opening. A small closed hatch in the floor leads below deck.

Tauzius, the captain of The Rhinoceros, stands by the wheel, casually tending to it. He stares out at the waterways and swamp trees, only giving you a glance.

Outside of the wheelhouse, a strange, swampy smell drifts in.

Tauzius scratches his beard thoughtfully.
Smell
You smell nothing unexpected.

Tauzius watches you warily.
You examine the wheel
The ship's wheel is one solid piece of red oak and is fixed in the center of the forward opening.
You talk to the captain
You are already talking to Tauzius.

Outside of the wheelhouse, loud buzzing insects create a clamor.

The captain glances around the scenery outside the wheelhouse enclosure.
Topics
You could ask Tauzius about Tauzius or the mysterious note.

Outside of the wheelhouse, you spy a large snake slithering on the surface of the brackish water.
You ask about the note
"Someone slid a note under my door some time before morning." You tell the Captain, "It warns me about your first mate."

Captain Tauzius looks pensive for a moment. Finally, he says, "Rakton signed on a few days ago. I haven't been totally sold on him, really. He's a bit too. . .distant for my liking." Tauzius looks out the glassless windows. "I don't know who gave you that warning, shaver. You should avoid Rakton, I guess. And I will keep my eye on him."
Go downward
(first opening the small hatch)

Not opulent but certainly a step-up from the cabin you were
given, the captain's room is a large cabin situated below the ship's wheelhouse. In fact, a short spiral staircase leads up to it through a small hatch. The bed is a simple mattress within a heavy wooden frame. An actual ironwood roll-top desk sits against a wall. A heavy chair sits before it. Over the desk, a detailed map of the swamp waterways hangs. Finally, a wide trunk sits nearby and an exit is to the south.
You enter bed
You get onto the ironwood bed.
You jump
You jump on the spot.
You look at the desk
The desk's dark wood is a bit incongruous to the rest of the damp but lighter colored wood of this ship. Currently, the desk's roll-top is shut.
You open the desk
You open the roll-top desk, revealing a celestial slide rule.
You take all
celestial slide rule: You take the celestial slide rule from the roll-top desk.
You open the trunk
It seems to be locked.
Look around
Captain's Cabin (on the ironwood bed)
Not opulent but certainly a step-up from the cabin you were
given, the captain's room is a large cabin situated below the ship's wheelhouse. In fact, a short spiral staircase leads up to it through a small hatch. The bed is a simple mattress within a heavy wooden frame. An actual ironwood roll-top desk sits against a wall. A heavy chair sits before it. Over the desk, a detailed map of the swamp waterways hangs. Finally, a wide trunk sits nearby and an exit is to the south.
You look at the map
This map only details the swampy waterways that surround the village of Euyesus. Other villages dot the map but the only symbol for a city is in its upper right corner, where Badushizd is faintly tucked.
You examine the rule
It appears to be a tube, like a small scroll case, perhaps. The ends can be twisted and turned and along the length of the tube, mathematical equations to aid in navigation appear and change when you do so.
Turn rule
Nothing obvious happens.
You go upwards
You would have to get off the ironwood bed first.
You get off
You get off the ironwood bed.

Not opulent but certainly a step-up from the cabin you were
given, the captain's room is a large cabin situated below the ship's wheelhouse. In fact, a short spiral staircase leads up to it through a small hatch. The bed is a simple mattress within a heavy wooden frame. An actual ironwood roll-top desk sits against a wall. A heavy chair sits before it. Over the desk, a detailed map of the swamp waterways hangs. Finally, a wide trunk sits nearby and an exit is to the south.
Go south
(first opening the captain's door)
It seems to be locked.
Go upwards
This forward enclosure is the wheelhouse of the bilgescow. Glassless windows open the walls forward, port, and starboard and the door to the rest of the boat is stern (south). The eponymous wheel is one solid piece of red oak and is fixed in the center of the forward opening. A small open hatch in the floor leads below deck.

Tauzius, the captain of The Rhinoceros, stands by the wheel, casually tending to it. He stares out at the waterways and swamp trees, only giving you a glance.

Outside of the wheelhouse, the black willow trees crowd the waterway.
You give the rule to Captain
You hand the strange device over to the Captain. In return, he takes a small jar out of his pocket and hands it to you.

Outside of the wheelhouse, a strange, swampy smell drifts in.

Tauzius scratches his beard thoughtfully.
You look at the jar
This is a small jar made of strong glass.

In the small jar is some weird dirt.

Outside of the wheelhouse, a couple of fishermen row past the bilgescow.
You ask Captain about the jar
"So. . .a small jar filled with some weird dirt is supposed to keep me safe in my travels?" You ask, skeptical.

"Throw the dirt at your enemies." Tauzius explains, still casually handling the wheel, "It will buy you some time."

Outside of the wheelhouse, the bilgescow travels past a lone fisherman in a small boat.

"So. . .a small jar filled with some weird dirt is supposed to keep me safe in my travels?" You ask, skeptical.

"Throw the dirt at your enemies." Tauzius explains, still casually handling the wheel, "It will buy you some time."
You open the jar
You open the small jar.
Smell the dirt
You smell nothing unexpected.

Tauzius steers the wheel starboard to a bit.
You throw the dirt at Captain
(first taking the weird dirt)
You pour the weird dirt from the small jar into your hand.

That would just cause trouble right now.
You eat the dirt
That's plainly inedible.

Outside of the wheelhouse, something splashes in the water beside the boat.

The captain steers the wheel to port a bit.
Topics
You have nothing specific in mind to discuss with Tauzius right now.

Outside of the wheelhouse, loud buzzing insects create a clamor.

Tauzius scratches his beard thoughtfully.
Go south
You're standing on the deck of The Rhinoceros. From here, you can see the extent of this barge-like craft. This deck is low to the water level as most of the ship is underwater. There is no railing as it's easier to move large cargo onboard that way. The only structure on the deck is toward the very bow (north). It's the wheelhouse, where the captain pilots the craft. The door into it is open. Around the other parts of the deck, south, west, and southwest, you can see various crates of cargo stacked. At the very back of the ship, you can see the wide stern wheel ceaselessly paddling the ship northwards, rhythmically chugging through the desolate, waterlogged swamp. A wide, short ramp leads down to belowdecks. It is stained from boot traffic and swamp water.

The bilgescow travels past a small, derelict shack on the edge of the waterway.
Go downward
This is the fore end of the centerline passageway that runs down the center of the barge, belowdecks. The craft is heading north and this end of the passage has doors all around but to the south, where the passage continues toward the stern. A short ramp slopes upwards to the northeast, taking one topside.

A heavy, ironwood table is situated here with a chair of matching wood and age. Belowdecks, the air here has a hanging moisture.

Rakton, the First Mate, is here.

One of the crew, Ostothas, is here.

On the ironwood table is an old glowcube (providing light).

Venkath Mock is absently meandering about, waiting for this trip to be over

Rakton goes west.
You go west
This guest cabin barely gives one any real comfort, but on a no-frills boat such as this you're lucky to even have a room to yourself. There is no window as everything below deck is also below the bilge line.
As the barge moves through the muddy swamp waters, a constant and hypnotic slushing sound gives the cabin a strange, claustrophobic feel.

A wooden plank bed hangs from one of the walls; no pillow or blanket is provided, of course. A heavy wooden chair sits before a plank shelf hanging from another wall; this one being a simple desk surface. The only door is starboard (or east, as the boat is currently aimed north).

Rakton, the First Mate, is here.

You can also see Warpeye (the cat) here.
You throw the dirt at Rakton
That would just cause trouble right now.

Warpeye (the cat) goes east.
Topics
You aren't talking to anyone right now.

Rakton looks around absently.
Go east
This is the fore end of the centerline passageway that runs down the center of the barge, belowdecks. The craft is heading north and this end of the passage has doors all around but to the south, where the passage continues toward the stern. A short ramp slopes upwards to the northeast, taking one topside.

A heavy, ironwood table is situated here with a chair of matching wood and age. Belowdecks, the air here has a hanging moisture.

One of the crew, Ostothas, is here.

On the ironwood table is an old glowcube (providing light).

Venkath Mock is leaning against the ironwood table, killing time until the bilgescow reaches Badushizd

You can also see Warpeye (the cat) here.

Ostothas sniffles.

Venkath looks at your small black scabbard.
You go to the east
(first opening mate's door)
It seems to be locked.

Warpeye the cat stares off into space.

Ostothas exhales, letting his lips flap like a horse's.

Venkath paces the room, impatient for this trip to be over.
You ask Ostothas about the door
Which do you mean, guest door, mate's door, the captain's door or Wheelhouse door?
Topics
You aren't talking to anyone right now.

Ostothas watches you warily.
You talk to Ostothas
You say hello to Ostothas.

Venkath looks at your small black scabbard.

(You could ask Ostothas about Ostothas or the mysterious note.)
You talk to the cat
You say hello to Warpeye (the cat).

You have nothing specific in mind to discuss with Warpeye (the cat) right now.
You ask the cat about the cat
There is no reply.

Warpeye (the cat) goes up.
You look at the glowstone
(the glowstone lantern)
It's your basic traveling lantern, but instead of a flame within, its luminescence emits from a glowing, round stone, about the size of a fist, instead. Some glowstone lanterns can be closed to block the light. This isn't one of those, though.

Warpeye (the cat) comes down from above.

Venkath looks around with a peeved expression.
You ask Venkath about the dirt
There is no reply.

Venkath looks at your traveling clothes.
You take off clothes
It's best to not go around without your clothes on.

Venkath looks around with a peeved expression.
Examine pack
(the leather haversack)
This handy, leather satchel can be worn and used to carry many items.

Phandaal's letter.

Ostothas sniffles.

Ostothas goes south.
You look at Venkath
A tall man of grim countenance, Venkath Mock is one of the few soldiers of Euyesus. As such, he wears dark-stained, cloth armor with various small metal plates sewn into it for added protection; known as a jack-of-plate. On his back is a hooded cloak and on his belt is a sheathed sword. It's difficult to discern his age. Maybe he's three decades, maybe it's four.

Warpeye the cat tilts his head as if hearing something.
You ask about the dirt
There is no reply.

Warpeye (the cat) goes south.
Show dirt
(to Venkath Mock)
"Thank you for showing me your weird dirt."

Venkath stretches his arms, eager to get off this boat.
You show the sack to mock
"Wow."

Warpeye (the cat) arrives from the south.

Ostothas arrives from the south.

Venkath looks at your small black scabbard.
Topics
You could ask Venkath Mock about Venkath Mock or the mysterious note; or tell Venkath Mock about yourself.
You tell Mock about yourself
"Hmm."

Warpeye the cat sneezes a tiny cat-sneeze.

Ostothas examines the mate's door.
You tell Mock about yourself
"That plank bed was brutal." You venture, "I would've gotten better rest sleeping on a giant crouton."

Venkath stares at you for a long moment before resuming his vacant-eyed vigil.

Ostothas exhales, letting his lips flap like a horse's.

Venkath adjusts his scabbard and belt.
You show dirt to Ostothas
"Thank you for showing me your weird dirt."

Warpeye the cat stares toward the south.

Ostothas goes south.

Venkath stretches his arms, eager to get off this boat.
Go upwards
You're standing on the deck of The Rhinoceros. From here, you can see the extent of this barge-like craft. This deck is low to the water level as most of the ship is underwater. There is no railing as it's easier to move large cargo onboard that way. The only structure on the deck is toward the very bow (north). It's the wheelhouse, where the captain pilots the craft. The door into it is open. Around the other parts of the deck, south, west, and southwest, you can see various crates of cargo stacked. At the very back of the ship, you can see the wide stern wheel ceaselessly paddling the ship northwards, rhythmically chugging through the desolate, waterlogged swamp. A wide, short ramp leads down to belowdecks. It is stained from boot traffic and swamp water.

You spy a large snake slithering on the surface of the brackish water.
You go to the south
This part of the deck is the starboard cargo deck. From here, you can see the extent of this barge-like craft. This deck is low to the water level as most of the ship is underwater. There is no railing as it's easier to move large cargo onboard that way. The only structure on the deck is toward the very bow (north). It's the wheelhouse, where the captain pilots the craft. The door into it is open. Around the other parts of the deck, north, west, and northwest, you can see various crates of cargo stacked. At the very back of the ship, you can see the wide stern wheel ceaselessly paddling the ship northwards, rhythmically chugging through the desolate, waterlogged swamp. On the edge of the deck here, a stovepipe juts upward from the galley below.

A flock of swamp birds fly low in the sky.
You examine the pipe
This is a wide stovepipe jutting up from the edge of the deck. It leads to the stove in the galley belowdecks.

The bilgescow passes close to the black willow trees on the sides of the waterway.
Go west
This is the port cargo deck of The Rhinoceros. From here, you can see the extent of this barge-like craft. This deck is low to the water level as most of the ship is underwater. There is no railing as it's easier to move large cargo onboard that way. The only structure on the deck is toward the very bow (north). It's the wheelhouse, where the captain pilots the craft. The door into it is open. Around the other parts of the deck, north, northeast, and east, you can see various crates of cargo stacked. At the very back of the ship, you can see the wide stern wheel ceaselessly paddling the ship northwards, rhythmically chugging through the desolate, waterlogged swamp.
You look at the cargo
There are numerous cargo crates of various sizes on the deck of the bilgescow.
You go north
This part of the deck is up by the wheelhouse and on the port side of the craft. From here, you can see the extent of this barge-like craft. This deck is low to the water level as most of the ship is underwater. There is no railing as it's easier to move large cargo onboard that way. The deck continues east, southeast, and south, where various cargo crates are stacked.
You go to the east
You're standing on the deck of The Rhinoceros. From here, you can see the extent of this barge-like craft. This deck is low to the water level as most of the ship is underwater. There is no railing as it's easier to move large cargo onboard that way. The only structure on the deck is toward the very bow (north). It's the wheelhouse, where the captain pilots the craft. The door into it is open. Around the other parts of the deck, south, west, and southwest, you can see various crates of cargo stacked. At the very back of the ship, you can see the wide stern wheel ceaselessly paddling the ship northwards, rhythmically chugging through the desolate, waterlogged swamp. A wide, short ramp leads down to belowdecks. It is stained from boot traffic and swamp water.
You go east
That would take you over the edge and into the swamp.
You jump
You jump on the spot.
Go down
This is the fore end of the centerline passageway that runs down the center of the barge, belowdecks. The craft is heading north and this end of the passage has doors all around but to the south, where the passage continues toward the stern. A short ramp slopes upwards to the northeast, taking one topside.

A heavy, ironwood table is situated here with a chair of matching wood and age. Belowdecks, the air here has a hanging moisture.

On the ironwood table is an old glowcube (providing light).

Venkath Mock is absently meandering about, waiting for this trip to be over

You can also see Warpeye (the cat) here.

Warpeye (the cat) goes west.

Venkath fidgets with his travel pack.
You go south
You are in the centerline passage running from the bow to the stern belowdecks. At this section, there are doors both port and starboard. Otherwise, you can head up or down the passage, from stem to stern. The air down here is thick with moisture and much of the wood around you is damp with condensation.

One of the crew, Ostothas, is here.

Ostothas examines the galley door.
You enter the galley
(first opening galley door)

This small kitchenette is provided to prepare simple meals for the barge's crew. A small table is here; its top covered by a thick chopping block, marred from ages of use. A note of some sort is on it. A wide cupboard is fastened to one wall and a cast iron stove is against another. The stove's door is closed. The only exit is port (or west, currently).

You can see Skayawa (the cat) here.
Pet cat
Skayawa tilts her head and purrs as you stroke under her chin.

Skayawa the cat sniffs around the cast iron stove.
You open the stove
(the cast iron stove)
You open the cast iron stove, revealing a pile of ashes.
You take the ashes
You don't find anything in the ashes.

Skayawa the cat scratches under her chin with her hind paw.
You examine the ashes
This is a pile of fine, gray ashes; the remains of the previous night's fire within.

Skayawa the cat stares at one of the walls.
You take the note
(the important note)
You take the important note from the chopping block.
You read important
Amalek,
The stove pipe is clogged again. Get to this asap.
-Rakton
You examine the cupboard
This is a wide, wooden cabinet attached to one of the walls of this galley. Its purpose, obviously, is to hold the crew's rations. It is currently closed.

Skayawa the cat stares at the cast iron stove.
You open the cupboard
You open the wide cupboard, revealing a supply of food and a chunk of cheese.
You take all
supply of food: None of that food belongs to you.
chunk of cheese: (putting the mysterious note into the leather haversack to make room)
You take the chunk of cheese from the wide cupboard.
pile of ashes: You don't find anything in the ashes.
lumpy glowstone: The wall sconce isn't open.
You open the sconce
It seems that the little door on the iron cage sconce is sealed shut.
You examine the cheese
It's a moldy chunk of cheese. It doesn't look too appetizing to you.
You examine the block
This is a thick block of wood, completely covering the top of the small table. The block is marred and stained with ages of use.

Skayawa the cat stares at the stovepipe.
Look around
This small kitchenette is provided to prepare simple meals for the barge's crew. A small table is here; its top covered by a thick chopping block, marred from ages of use. A wide cupboard is fastened to one wall and a cast iron stove is against another. The stove's door is open. The only exit is port (or west, currently).

You can see Skayawa (the cat) here.

Skayawa the cat tilts her head as if hearing something.
You go west
You are in the centerline passage running from the bow to the stern belowdecks. At this section, there are doors both port and starboard. Otherwise, you can head up or down the passage, from stem to stern. The air down here is thick with moisture and much of the wood around you is damp with condensation.

One of the crew, Ostothas, is here.
You go south
This is the end of the centerline passage, at the stern of the barge. There are doors port, starboard, and astern (south) here. A faded wooden plaque with writing on it is fastened to the stern door. Otherwise, you can head back north toward the bow. Here, below the bilge line, the air is thick with moisture and much of the wood around you is damp with condensation.
You go to the west
(first opening storage door)

This cabin is too small to be someone's quarters so instead it's used for random storage. Currently, only a large chest sits against a wall here. The only door is to the east (starboard).
Open chest
It seems to be locked.
Go east
This cabin is barely bigger than a broom closet. A patchwork hammock fills most of the space, strung between two of the walls. An old pillow sits on the floor in a corner, obviously now a bed for the ship's cats. Nearby, a food bowl and a water dish are provided, again, for the cats. The only exit is port (or west, currently).

On the patchwork hammock is Amalek.
You show the important note to Amalek
"Interesting."
You look at the boy
Despite his title, he's actually a couple of years older than you, but still the crew's youngest. From what you've witnessed during the two days you've been on The Rhinoceros, Amalek is slow to actually get anything done and seems to shirk his duties expertly.
You ask Amalek about the pipe
(the thick pipe)
There is no reply.

Amalek squints and looks at his book closer as if trying to make something out.
Skayawa
"Is Skayawa your cat?" You ask Amalek. He turns a page of his book, still reading, as he answers.

"Well, he's the ship's cat, but I'm the one who cares for him, really."
You show dirt to the boy
"Interesting."
You take all
small leather book: That seems to belong to Amalek.
small amount of water: You don't need to mess with the cats' water dish.
Look around
This cabin is barely bigger than a broom closet. A patchwork hammock fills most of the space, strung between two of the walls. An old pillow sits on the floor in a corner, obviously now a bed for the ship's cats. Nearby, a food bowl and a water dish are provided, again, for the cats. The only exit is port (or west, currently).

On the patchwork hammock is Amalek.

Amalek looks at you over his book to see what you're doing.
You examine  the hammock
The cabin boy must've gotten creative trying to solve the lack of a decent bed on this boat. The hammock is made of dozens of different rags, cloths, blankets, and what-not, all stitched together to make a cozy-looking place to sleep.

On the patchwork hammock is Amalek.
You examine the pillow
This is an old, beat-up pillow that the ship's cats use for a bed.
Go south
(first opening the stern door)
It seems to be locked.
Go north
You are in the centerline passage running from the bow to the stern belowdecks. At this section, there are doors both port and starboard. Otherwise, you can head up or down the passage, from stem to stern. The air down here is thick with moisture and much of the wood around you is damp with condensation.
Go west
A disagreeable smell permeates this room. Hammocks and low-hanging ropes are haphazardly arranged for the crew's sleeping needs. Random bits of clothes and personal items are also strewn about. The only exit is a door to the east (starboard).

Daxas is here, slowly sorting clothes and items, in a vain attempt at organization.

Daxas finds something and puts it in his pocket. You weren't able to make out what it was.

Daxas goes east.
You go to the east
You are in the centerline passage running from the bow to the stern belowdecks. At this section, there are doors both port and starboard. Otherwise, you can head up or down the passage, from stem to stern. The air down here is thick with moisture and much of the wood around you is damp with condensation.

You can see Daxas, one of the crewmates, here.
You talk to Daxas
You say hello to Daxas.

Daxas mumbles something to himself.

(You could ask Daxas about Daxas or the mysterious note.)
You go north
This is the fore end of the centerline passageway that runs down the center of the barge, belowdecks. The craft is heading north and this end of the passage has doors all around but to the south, where the passage continues toward the stern. A short ramp slopes upwards to the northeast, taking one topside.

A heavy, ironwood table is situated here with a chair of matching wood and age. Belowdecks, the air here has a hanging moisture.

You can see Daxas, one of the crewmates, here.

On the ironwood table is an old glowcube (providing light).

Venkath Mock is leaning against the ironwood table, absent-mindedly staring down the centerline passage
Go upwards
You're standing on the deck of The Rhinoceros. From here, you can see the extent of this barge-like craft. This deck is low to the water level as most of the ship is underwater. There is no railing as it's easier to move large cargo onboard that way. The only structure on the deck is toward the very bow (north). It's the wheelhouse, where the captain pilots the craft. The door into it is open. Around the other parts of the deck, south, west, and southwest, you can see various crates of cargo stacked. At the very back of the ship, you can see the wide stern wheel ceaselessly paddling the ship northwards, rhythmically chugging through the desolate, waterlogged swamp. A wide, short ramp leads down to belowdecks. It is stained from boot traffic and swamp water.

Daxas comes up from below.
You examine Daxas
Daxas is maybe only five years your senior. He's a newer member of the crew of The Rhinoceros. He has a friendly enough face and he's large in both height and weight.
You go south
This part of the deck is the starboard cargo deck. From here, you can see the extent of this barge-like craft. This deck is low to the water level as most of the ship is underwater. There is no railing as it's easier to move large cargo onboard that way. The only structure on the deck is toward the very bow (north). It's the wheelhouse, where the captain pilots the craft. The door into it is open. Around the other parts of the deck, north, west, and northwest, you can see various crates of cargo stacked. At the very back of the ship, you can see the wide stern wheel ceaselessly paddling the ship northwards, rhythmically chugging through the desolate, waterlogged swamp. On the edge of the deck here, a stovepipe juts upward from the galley below.
Clean pipe
You rub the stovepipe.
You examine pipe
This is a wide stovepipe jutting up from the edge of the deck. It leads to the stove in the galley belowdecks.
Inventory
You are carrying:
a chunk of cheese
an important note
some weird dirt
a small jar (open but empty)
an antecessor skean
a glowstone lantern (providing light)
a leather haversack (being worn and open)
a mysterious note
Elements of Ixteesh
Phandaal's letter
some traveling clothes (being worn)
a small black scabbard (being worn)
You take the glowstone
(the glowstone lantern)
You already have that.
You read the ixteesh
comprehension guide. You are fluent in the language, but this has been your trusty reference book for those rare times you need to double-check something. You've even made countless marginal notes in the tome, updating and expanding where necessary.

A flock of swamp birds fly low in the sky.
You put the lantern in the pipe
You need to take better care of your light source than that.

The bilgescow passes close to the black willow trees on the sides of the waterway.
You move the pipe
It is fixed in place.
Wave cheese
You wave the chunk of cheese.

Loud buzzing insects create a clamor around you.
You kick the pipe
You give the stovepipe a solid kick.
You go north
You're standing on the deck of The Rhinoceros. From here, you can see the extent of this barge-like craft. This deck is low to the water level as most of the ship is underwater. There is no railing as it's easier to move large cargo onboard that way. The only structure on the deck is toward the very bow (north). It's the wheelhouse, where the captain pilots the craft. The door into it is open. Around the other parts of the deck, south, west, and southwest, you can see various crates of cargo stacked. At the very back of the ship, you can see the wide stern wheel ceaselessly paddling the ship northwards, rhythmically chugging through the desolate, waterlogged swamp. A wide, short ramp leads down to belowdecks. It is stained from boot traffic and swamp water.

A flock of swamp birds fly low in the sky.
You go downward
This is the fore end of the centerline passageway that runs down the center of the barge, belowdecks. The craft is heading north and this end of the passage has doors all around but to the south, where the passage continues toward the stern. A short ramp slopes upwards to the northeast, taking one topside.

A heavy, ironwood table is situated here with a chair of matching wood and age. Belowdecks, the air here has a hanging moisture.

On the ironwood table is an old glowcube (providing light).

Venkath Mock is leaning against the ironwood table, killing time until the bilgescow reaches Badushizd
You go south
You are in the centerline passage running from the bow to the stern belowdecks. At this section, there are doors both port and starboard. Otherwise, you can head up or down the passage, from stem to stern. The air down here is thick with moisture and much of the wood around you is damp with condensation.
Go east
This small kitchenette is provided to prepare simple meals for the barge's crew. A small table is here; its top covered by a thick chopping block, marred from ages of use. A wide cupboard is fastened to one wall and a cast iron stove is against another. The stove's door is open. The only exit is port (or west, currently).

You can see Skayawa (the cat) here.
You take the cat
You reach for Skayawa but she instantly darts around the room, avoiding your grasp. She doesn't appear afraid of you but rather she seems to think you're playing with her.

Skayawa the cat stares at one of the walls.
You show cheese to the cat
That wouldn't be of interest to the animal.

Skayawa the cat stares toward the northwest.
Go north
This is the fore end of the centerline passageway that runs down the center of the barge, belowdecks. The craft is heading north and this end of the passage has doors all around but to the south, where the passage continues toward the stern. A short ramp slopes upwards to the northeast, taking one topside.

A heavy, ironwood table is situated here with a chair of matching wood and age. Belowdecks, the air here has a hanging moisture.

On the ironwood table is an old glowcube (providing light).

Venkath Mock is absently meandering about, waiting for this trip to be over
You take the glowcube
This is the sort of glowcube that is meant to stay put as a room fixture. Plus, you wouldn't want any of the crew seeing you disturb their things.
You go east
(first opening mate's door)
It seems to be locked.

Venkath stretches his arms, eager to get off this boat.
You go to the west
A disagreeable smell permeates this room. Hammocks and low-hanging ropes are haphazardly arranged for the crew's sleeping needs. Random bits of clothes and personal items are also strewn about. The only exit is a door to the east (starboard).
Search clothes
(the bits of clothes)
You kick around some of the clothes but find nothing of use.
You kick the wood
Which do you mean, the wood walls, the wood ceiling or the wooden plaque?
Walls
You give the wood walls a solid kick.
You take the plaque
That seems to be a part of the stern door.
You give the door a stern talking to
Which do you mean, boy's door, storage door or the stern door?
Stern
You can only do that to something animate.
Go east
This cabin is barely bigger than a broom closet. A patchwork hammock fills most of the space, strung between two of the walls. An old pillow sits on the floor in a corner, obviously now a bed for the ship's cats. Nearby, a food bowl and a water dish are provided, again, for the cats. The only exit is port (or west, currently).

On the patchwork hammock is Amalek.

Amalek's dangling foot hits your shoulder. "You still here?" he asks.
You put the cheese in the bowl
You put the chunk of cheese into the food bowl.

Upon hearing something land in the food bowl, Skayawa the cat races into the room to investigate.
You wait for a while
Time passes.

Skayawa nibbles at the cheese in her food bowl.
Go east
This small kitchenette is provided to prepare simple meals for the barge's crew. A small table is here; its top covered by a thick chopping block, marred from ages of use. A wide cupboard is fastened to one wall and a cast iron stove is against another. The stove's door is open. The only exit is port (or west, currently).
You close the door
You close galley door.
You take all
supply of food: None of that food belongs to you.
pile of ashes: You don't find anything in the ashes.
lumpy glowstone: The wall sconce isn't open.
You kick the sconce
You give the wall sconce a solid kick.
You kick the pipe
You give the thick pipe a solid kick.
You take the pipe
That seems to be a part of the cast iron stove.
You open the door
You open galley door.
You go east
This cabin is barely bigger than a broom closet. A patchwork hammock fills most of the space, strung between two of the walls. An old pillow sits on the floor in a corner, obviously now a bed for the ship's cats. Nearby, a food bowl and a water dish are provided, again, for the cats. The only exit is port (or west, currently).

On the patchwork hammock is Amalek.

You can also see Skayawa (the cat) here.

Skayawa sniffs at the cheese in her food bowl.
You look at Skayawa
A small female cat, gray as a thundercloud, Skayawa's eyes dart around the room, taking in everything that happens.

Skayawa takes a sizable bite of her cheese chunk and takes a moment to chew.
You take Skayawa
You reach for Skayawa and grab her just before she's able to dart away from you. She tenses up and tries to squirm away, but gives up and relaxes a bit once she sees you're not letting her go.

Skayawa looks around erratically as you hold on to her.
Go south
This part of the deck is the starboard cargo deck. From here, you can see the extent of this barge-like craft. This deck is low to the water level as most of the ship is underwater. There is no railing as it's easier to move large cargo onboard that way. The only structure on the deck is toward the very bow (north). It's the wheelhouse, where the captain pilots the craft. The door into it is open. Around the other parts of the deck, north, west, and northwest, you can see various crates of cargo stacked. At the very back of the ship, you can see the wide stern wheel ceaselessly paddling the ship northwards, rhythmically chugging through the desolate, waterlogged swamp. On the edge of the deck here, a stovepipe juts upward from the galley below.

You can see Daxas, one of the crewmates, here.

Skayawa squirms in your arms. She reaches a paw towards the stovepipe.

Skayawa purrs loudly in your arms.

You spy a large snake slithering on the surface of the brackish water.
You put cat in the pipe
You don't even need to struggle to get the cat into the stovepipe.
She practically jumps from your hands into the pipe's depths.

From within the stovepipe, you hear a bit of a clatter. Some scratching noises echo from its depths followed by a small crash and a final thud.
Go downwards
This is the fore end of the centerline passageway that runs down the center of the barge, belowdecks. The craft is heading north and this end of the passage has doors all around but to the south, where the passage continues toward the stern. A short ramp slopes upwards to the northeast, taking one topside.

A heavy, ironwood table is situated here with a chair of matching wood and age. Belowdecks, the air here has a hanging moisture.

On the ironwood table is an old glowcube (providing light).

Venkath Mock is leaning against the ironwood table, absent-mindedly staring down the centerline passage

Venkath fidgets with his travel pack.
Go south
You are in the centerline passage running from the bow to the stern belowdecks. At this section, there are doors both port and starboard. Otherwise, you can head up or down the passage, from stem to stern. The air down here is thick with moisture and much of the wood around you is damp with condensation.

You can see Skayawa (the cat) here.

Skayawa the cat stares at one of the walls.

Skayawa (the cat) goes north.
Go east
This small kitchenette is provided to prepare simple meals for the barge's crew. A small table is here; its top covered by a thick chopping block, marred from ages of use. A wide cupboard is fastened to one wall and a cast iron stove is against another. The stove's door is open. The only exit is port (or west, currently).
You open the stove
(the cast iron stove)
That's already open.
You look in the stove
(the cast iron stove)
The is a squat cast iron stove, most likely fastened in place even though its weight alone would do the job. It is black and well-used. The top cooking surface is made of grates that sit above the oven.
The oven's door is open. A thick pipe runs up from the oven and through the ceiling where smoke from cooking escapes.

In the cast iron stove are a bird's nest and a pile of ashes.
You examine the nest
This is a bird's nest that was stuck in the stovepipe. It is a mess of twigs and mud.

In the bird's nest is an old key.
You take the key
You take the old key from the bird's nest.
You look at the key
This old key looks like it probably belongs to a nautical chest.
You go to the west
This cabin is too small to be someone's quarters so instead it's used for random storage. Currently, only a large chest sits against a wall here. The only door is to the east (starboard).
You unlock chest with the key
You unlock the large chest.
Open chest
You open the large chest, revealing a stack of folded clothes and a cabin key.
You take the cabin key
(putting the antecessor skean into the leather haversack to make room) You take the cabin key from the large chest.
You examine folded
This is someone's stack of folded clothes, put away in storage. They seem like a pretty mundane selection.
You lock the chest with old key
You close the large chest.

You lock the large chest.
You unlock the mate's door with the cabin key
You unlock mate's door.
Go east
(first opening mate's door)

This cabin is a step-up in comfort than for the rest of the crew. The wooden plank bed has a simple pillow and a nicely folded quilt on it. A plank shelf, against another wall, is covered with neatly stacked papers. A heavy, wooden chair is before it. The first mate's personal belongings are most likely kept in the small trunk nearby. The exit is port (west).

On the wooden plank shelf are some neatly stacked papers.

On the wooden plank bed are a nicely folded quilt and a simple pillow.
You close door
You close mate's door.
You lock the door with the cabin key
You lock mate's door.
You examine papers
At a quick glance, these papers seem to be mundane jumble of shipping business; invoices, cargo manifestos, and the like.
You examine trunk
Rakton, the first mate, most likely keeps his personal belongings in this trunk.
You open the trunk
You open the small trunk, revealing Owls of Stone.

It happens so fast that you're not sure what's going on at first.
Then you realize you are being strangled by a cord. Your hands automatically scramble to your neck, trying to grasp the garrote but your attacker is strong and you cannot get a grip.
You throw the dirt at the attacker
You fumble with the small jar but in the commotion, it slips from your sweaty hands and falls to the floor. Thankfully, it's strong enough glass and doesn't break.
You kill the attacker with the dagger
(first taking the antecessor skean)
You're unable to do that because you're currently being strangled by a garrote. Your attacker is behind you.

As he strangles you, Rakton whispers in your ear in a strange language like a lunatic.
You kick Rakton
You maneuver yourself as best you can to deliver a solid backwards kick on your attacker. Striking him in the knee, he grunts and the garrote loosens slightly. You take advantage of the opportunity and you slip away from him, stumbling across the cabin clumsily.

Rakton is before you, blocking the doorway. Dangling from his hand is the black, leather garrote that was just around your neck. His eyes are red and glassy. He steps toward you, whispering in a strange language like a lunatic.

(press any key)The blood-soaked blade of a sword quickly emerges
from Rakton's heart. Rakton stops in his tracks, wide-eyed as the blade disappears back into his body. He collapses onto the floor, dead. Behind him, you see your minder, Venkath Mock wipe the sword with a rag and sheath it.

"You need to be more careful." He tells you without humor. "Gather your things and meet me topside. We've arrived."
You take the jar
You pick up the small jar from the ground.
You take the Owls
(putting the weird dirt into the leather haversack to make room)
You take Owls of Stone from the small trunk.
Look around
This cabin is a step-up in comfort than for the rest of the crew. The wooden plank bed has a simple pillow and a nicely folded quilt on it. A plank shelf, against another wall, is covered with neatly stacked papers. A heavy, wooden chair is before it. The first mate's personal belongings are most likely kept in the small trunk nearby. The exit is port (west).

On the wooden plank shelf are some neatly stacked papers.

On the wooden plank bed are a nicely folded quilt and a simple pillow.

You can also see a leather garrote and Rakton's body here.
You check your inventory
You are carrying:
a leather garrote
Owls of Stone
a small jar (open but empty)
a cabin key
an old key
a glowstone lantern (providing light)
a leather haversack (being worn and open)
an important note
some weird dirt
an antecessor skean
a mysterious note
Elements of Ixteesh
Phandaal's letter
some traveling clothes (being worn)
a small black scabbard (being worn)
You look at the Owls
As you open the book, some sort of coded message falls out of it to the ground.

coastal city-state of Slezamane roughly half a century ago. The quality of the poems are above average but they stay rather tame instead of touching on any topics of substance like politics or philosophy.
You take the message
(putting the old key into the leather haversack to make room)
You pick up the coded message from the ground.
You examine the message
You can't read this. It's either in another language, or, more likely, in some sort of code.
You examine Rakton
Rakton's  blood-smeared body is lying here.
Go west
You meet your bodyguard topside. The two of you stand behind the wheelhouse, watching the swamp finally give way to wide, clearer water. Ahead, in the distance and dark against the bright horizon, you see the crowded towers and minarets of the city called Badushizd.

Leaving the city's harbor to the south, you made your way here, to the Ivory Arch. It is a single piece of ivory, huge enough to span from one side of the boulevard to the other and no man lives who knows whence so vast a piece could have come. Passing through the arch, one finds the entire underside covered in countless, detailed carvings; mostly statues and visages that seem to reach out from the ivory or stare at you as you pass through. To the north, beyond the ivory arch, the buidlings give way to some sort of open town square.

Your minder, Venkath Mock, is here with a grim countenance.

You can also see Warpeye (the cat) here.
You examine the cat
Warpeye's long fur is a cacophony of autumn colors but his feet and neck are white. His keen face evinces his many years and his sage experience as a cat. On closer inspection, you see that he is most likely named for his left eye which is actually a strange glass stone of shifting, indeterminate colors.
You take the eye
That seems to be a part of Warpeye (the cat).
You examine the eye
Warpeye's left eye appears to be a small glass stone of shifting, indeterminate colors. You can only imagine if it actually works or if it has different abilities altogether.
You examine the carvings
Crowding each other on the inside of the ivory arch are countless carved faces, statues, sculptures, and reliefs; some so new, they are currently being finsihed, and some so ancient, their creators and their meanings are lost to the ages.
You talk to Venkath
You say hello to Venkath Mock.

Venkath adjusts his scabbard and belt.

(You could ask Venkath Mock about Venkath Mock or the mysterious note.)
Look around
It is a single piece of ivory, huge enough to span from one side of the boulevard to the other and no man lives who knows whence so vast a piece could have come. Passing through the arch, one finds the entire underside covered in countless, detailed carvings; mostly statues and visages that seem to reach out from the ivory or stare at you as you pass through. To the north, beyond the ivory arch, the buidlings give way to some sort of open town square.

Your minder, Venkath Mock, is here with a grim countenance.

You can also see Warpeye (the cat) here.

Venkath looks at your traveling clothes.
Go north
This town square is hardly a square and more of an askew hexagon. Its dimensions are difficult to tell as the surrounding buildings crowd each other for space. Avenues lead off in almost every direction.
The southern boulevard leads under a gigantic ivory arch with an underside covered in countless carvings. The way west is blocked by a spiked gate. Beyond it is the courtyard of the inn known as The Vulgar Unicorn. Even in your village, the far away Euyesus, you've heard a few tales of the tavern's rowdiness.

As it's midday, the square is alive with a crowd of people either coming and going or doing business with merchants selling various commodities from tented booths

Venkath Mock arrives from the south.

Warpeye (the cat) arrives from the south.

Venkath looks around and then rubs his eyes.
You examine the gate
This is a strong, iron gate with spikes at the summit, standing about ten feet tall. It would be difficult and dangerous to climb and downright impossible to squeeze through the bars. The gate is currently closed.

Venkath looks around with a peeved expression.
You open gate
You open the spiked gate.
Go west
Nestled within the buildings of Badushizd, this stony courtyard serves the patrons of The Vulgar Unicorn as a place to enjoy if the tavern gets too noisy. A dry fountain sits as a centerpiece, surrounded by four stone benches with areas of trimmed grass in between. An open spiked gate leads out of this courtyard to the east and a shadowy break in the wall to the northwest leads to some sort of dark alley between the buildings. The door into the tavern is to the west.

On the dry fountain are a periwinkle sadiki bird and a lavender sadiki bird.

Venkath Mock arrives from the east.

Warpeye (the cat) arrives from the east.

The lavender sadiki bird looks at you and says, "You're just some weedy, ill-nurtured apple-john!".
You look at the fountain
(the dry fountain)
The dry fountain has a wide, circular basin at ground level. The thick sides of the basin are knee-high, made of brick, and provide seating like a bench. In the center of the bottom basin, a stone sculpture rises at least ten feet. It is an abstract thing, sculpted to resemble waves, or something that flows at least. Water probably emerged from the top, flowed down the wavy channels of the sculpture before landing in the basin below. Now, only dust remains.

On the dry fountain are a periwinkle sadiki bird and a lavender sadiki bird.
You examine the lavender
Sadiki birds, named for the faraway continent upon which they were first discovered, come in a variety of colors and have an impressive ability of mimicry. Unfortunately, sadiki birds have a penchant to only squawk curse words and insults at anyone unfortunate enough to be nearby. This particular sadiki bird has lavender colored feathers.

Venkath looks around and then rubs his eyes.

The periwinkle sadiki bird looks at you and says, "I smell some sort of impertinent, hell-hated barnacle!".

The lavender sadiki bird looks at Venkath Mock and says, "You're just some gorbellied, common-kissing dewberry!".
You look at the inn
This door appears to be very old but very thick and strong.

Venkath looks at your leather haversack.

The periwinkle sadiki bird looks at you and says, "You're just some droning, clay-brained giglet!".
Go west
(first opening the inn door)

Bright and shadowy, all at once, this tavern common room is covered in countless burning candles of various shapes, sizes, and colors. This perpetual candlelight has been happening for so long, the floor is covered in dry candle wax, stamped into a dust that has become one with the floor. The wooden walls and ceiling are completely covered in soot and the patrons through the many decades have taken it upon themselves to scrawl graffiti in it with their fingers and knives.

Across from the front door to the east is a large, curved bar, covered in candles and spirits. In between the front door and the bar are a couple of tables and a few scattered chairs, upon which various patrons lounge, drinking and smoking, filling the room with a smoky aroma of tobacco and herbs. A wooden staircase leads up.

Behind the curved bar, a young woman with dreadlocks attends to patrons.

Someone breaks out in a hacking cough.

Venkath Mock arrives from the east.

Warpeye (the cat) arrives from the east.
You look at the graffiti
The layers of words, sentences, remarks, ponderings, and symbols go back many decades. Some are crude opinions scribbled in the soot with a naked finger, others are intricate scrawls made with a knife or other sharp implement. It seems that the fashion is to express one's political leanings or affiliations which makes sense in a landscape of city-states hanging in an ever-changing web of alliances and hostilities.

Venkath fidgets with his travel pack.
You examine the woman
(Paevana the alewife)
Black, dreadlocks awkwardly hang over a furrowed, friendly face. Big, round amber eyes look thoughtfully around the tavern they've watched over for so long. Paevana isn't greatly busy this evening, but still steadily works the bar; pouring drinks, clearing glasses, lighting candles, and talking to the various patrons.
You talk to the woman
(Paevana the alewife)
As you approach a little closer, you notice there is a concealed staircase behind the bar leading down to a cellar.

You say hello to Paevana the alewife.

(You could ask Paevana the alewife about Paevana the alewife, the Vulgar Unicorn, Deviah Favash or the room to rent.)
You ascend
This is the upstairs hall of The Vulgar Unicorn. From below, the sounds of the tavern common room rises up the wooden staircase. Bedroom doors are set east and west and a lavatory door is to the south. The soot graffiti continues on this floor, as does the smoky aroma of tobacco.

Venkath Mock comes up from below.

Warpeye (the cat) comes up from below.
You ask Venkath about Warpeye
There is no reply.

Venkath looks at your leather haversack.
You examine the graffiti
The layers of words, sentences, remarks, ponderings, and symbols go back many decades. Some are crude opinions scribbled in the soot with a naked finger, others are intricate scrawls made with a knife or other sharp implement. It seems that the fashion is to express one's political leanings or affiliations which makes sense in a landscape of city-states hanging in an ever-changing web of alliances and hostilities.
You look at the door
Which do you mean, the second bedroom door, the first bedroom door or the lavatory door?
You examine the key
Which do you mean, the first inn key, the cabin key or the old key?
You look at the first door
This is a basic, wooden door.
You enter it
(first opening the first bedroom door)
It seems to be locked.

Venkath adjusts his scabbard and belt.
You unlock it
What do you want to unlock the first bedroom door with?
First key
You unlock the first bedroom door.
You enter the first door
(first opening the first bedroom door)

Surprisingly cozy, this bedroom contains a large, comfy bed covered by an intricately-sewn quilt. A thick but short curtain covers a small window in the east wall. Completing the guest room is a stuffed sofa with a worn floral, but darkly colored cover. The only exit is the door to the west.

Venkath Mock arrives from the west.

Warpeye (the cat) arrives from the west.
You go to the west
This is the upstairs hall of The Vulgar Unicorn. From below, the sounds of the tavern common room rises up the wooden staircase. Bedroom doors are set east and west and a lavatory door is to the south. The soot graffiti continues on this floor, as does the smoky aroma of tobacco.

Venkath Mock arrives from the east.

Warpeye (the cat) arrives from the east.
You close the first door
You close the first bedroom door.
You lock it with the first key
You lock the first bedroom door.
You knock on the second door
You try the door after a quick knock but it remains locked.

"I feel something's wrong." Venkath Mock tells you as he examines the door, most likely thinking of bashing it down.

"No, wait." You tell him, not wanting to cause damage or a scene if it can be helped, "Let me look for another way in. You wait here."

"Fine. Be swift."
You go south
(first opening the lavatory door)

This strange room is some sort of lavatory, but not like any that you've seen back in Euyesus. There's a commode made of polished wood with a small handle nearby. There's also a porcelain sink, but the commode has numerous pipes extending from it and clinging to the wall before disappearing into it and the sink includes a faucet which is a brass spigot also attached to a network of pipes. Finally, there is an old mirror on another wall, affixed between more pipes. The only exit is the door to the north.
You examine the mirror
This mirror is very clean but a couple of the corners look a little battered, as if this mirror has been moved around more than a few times. It is attached to the wall but the pipes covers a little of the mirror's edge.
You move the mirror
It is fixed in place.
You search mirror
You see yourself reflected back at you.
You look at the pipes
You have no idea how such plumbing works; your home village still relies on outhouse technology. From behind the polished wood commode and porcelain sink, pipes extend and crawl along the walls before disappearing into them. Near the commode, a small handle is attached to a pipe and above the sink, there's a brass spigot, also on a pipe.
You go to the north
This is the upstairs hall of The Vulgar Unicorn. From below, the sounds of the tavern common room rises up the wooden staircase. Bedroom doors are set east and west and a lavatory door is to the south. The soot graffiti continues on this floor, as does the smoky aroma of tobacco.

Your minder, Venkath Mock, is here with a grim countenance.

You can also see Warpeye (the cat) here.
You go downwards
Bright and shadowy, all at once, this tavern common room is covered in countless burning candles of various shapes, sizes, and colors. This perpetual candlelight has been happening for so long, the floor is covered in dry candle wax, stamped into a dust that has become one with the floor. The wooden walls and ceiling are completely covered in soot and the patrons through the many decades have taken it upon themselves to scrawl graffiti in it with their fingers and knives.

Across from the front door to the east is a large, curved bar, covered in candles and spirits. In between the front door and the bar are a couple of tables and a few scattered chairs. A wooden staircase leads up and a concealed staircase behind the bar leads down to a cellar.

Behind the curved bar, a young woman with dreadlocks attends to patrons.
You go east
Nestled within the buildings of Badushizd, this stony courtyard serves the patrons of The Vulgar Unicorn as a place to enjoy if the tavern gets too noisy. A dry fountain sits as a centerpiece, surrounded by four stone benches with areas of trimmed grass in between. A closed spiked gate leads out of this courtyard to the east and a shadowy break in the wall to the northwest leads to some sort of dark alley between the buildings. The door into the tavern is to the west. It is currently open, allowing light and conversational sounds to spill out into the courtyard.

On the dry fountain is a periwinkle sadiki bird.
Go northwest
This alley is generally crooked, of course, and the way it is sandwiched between the buildings blocks almost any natural light, leaving  this passage in shadows. The alley leads southeast (back to the inn courtyard) and southwest (deeper into shadow).

You can see a squirrelly thug here.
You examine the thug
This man is lean and strange with dark circles under his bloodshot eyes as if he hasn't slept in years. His greasy hair has the scraggly look of being chopped here and there by sharp implements. He wears dark, stained clothes under a scuffed leather duster.
You talk to thug
If you approach, he looks like he would rather mug you than talk to you.
You go to the southwest
The squirrelly thug blocks your way in that direction. He seems to be waiting for you to approach.
You kill the thug
With your bare hands? You'd probably lose that fight.
You take the dagger
(putting the cabin key into the leather haversack to make room)
You're carrying too many things already.
Inventory
You are carrying:
a first inn key
a coded message
a leather garrote
Owls of Stone
a small jar (open but empty)
a glowstone lantern (providing light)
a leather haversack (being worn and open)
a cabin key
an old key
an important note
some weird dirt
an antecessor skean
a mysterious note
Elements of Ixteesh
Phandaal's letter
some traveling clothes (being worn)
a small black scabbard (being worn)
PUT INN KEY, OWLS, MESSAGE IN SACK
first inn key: Done.
Owls of Stone: Done.
coded message: Done.
You take skean
You take the antecessor skean from the leather haversack.
You put the dirt in the jar
(first taking the weird dirt)
You put the weird dirt into the small jar.
Inventory
You are carrying:
an antecessor skean
a leather garrote
a small jar (open)
some weird dirt
a glowstone lantern (providing light)
a leather haversack (being worn and open)
a coded message
Owls of Stone
a first inn key
a cabin key
an old key
an important note
a mysterious note
Elements of Ixteesh
Phandaal's letter
some traveling clothes (being worn)
a small black scabbard (being worn)
You kill the thug with the dagger
You were given the skean to use to defend yourself, if that unfortunate event arises. But to rush in to an attack with a larger and maybe more experienced opponent doesn't sound like a good idea.
You throw the dirt at the thug
(first taking the weird dirt)
You pour the weird dirt from the small jar into your hand.

You toss the weird dirt at the squirrelly thug. It hits him without any fanfare at all. But suddenly, he remains fixed in place, unable to move any of his body but his eyes. His eyes dart around, terrified, but he cannot move even a finger, leaving him standing awkwardly like a frozen scarecrow.
You go southwest
You sneak past the paralyzed thug. His eyes follow you as far as possible, until you're past his view and down the alley a bit.

The dark alley stops here at a dead end. The angles of this cul-de-sac are contorted so the dark walls are disorienting to make out. The east border is the back of The Vulgar Unicorn, its face covered with a gray city ivy known as shalifux,  A round window is up the wall on the second floor. Across from the back of the tavern, a tall brick wall blocks what was once another alley. The only exit is back down the dark alley to the northeast.

On the tall brick wall is a lavender sadiki bird.

You can also see an old crate here.
You climb the ivy
You painstakingly climb up the back wall of The Vulgar Unicorn, grasping the gray shalifux ivy. When you reach the round window, you crawl through, dumping unceremoniously on the floor of the back bedroom.

This room is a chaotic mess. The bed frame and mattress is crooked as if someone pushed it or was pushed against it. A sofa is overturned as if flung by a giant hand. A blood-stained quilt is bunched up on the floor. On the west wall, half of a curtain hangs askew, partially covering a round window. The rest of the curtain is on the floor. There is a closed door to the east.

Finally, on the floor is the still body of Deviah Favash. She is laying in a pool of blood.
You examine the body
This unfortunate woman was Deviah Favash. Whoever sent for an Ixteesh interpreter from your village did so through Deviah and she was to explain to you who sent for you and where you're supposed to be. Sadly, it appears she has been stabbed a few times in the midsection by something incredibly sharp, given the very clean cuts left behind in her clothes.

Without warning, Deviah's eyes snap open, startling you enough to shout a quick, "Shit lords!". She grabs your wrist tightly and whispers to you in a slowly dying breath, "You must join the
caravan to Obak! That is where you are needed!" She cringes in
pain for a moment, then struggles to add, "They are trying to stop you-" but then, having delivered this message to you, she finally dies.
You unlock door
What do you want to unlock the second bedroom door with?
You open the door
It seems to be locked.
You search body
You find the second inn key in one of Deviah's pockets. You absent-mindedly grab it.
You unlock the door with the second key
You unlock the second bedroom door.
You go to the east
(first opening the second bedroom door)

This is the upstairs hall of The Vulgar Unicorn. From below, the sounds of the tavern common room rises up the wooden staircase. Bedroom doors are set east and west and a lavatory door is to the south. The soot graffiti continues on this floor, as does the smoky aroma of tobacco.

Your minder, Venkath Mock, is here with a grim countenance.

You can also see Warpeye (the cat) here.

Venkath looks over your shoulder, into Deviah's room. He spies her lifeless body.

"What in all the hells?" He mumbles to himself. Before you can reply, the sound of breaking glass followed by a scream pierces the tavern noise from below.

Venkath looks at your traveling clothes.
Go downwards
Bright and shadowy, all at once, this tavern common room is covered in countless burning candles of various shapes, sizes, and colors. This perpetual candlelight has been happening for so long, the floor is covered in dry candle wax, stamped into a dust that has become one with the floor. The wooden walls and ceiling are completely covered in soot and the patrons through the many decades have taken it upon themselves to scrawl graffiti in it with their fingers and knives.

Across from the front door to the east is a large, curved bar, covered in candles and spirits. In between the front door and the bar are a couple of tables and a few scattered chairs. A wooden staircase leads up and a concealed staircase behind the bar leads down to a cellar.

You can see Sceldrus Jandol here.

Venkath Mock comes down from above.

Warpeye (the cat) comes down from above.

Upon entering the tavern common room, you are surprised to see the place devoid of any patrons. Everything is still as if the small crowd departed as one, barely a few minutes ago. The candles are still lit and the hanging smoke still lingers. Paevana the alewife is gone as well, but casually walking among the unattended candles and abandoned cocktails is a tall man. He has a handsome face but one you feel you can't trust. He wears black brigandine armor and you spy two swords crossed on his back. He wears no helm or hood but rather ties his long black hair behind his head. He gives a smile as he sees Venkath Mock. His eyes never notice you.
Go downward
This space is crowded with decades upon decades of tavern flotsam; broken chairs, upended tables, crates of empty bottles, among many other dusty things. The only exit is a staircase that leads up to the tavern common room, behind the curved bar.

Paevana the alewife is hiding down here, avoiding the melee upstairs.

Warpeye (the cat) comes down from above.
You talk to Paevana
You say hello to Paevana the alewife.

(You could ask Paevana the alewife about Paevana the alewife.)
Go upward
Bright and shadowy, all at once, this tavern common room is covered in countless burning candles of various shapes, sizes, and colors. This perpetual candlelight has been happening for so long, the floor is covered in dry candle wax, stamped into a dust that has become one with the floor. The wooden walls and ceiling are completely covered in soot and the patrons through the many decades have taken it upon themselves to scrawl graffiti in it with their fingers and knives.

Across from the front door to the east is a large, curved bar, covered in candles and spirits. In between the front door and the bar are a couple of tables and a few scattered chairs. A wooden staircase leads up and a concealed staircase behind the bar leads down to a cellar.

Your minder, Venkath Mock, is here with a grim countenance.

You can also see Sceldrus Jandol here.

"Venkath." The tall man says in way of greeting.

"Sceldrus." Venkath returns, his face steady and grim.

Warpeye (the cat) comes up from below.
Wait
Time passes.

Still without giving you a glance, Sceldrus asks Venkath, "Is this the decipherist from Euyesus?"

In answer, Venkath draws his blade.

"Nothing stops a Phansigar from his task, Venkath." The tall man states, still smiling, but drawing one of his blades from behind his back.

Venkath fidgets with his travel pack.
You wait a while
Time passes.

Like a juggernaut, Venkath swings his blade wide while quickly stepping up to his opponent. Sceldrus parries, both blades clashing, grinding together with a sound that makes your skin crawl, like a fork scraping a plate at a banquet. Seeing the opportunity, with his free fist, Sceldrus socks Venkath in the eye.
You wait awhile
Time passes.

Stepping back, blinking his newly clobbered eye, Venkath whirls his blade in his hand before advancing again. In the last second, Venkath quickly lifts the blade over his head, bringing it down hard upon Sceldrus.

Sceldrus, however, is even quicker. He steps aside, dodging the blow, but then grabs Venkath by the back of his jack-of-plate cloth shirt and, using Venkath's momentum against him, shoves him face-first into one the candle and cocktail covered tables. He and the table go crashing against a wall, sending the drinks, and more dangerously, the lit candles clattering all over.

Suddenly, the alcohol-soaked floor and walls are lit by the stray flames of the fallen candles. A fire quickly envelopes the entry by the tavern's front door.
Wait
Time passes.

Venkath picks himself up from the smashed table and broken glasses. He's up just in time to parry a stabbing attempt by Sceldrus, their blades clanging loudly.

"Oh, Venkath," Sceldrus says mockingly, "one should never give a sword to a man who can't dance."

"What does that even mean?" Venkath asks gruffly, but then
realizes he's been distracted and raises his sword in defense only a second before Sceldrus's own blade reached him. Their blades clash once again.
You kill Sceldrus with the dagger
You charge at the tall warrior, antecessor skean in hand, but he is too quick and powerful, compared to a small adolescent such as yourself. You are grabbed by the neck with his free hand and, still ignoring you with his eyes, throws you onto the curved bar. Drinks and candles fly in all directions as you slide over the bar and onto the floor and then quickly tumbling down the concealed staircase to the. . .

This space is crowded with decades upon decades of tavern flotsam; broken chairs, upended tables, crates of empty bottles, among many other dusty things. The only exit is a staircase that leads up to the tavern common room, behind the curved bar.

Paevana the alewife is hiding down here, avoiding the melee upstairs.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) comes down from above.
You ask Paevana about Sceldrus
There is no reply.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
Search flotsam
You find nothing of interest.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You look at the crates
A good number of wine crates are stacked around the cellar. Most of them are filled with empty bottles of all kinds.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
Go up
Bright and shadowy, all at once, this tavern common room is covered in countless burning candles of various shapes, sizes, and colors. This perpetual candlelight has been happening for so long, the floor is covered in dry candle wax, stamped into a dust that has become one with the floor. The wooden walls and ceiling are completely covered in soot and the patrons through the many decades have taken it upon themselves to scrawl graffiti in it with their fingers and knives.

Across from the front door to the east is a large, curved bar, covered in candles and spirits. In between the front door and the bar are a couple of tables and a few scattered chairs. A wooden staircase leads up and a concealed staircase behind the bar leads down to a cellar.

A raging fire is blocking any exit through the tavern's front door.
It is making the tavern a boiler and the countless candles are melting rapidly as the fire spreads.

Your minder, Venkath Mock, is here with a grim countenance.

You can also see Sceldrus Jandol here.

Venkath swings his sword at Sceldrus's throat but it is easily dodged as the taller warrior leans and steps back.

Warpeye (the cat) comes up from below.

Venkath looks around with a peeved expression.
Go upwards
This is the upstairs hall of The Vulgar Unicorn. From below, the sounds of the tavern common room rises up the wooden staircase. Bedroom doors are set east and west and a lavatory door is to the south. The soot graffiti continues on this floor, as does the smoky aroma of tobacco.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) comes up from below.
You go west
This room is a chaotic mess. The bed frame and mattress is crooked as if someone pushed it or was pushed against it. A sofa is overturned as if flung by a giant hand. A blood-stained quilt is bunched up on the floor. On the west wall, half of a curtain hangs askew, partially covering a round window. The rest of the curtain is on the floor. There is an open door to the east.

Finally, on the floor is the still body of Deviah Favash. She is laying in a pool of blood.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) arrives from the east.
Go downward
You can't go that way.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You go through the window
Jumping out this window and climbing down the shalifux does sound like a good idea to avoid the fire that's quickly engulfing the common room downstairs, however, looking out the window, you can see the squirrelly thug is waiting down there for you and he's brought some friends. It would be certain death.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You go to the east
This is the upstairs hall of The Vulgar Unicorn. From below, the sounds of the tavern common room rises up the wooden staircase. Bedroom doors are set east and west and a lavatory door is to the south. The soot graffiti continues on this floor, as does the smoky aroma of tobacco.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) arrives from the west.
You go east
(first opening the first bedroom door)
It seems to be locked.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You unlock the first door with the first key
(first taking the first inn key)
You unlock the first bedroom door.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You go east
(first opening the first bedroom door)

Surprisingly cozy, this bedroom contains a large, comfy bed covered by an intricately-sewn quilt. A thick but short curtain covers a small window in the east wall. Completing the guest room is a stuffed sofa with a worn floral, but darkly colored cover. The only exit is the door to the west.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) arrives from the west.
You open the window
It isn't something you can open.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You move the curtain
It is fixed in place.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You go through the window
That's not something you can enter.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You break the window
Violence isn't the answer to this one.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
Go west
This is the upstairs hall of The Vulgar Unicorn. From below, the sounds of the tavern common room rises up the wooden staircase. Bedroom doors are set east and west and a lavatory door is to the south. The soot graffiti continues on this floor, as does the smoky aroma of tobacco.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) arrives from the east.
You go downward
Bright and shadowy, all at once, this tavern common room is covered in countless burning candles of various shapes, sizes, and colors. This perpetual candlelight has been happening for so long, the floor is covered in dry candle wax, stamped into a dust that has become one with the floor. The wooden walls and ceiling are completely covered in soot and the patrons through the many decades have taken it upon themselves to scrawl graffiti in it with their fingers and knives.

Across from the front door to the east is a large, curved bar, covered in candles and spirits. In between the front door and the bar are a couple of tables and a few scattered chairs. A wooden staircase leads up and a concealed staircase behind the bar leads down to a cellar.

A raging fire is blocking any exit through the tavern's front door.
It is making the tavern a boiler and the countless candles are melting rapidly as the fire spreads.

Your minder, Venkath Mock, is here with a grim countenance.

You can also see Sceldrus Jandol here.

Grabbing a chair, Venkath throws it overhand at Sceldrus who bashes it out of the way with the forearm of his free hand, knocking the chair to the floor where it breaks.

Warpeye (the cat) comes down from above.
Go east
The door is blocked by a fire that is quickly spreading.

Sceldrus seizes an opportunity to stab at Venkath, but Venkath's blade is too quick and he parries the attempt.
Go west
You can't go that way.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.
Go upwards
This is the upstairs hall of The Vulgar Unicorn. From below, the sounds of the tavern common room rises up the wooden staircase. Bedroom doors are set east and west and a lavatory door is to the south. The soot graffiti continues on this floor, as does the smoky aroma of tobacco.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) comes up from below.
Go south
This strange room is some sort of lavatory, but not like any that you've seen back in Euyesus. There's a commode made of polished wood with a small handle nearby. There's also a porcelain sink, but the commode has numerous pipes extending from it and clinging to the wall before disappearing into it and the sink includes a faucet which is a brass spigot also attached to a network of pipes. Finally, there is an old mirror on another wall, affixed between more pipes. The only exit is the door to the north.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) arrives from the north.
Break mirror
Violence isn't the answer to this one.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You turn the spigot
The spigot squeaks as you turn it on. A stream of cold water flows into the sink where it pools slightly before disappearing into a small drain.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You turn the faucet
The water is already running from the spigot, into the sink.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You turn off the faucet
The spigot squeaks as you turn it off, ending the stream of cold water. In a moment, the water in the sink has gone down the drain, leaving the porcelain sink empty.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
Inventory
You are carrying:
a first inn key
a second inn key
an antecessor skean
a leather garrote
a small jar (open but empty)
a glowstone lantern (providing light)
a leather haversack (being worn and open)
a coded message
Owls of Stone
a cabin key
an old key
an important note
a mysterious note
Elements of Ixteesh
Phandaal's letter
some traveling clothes (being worn)
a small black scabbard (being worn)

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You put the water in the jar
Which do you mean, the pooling water or the stream of cold water?
Pooling
That won't fit in there.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You kick the pipes
You give the network of pipes a solid kick.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You go north
This is the upstairs hall of The Vulgar Unicorn. From below, the sounds of the tavern common room rises up the wooden staircase. Bedroom doors are set east and west and a lavatory door is to the south. The soot graffiti continues on this floor, as does the smoky aroma of tobacco.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) arrives from the south.
You go downwards
Bright and shadowy, all at once, this tavern common room is covered in countless burning candles of various shapes, sizes, and colors. This perpetual candlelight has been happening for so long, the floor is covered in dry candle wax, stamped into a dust that has become one with the floor. The wooden walls and ceiling are completely covered in soot and the patrons through the many decades have taken it upon themselves to scrawl graffiti in it with their fingers and knives.

Across from the front door to the east is a large, curved bar, covered in candles and spirits. In between the front door and the bar are a couple of tables and a few scattered chairs. A wooden staircase leads up and a concealed staircase behind the bar leads down to a cellar.

A raging fire is blocking any exit through the tavern's front door.
It is making the tavern a boiler and the countless candles are melting rapidly as the fire spreads.

Your minder, Venkath Mock, is here with a grim countenance.

You can also see Sceldrus Jandol here.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.

Warpeye (the cat) comes down from above.
You kill Sceldrus with garrote
No. You've already learned your lesson.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.
Go downwards
This space is crowded with decades upon decades of tavern flotsam; broken chairs, upended tables, crates of empty bottles, among many other dusty things. The only exit is a staircase that leads up to the tavern common room, behind the curved bar.

Paevana the alewife is hiding down here, avoiding the melee upstairs.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) comes down from above.
You tell Paevana about the fire
There is no reply.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
Topics
You could ask Paevana the alewife about Paevana the alewife.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You move the crates
They are fixed in place.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You look at the chairs
Many broken chairs of varying styles are stacked and strewn about the cellar. Every piece is covered with dust.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You examine the bottles
The empty glass bottles are of all shapes and sizes and they are in the dusty wine crates.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You look at the tables
Like the broken chairs down here, there are some old tables stored about, looking wobbly, dirty, or just plain broken.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You close up
You must name something more substantial.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
Kiss woman
Paevana the alewife might not like that.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You take the cat
No matter what you try, Warpeye always seems to slip away from your grasp. Frustrated, you give up.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You kill the cat
Violence isn't the answer to this one.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
Go upwards
Bright and shadowy, all at once, this tavern common room is covered in countless burning candles of various shapes, sizes, and colors. This perpetual candlelight has been happening for so long, the floor is covered in dry candle wax, stamped into a dust that has become one with the floor. The wooden walls and ceiling are completely covered in soot and the patrons through the many decades have taken it upon themselves to scrawl graffiti in it with their fingers and knives.

Across from the front door to the east is a large, curved bar, covered in candles and spirits. In between the front door and the bar are a couple of tables and a few scattered chairs. A wooden staircase leads up and a concealed staircase behind the bar leads down to a cellar.

A raging fire is blocking any exit through the tavern's front door.
It is making the tavern a boiler and the countless candles are melting rapidly as the fire spreads.

Your minder, Venkath Mock, is here with a grim countenance.

You can also see Sceldrus Jandol here.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.

Warpeye (the cat) comes up from below.

Venkath looks around and then rubs his eyes.
You kill Sceldrus
Warpeye (the cat) has better things to do.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.
You throw cat at Sceldrus
(first taking Warpeye (the cat))
No matter what you try, Warpeye always seems to slip away from your grasp. Frustrated, you give up.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.

Venkath looks at your leather haversack.
You ask the cat about the cat
(Warpeye (the cat))
There is no reply.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.

Venkath adjusts his scabbard and belt.
Examine bar
(the curved bar)
This solid wood bar curves so the server is slightly surrounded. Its top is covered with burning candles, decades of candle wax, and a few drinks belonging to some nearby patrons.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.

Venkath fidgets with his travel pack.
You examine the drinks
In the spaces on the bar and tables where there isn't any wax, spirituous drinks belonging to the various patrons are placed. They are in thick glasses that appear to have been made by the same glassblower, given the style.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.

Venkath looks around with a peeved expression.
You take the drinks
None of these drinks belong to you.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.
You go east
Surprisingly cozy, this bedroom contains a large, comfy bed covered by an intricately-sewn quilt. A thick but short curtain covers a small window in the east wall. Completing the guest room is a stuffed sofa with a worn floral, but darkly colored cover. The only exit is the door to the west.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) arrives from the west.
You take the quilt
You don't need to take the quilt. It's far too large to carry around efficiently.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You move the quilt
Nothing obvious happens.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You look at the quilt
This quilt is constructed with a dizzying array of small, geometric shapes and patterns in a variety of dark colors.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You look under the bed
There's nothing under there.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
Go west
This is the upstairs hall of The Vulgar Unicorn. From below, the sounds of the tavern common room rises up the wooden staircase. Bedroom doors are set east and west and a lavatory door is to the south. The soot graffiti continues on this floor, as does the smoky aroma of tobacco.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) arrives from the east.
You go west
This room is a chaotic mess. The bed frame and mattress is crooked as if someone pushed it or was pushed against it. A sofa is overturned as if flung by a giant hand. A blood-stained quilt is bunched up on the floor. On the west wall, half of a curtain hangs askew, partially covering a round window. The rest of the curtain is on the floor. There is an open door to the east.

Finally, on the floor is the still body of Deviah Favash. She is laying in a pool of blood.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) arrives from the east.
You take the quilt
You don't need to carry that around.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You examine the sofa
This stuffed sofa is turned upside down.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You look around
This room is a chaotic mess. The bed frame and mattress is crooked as if someone pushed it or was pushed against it. A sofa is overturned as if flung by a giant hand. A blood-stained quilt is bunched up on the floor. On the west wall, half of a curtain hangs askew, partially covering a round window. The rest of the curtain is on the floor. There is an open door to the east.

Finally, on the floor is the still body of Deviah Favash. She is laying in a pool of blood.

You can see Warpeye (the cat) here.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You examine the bed
The mattress and bed frame are disheveled and crooked.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You take the curtain
Which do you mean, the half curtain or the cut-off curtain?
You cut-off
That's hardly portable.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You take the half
You don't really need that.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You go to the east
This is the upstairs hall of The Vulgar Unicorn. From below, the sounds of the tavern common room rises up the wooden staircase. Bedroom doors are set east and west and a lavatory door is to the south. The soot graffiti continues on this floor, as does the smoky aroma of tobacco.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) arrives from the west.
Go south
This strange room is some sort of lavatory, but not like any that you've seen back in Euyesus. There's a commode made of polished wood with a small handle nearby. There's also a porcelain sink, but the commode has numerous pipes extending from it and clinging to the wall before disappearing into it and the sink includes a faucet which is a brass spigot also attached to a network of pipes. Finally, there is an old mirror on another wall, affixed between more pipes. The only exit is the door to the north.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) arrives from the north.
You turn on the spigot
The spigot squeaks as you turn it on. A stream of cold water flows into the sink where it pools slightly before disappearing into a small drain.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You look at the commode
It's an average commode except that the wood used has been polished to a shine.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You look at the pipes
You have no idea how such plumbing works; your home village still relies on outhouse technology. From behind the polished wood commode and porcelain sink, pipes extend and crawl along the walls before disappearing into them. Near the commode, a small handle is attached to a pipe and above the sink, there's a brass spigot, also on a pipe.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You pull handle
Nothing obvious happens.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
Inventory
You are carrying:
a first inn key
a second inn key
an antecessor skean
a leather garrote
a small jar (open but empty)
a glowstone lantern (providing light)
a leather haversack (being worn and open)
a coded message
Owls of Stone
a cabin key
an old key
an important note
a mysterious note
Elements of Ixteesh
Phandaal's letter
some traveling clothes (being worn)
a small black scabbard (being worn)

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You turn the handle
From somewhere within the commode, a strange clap noise is heard.
Some random tapping sounds echo within the pipes on the walls. Then the tapping stops, leaving you with the feeling that twisting the small handle somehow empties the commode automatically.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You enter the commode
You don't feel the need to go right now.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You look in the commode
You can't really see anything in there. It seems to be very deep.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You put the jar in the sack
You put the small jar into the leather haversack.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You kick the pipes
You give the network of pipes a solid kick.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You hit the pipes with skean
That's actually unnecessary.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You open the pipes
It isn't something you can open.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
Go downward
Bright and shadowy, all at once, this tavern common room is covered in countless burning candles of various shapes, sizes, and colors. This perpetual candlelight has been happening for so long, the floor is covered in dry candle wax, stamped into a dust that has become one with the floor. The wooden walls and ceiling are completely covered in soot and the patrons through the many decades have taken it upon themselves to scrawl graffiti in it with their fingers and knives.

Across from the front door to the east is a large, curved bar, covered in candles and spirits. In between the front door and the bar are a couple of tables and a few scattered chairs. A wooden staircase leads up and a concealed staircase behind the bar leads down to a cellar.

A raging fire is blocking any exit through the tavern's front door.
It is making the tavern a boiler and the countless candles are melting rapidly as the fire spreads.

Your minder, Venkath Mock, is here with a grim countenance.

You can also see Sceldrus Jandol here.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.

Warpeye (the cat) comes down from above.

Venkath looks at your small black scabbard.
Go downwards
This space is crowded with decades upon decades of tavern flotsam; broken chairs, upended tables, crates of empty bottles, among many other dusty things. The only exit is a staircase that leads up to the tavern common room, behind the curved bar.

Paevana the alewife is hiding down here, avoiding the melee upstairs.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) comes down from above.
You move the flotsam
They are fixed in place.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You ask Paevana about Paevana
"There's no time for chit-chat." She tells you, looking at you like you're insane.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
Search crates
The wine crates are empty.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
Go upward
Bright and shadowy, all at once, this tavern common room is covered in countless burning candles of various shapes, sizes, and colors. This perpetual candlelight has been happening for so long, the floor is covered in dry candle wax, stamped into a dust that has become one with the floor. The wooden walls and ceiling are completely covered in soot and the patrons through the many decades have taken it upon themselves to scrawl graffiti in it with their fingers and knives.

Across from the front door to the east is a large, curved bar, covered in candles and spirits. In between the front door and the bar are a couple of tables and a few scattered chairs. A wooden staircase leads up and a concealed staircase behind the bar leads down to a cellar.

A raging fire is blocking any exit through the tavern's front door.
It is making the tavern a boiler and the countless candles are melting rapidly as the fire spreads.

Your minder, Venkath Mock, is here with a grim countenance.

You can also see Sceldrus Jandol here.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.

Warpeye (the cat) comes up from below.
You examine tables
These tables are wooden and appear to have been around forever. Like the other surfaces in here, they are covered in burning candles, candle wax, and patrons" drinks in thick glasses.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.
You take the chair
Which do you mean, the scattered chairs or the empty chair?
Empty
It's fine where it is.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.
You hit Sceldrus with the empty chair
(first taking the empty chair)
It's fine where it is.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.
You examine the empty chair
You see nothing special about the empty chair.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.

Venkath adjusts his scabbard and belt.
You take the wax
(the dry candle wax)
That's hardly portable.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.

Venkath looks at your small black scabbard.
You take the candle
Which do you mean, the countless candles, the dry candle wax or the bar candles?
Dry
That's hardly portable.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.
You take the bar candles
You don't need someone else's candle right now.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.

Venkath fidgets with his travel pack.
You examine the sofa
It seems a bit old, but soft enough for sitting. It is upholstered with a worn floral, but darkly colored cover.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You search the sofa
There is nothing on the stuffed sofa.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You get on the bed
You get onto the large comfy bed.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
Sleep
You aren't feeling especially drowsy.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You stand
You get off the large comfy bed.

Surprisingly cozy, this bedroom contains a large, comfy bed covered by an intricately-sewn quilt. A thick but short curtain covers a small window in the east wall. Completing the guest room is a stuffed sofa with a worn floral, but darkly colored cover. The only exit is the door to the west.

You can see Warpeye (the cat) here.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You check your inventory
You are carrying:
a first inn key
a second inn key
an antecessor skean
a leather garrote
a glowstone lantern (providing light)
a leather haversack (being worn and open)
a small jar (open but empty)
a coded message
Owls of Stone
a cabin key
an old key
an important note
a mysterious note
Elements of Ixteesh
Phandaal's letter
some traveling clothes (being worn)
a small black scabbard (being worn)

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You go downwards
Bright and shadowy, all at once, this tavern common room is covered in countless burning candles of various shapes, sizes, and colors. This perpetual candlelight has been happening for so long, the floor is covered in dry candle wax, stamped into a dust that has become one with the floor. The wooden walls and ceiling are completely covered in soot and the patrons through the many decades have taken it upon themselves to scrawl graffiti in it with their fingers and knives.

Across from the front door to the east is a large, curved bar, covered in candles and spirits. In between the front door and the bar are a couple of tables and a few scattered chairs. A wooden staircase leads up and a concealed staircase behind the bar leads down to a cellar.

A raging fire is blocking any exit through the tavern's front door.
It is making the tavern a boiler and the countless candles are melting rapidly as the fire spreads.

Your minder, Venkath Mock, is here with a grim countenance.

You can also see Sceldrus Jandol here.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.

Warpeye (the cat) comes down from above.
You examine Sceldrus
He is tall and has a handsome face but one you feel you can't trust. He wears black brigandine armor and you spy two swords crossed on his back. He wears no helm or hood but rather ties his long black hair behind his head. His eyes never notice you.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.
You throw the jar at Sceldrus
(first taking the small jar)
You lack the nerve when it comes to the crucial moment.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.
You throw skean at Sceldrus
You lack the nerve when it comes to the crucial moment.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.
You examine garrote
This garrote is a braided, black leather ligature.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.
You take the bottle
You grab an empty glass bottle.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You go upward
Bright and shadowy, all at once, this tavern common room is covered in countless burning candles of various shapes, sizes, and colors. This perpetual candlelight has been happening for so long, the floor is covered in dry candle wax, stamped into a dust that has become one with the floor. The wooden walls and ceiling are completely covered in soot and the patrons through the many decades have taken it upon themselves to scrawl graffiti in it with their fingers and knives.

Across from the front door to the east is a large, curved bar, covered in candles and spirits. In between the front door and the bar are a couple of tables and a few scattered chairs. A wooden staircase leads up and a concealed staircase behind the bar leads down to a cellar.

A raging fire is blocking any exit through the tavern's front door.
It is making the tavern a boiler and the countless candles are melting rapidly as the fire spreads.

Your minder, Venkath Mock, is here with a grim countenance.

You can also see Sceldrus Jandol here.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.

Warpeye (the cat) comes up from below.

Venkath looks at your small black scabbard.
Cold
That doesn't go in there.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You put the pooling in bottle
(first taking the pooling water)
You fill the glass bottle with water.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.
You put the water on the fire
Putting things on the raging fire would achieve nothing.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.
You throw the water at the fire
Strategically taking aim, you hurl the bottle at the raging fire.
With a smash, it breaks apart, spilling the water within on enough of the fire to allow you safe passage through the front door to the east.

Sceldrus and Venkath continue their swordfight in the common room as the tavern burns.

Paevana the alewife comes up from below.

Venkath fidgets with his travel pack.
Go east
You quickly run through the temporary space you made in the raging fire, and fall outside to the inn's courtyard.

Nestled within the buildings of Badushizd, this stony courtyard serves the patrons of The Vulgar Unicorn as a place to enjoy if the tavern gets too noisy. A dry fountain sits as a centerpiece, surrounded by four stone benches with areas of trimmed grass in between. A closed spiked gate leads out of this courtyard to the east and a shadowy break in the wall to the northwest leads to some sort of dark alley between the buildings. The door into the tavern is to the west. It is currently open, allowing light and conversational sounds to spill out into the courtyard.

On the dry fountain is a periwinkle sadiki bird.

You can hear the crashing and clanging of a sword fight coming from the tavern common room.

Warpeye (the cat) arrives from the west.

Paevana the alewife arrives from the west.

The doorway to the tavern is now engulfed in flames. The surrounding doorframe collapses in on itself, making any escape through there a fiery trap. You can see in the windows that the fire is spreading fast within.

You're staring at the blazing building, wondering about Venkath Mock, Warpeye the cat at your feet, when Paevana appears next to you. Staring as well at her livelihood literally going up in smoke, she puts her arm around your shoulders.

Obak. It is an ancient land far to the north, once a prosperous kingdom, now a frozen wasteland of broken towers, empty and decaying cities, and ships half-sunken in the ice, as if the bitter cold hit the land all at once, taking the kingdom by surprise. Believed to be a cursed region, and given its remoteness, the land is rarely visited by the wise.

Deviah was to tell you what is going on and why exactly you are needed in Obak. Xethes, the head of the small caravan that you and Paevana joined, has only said that something was found and someone who can read Ixteesh is needed. He's also mentioned that more than one city-state has sent envoys to investigate the matter as well.

Despite not knowing Venkath Mock's fate, and fearing the worst, you are comforted by Paevana joining you, having explained that with the razing of the Vulgar Unicorn, she has nothing left to her name.

After a few days of solid travel on pony, your group finally reaches a. . .

Sloping Path (on Rags)
The long trail you've been following, if one could even call it a trail, slopes upward from here to the north. Badushizd is now days to the south, where the snow and ice are not eternal and the sun actually peers through the clouds. Obak, however, you've come to find is a gray and frozen wasteland. Around the faint path up the slope are a good many spruce trees, frosted with snow.

You can see Storm (on whom is Paevana the alewife), Keeta (on whom is Xethes Balaam) and Nibbley (on whom is Zaucular) here.