text: [Themes: Science Fiction, complex NPC, conversation, science fiction]
  
  "What do you know about this place?" you ask her.
  
  "Only what I've heard, sir," she replies, "I've never been here before. It does have quite an odd reputation, though, as I'm sure you know. Something went horribly wrong in the past, but no-one wants to talk about it. And now the natives refuse to use any technology that's much more advanced than the wheel."
  
  [Author's Note: It was meant to be a routine visit on behalf of the imperial government, just to remind the settlers that the Empire hadn't forgotten them, and if you stick rigidly to the letter of your orders and refuse to use either your eyes or your initiative that's all it'll be. But with an interstellar war brewing in the background, you'd be wise not to take anything for granted.]
  
  > ask the pilot about the natives
  As you start your question the pilot lets out a wide yawn.
  
  > ask the pilot about the mission
  "So, sublieutenant, what do you think about..." you begin.
  
  "Perhaps we should discuss that some other time, sir," the pilot suggests, "right now you have a job to do."
  
  > ask the pilot about the meeting
  "About meetings..." you begin.
  
  "What about meetings, sir?" she replies warily.
  
  "Well..." you start, but something in her manner makes you trail off as you realize your question wasn't all that important after all.
  
  > Inventory
  You are carrying nothing, and are wearing a purple belt and a white uniform. The purple belt contains a drik. Your left pocket contains an ID card. Your right pocket contains a crumpled piece of paper.
  
  > read the paper
  (first taking the crumpled piece of paper from your right pocket) After the standard preamble, it goes on:
  
  "I'm sorry to dump this on you, but the Federation crisis means that we've had to pull all but skeleton resources out of this sector, and you're the nearest Legion officer to hand. As a result, we need you to include Elysium in your rounds. It's a sensitive planet - probably one of the most sensitive settlements in the Empire - but provided you go straight in and straight out and stick strictly to these orders you shouldn't have any problems.
  
  The purpose of your visit is simply to remind the local leadership that they are still part of the Empire and that we are still keeping tabs on them; quite literally, you're just there to 'show the flag'. To do this you'll need to make your way to the Legion office in what passes for the settlement's capital, and, once there, hoist the imperial flag above the building to show the local Elders that you're open for business. One or more of them should then come to call on you within the hour. When they do, be as diplomatic and courteous as possible, but otherwise keep the conversation to a minimum. Inform them in the simplest possible terms of the nature of the Federation crisis, emphasising that the Empire will continue to guard them from intrusion. Ask them if they have anything they want to raise with you. Almost certainly they won't, apart from their standard grumbles about imperial interference. Say as little as possible in reply beyond promising to pass their comments on. Once you have completed this conversation get out of there as quickly as you can.
  
  The most important thing to understand about the Elysians is that they have made a religion of technophobia. Their idea of a paradisal society is a pre-industrial society, so try not to flaunt any technology you bring with you; the less the settlers see of any thirtieth-century technology, the better you'll get on with them.
  
  Finally, I cannot stress too strongly that you should on no account get involved in any of the internal affairs of Elysium, and that you should if at all possible avoid any contact with any of the settlers apart from the Elders who come to meet you. Terrible mistakes have been made on Elysium in the past, and any problems that come up in the present must be left to officers with a deep understanding of the situation there, which does not include you. So, get in, keep the chat nice and short, and get straight out again.
  
  I look forward to receiving your report in due course.
  Subtribune G.F. Booker (C/O Sect PP12, ISL)
  13-Sep-2980.
  
  [Auth Code: ISL-GF-PPn342]"
  
  (If you'd prefer not to be notified about score changes in the future, type NOTIFY OFF.)
  
  > ask the pilot about flag
  "Where do you suppose I'll find this imperial flag I'm meant to be hoisting?" you wonder.
  
  "It'll be in the Legion building somewhere, sir," she assures you, "I'm sure you won't have any trouble finding it."
  
  > examine the iD
  (first taking your ID card from your left pocket)
  Your ID card is a rectangle of white data-plastic about two centimetres wide by four long. It bears a small photograph of you and identifies you as Praefect Andrew Holt of the Imperial Sovereign Legion.
  
  > put the ithe d in the left pocket
  Done.
  
  > look at the uniform
  (your uniform)
  Your uniform comprises a white tunic and matching white trousers. On the left breast of the tunic is emblazoned a purple eagle, and though you can't see them without the aid of a mirror, you know that there's a purple patch on each collar, bearing your insignia of rank. Below your belt the tunic has a pair of pockets. Your left pocket contains an ID card.
  
  > examine the belt
  It's a standard issue Sovereign Legion uniform belt, with a gold belt buckle at the front. It contains a drik.
  
  > examine the drik
  You have no idea where the name "drik" came from; so far as you know that's what it's been called for centuries. The drik is a multipurpose device that's issued to all Legion officers as standard. Despite the natives' dislike of modern technology, this is one item you're not prepared to go without - it was drummed into you at the Legion Training School that a Legion Officer's drik is an integral part of his uniform, never to be lost or surrendered under any circumstances.
  
  The drik is vaguely dagger-shaped, with a black handle, on which are four small coloured studs, and a slightly longer "blade", a flat plastimetal strip that is not actually sharp enough to cut anything.
  
  The drik has one further function in addition to that provided by its four studs: although you're unlikely to encounter much strange technology on Elysium, if you do encounter something you're suspicious of, pointing your drik at it may reveal something about its function.
  
  "I hope this isn't going to take too long, sir," the pilot remarks, "The sooner we're out of here the happier I shall be!"
  
  > examine the studs
  There are four small studs round the base of the handle: one red, one yellow, one green, and one blue.
  
  > ask her about the drik'
  (the pilot)
  "Sublieutenant, I've been meaning to ask you about..." you begin.
  
  "Beg pardon, sir, but I thought we were both anxious to get out of here, sir," she interrupts you, "So can we talk about that on the way back to the ship once you've finished here?"
  
  "Okay," you nod.
  
  > exit shuttle
  (first standing up)
  "Goodbye, sir," the pilot calls after you.
  
  You clamber out of the shuttle.
  
  You step out of the shuttle and feel the soil of Elysium pressing against your boots. It feels good to be back on the surface of a planet once more, and at first glance this planet looks welcoming enough. The early autumn air is comfortably warm, and smells fresh, if a little earthy, while the grass underfoot looks springy and green. But what really strikes you is how quiet it is.
  
  Looking around, you speculate that your shuttle has just landed in what was originally an impact crater. To the west the ground rises quite sharply - more sharply than you care to climb - but there seems to be a usable trail running north and south, and from what the pilot said, it's the southern one you want.
  
  Your shuttle rests in the middle of the hollow.
  
  > examine the red stud
  The red stud is quite plain.
  
  > Continue
  The drik goes dark.
  
  > ask the pilot about the crisis
  "So, what do you make of this Federation business, sublieutenant?" you ask her, "Will it be war do you think?"
  
  "I don't know, sir." she replies, "But if it is, at least we're well out of it here!"
  
  > ask pilot about the Elysium
  "Do you know anything else about Elysium, sublieutenant?" you ask.
  
  "I thought the Sovereign Legion was meant to be the experts on that kind of thing, sir," she replies pertly.
  
  > Bye
  "Over and out," you say.
  
  "Over and out, sir," she confirms, just before the comms link goes dead.
  
  > go south
  You leave the hollow and follow the dirt track down a ridge onto level ground, where it runs on south between untended fields towards the forest. This area looks like it may have been farmland once, but now the fields are reverting to wilderness, and even the track is starting to become overgrown. As you pause to take stock of your surroundings, you wonder why the land has been allowed to go to waste.
  
  > look at the fields
  The fields on either side of the track are so overgrown as to be impenetrable. They look as if they may once have been valuable arable land, but now they are rapidly reverting to wilderness.
  
  > Go south
  You set off down the track and after a few minutes' walk you find yourself deep in the heart of the forest.
  
  You stop to look round and try to reassure yourself that you're still on the path the pilot told you about. You can't see any side trails (though there may be the odd gap in the trees through which you could leave the main path) so it's hard to see how you could have gone wrong; and yet it doesn't quite feel right - but perhaps that's just because you find it so disconcerting being forced to walk through a forest for a routine meeting with local officialdom.
  
  Although the path has been straight enough so far, a short way ahead it starts to twist.
  
  > follow path
  Which way do you want to go: north or south?
  
  > go south
  The path twists and turns through the trees, but broadly continues south.
  
  The track becomes straighter and wider here as the trees become sparser. They are now so widely spaced that you could easily wander among them to east and west, and since they continue to thin out to the south you surmise that you must be coming to the edge of the forest.
  
  While you are taking stock of your surroundings, you hear a sudden rustling in the undergrowth. Your heart misses a beat as you see a figure emerge from the trees and walk rapidly towards you. Under the dirt and the tattered rags you recognize it as a young woman, and you wonder if this is how all the settlers live.
  
  "Excuse me!" she cries, as she hurries up to you, "You're an offworlder, aren't you? From the Empire?"
  
  (You could say yes, or ask her who she is.)
  
  > Yes
  "Yes, that's right," you nod, "Why, is there a problem?"
  
  "Can't you see for yourself?" she demands, "As you can see, my clothes are falling to rags, and I'm starving! I'm an outcast - no one from round here will help me, and I daren't be caught stealing. But you're an offworlder - so maybe - please, can you try to find me some new clothes and something to eat?"
  
  (You could say yes or no, refuse politely, offer to get help, or ask her about food or clothes.)
  
  > refuse politely
  "Look, I'd like to help, but I really can't," you tell her, "I have my orders you see - I'm not even meant to be talking with you, let alone getting involved. Besides, I won't be here more than an hour or so."
  
  "Oh, but it won't take you more than an hour or two to find me something," she assures you, "The town isn't far away, and I'm sure you can find something for me there."
  
  > ask her about her
  "So, who are you?" you ask.
  
  "I'm Leela," she tells you.
  
  > Topics
  You could ask her about herself, the town, or Elysium.
  
  > ask her about the exile
  "So, what can you tell me about... " you begin.
  
  "Well," she interrupts, "I think you should tell me something about yourself before you ask me anything else."
  
  > ask her about the food
  "Where am I meant to get food from?" you ask.
  
  "Like I said, the town's the best bet," she reminds you.
  
  > ask her about the town
  "What will I find in the town?" you wonder.
  
  "Not much," she shrugs, "No one actually lives there; it's just for meetings and markets. But that means things get stored there, so you should be able to find me some food and clothes, without anyone there to stop you."
  
  > ask her about the Elysium
  "What can you tell me about this world?" you ask her.
  
  "Well, it's the only world I know, so I wouldn't know what to compare it with," she begins, a little hesitantly.
  
  > examine the woman
  She's a young woman of about twenty standard Earth years of age.
  She's smeared in dirt and her long dark hair flops lank and limp over her shoulders. She looks like she might be quite pretty if she had a good wash, but right now she's a mess.
  
  Leela is wearing some smelly rags.
  
  > ask Leela why she was cast out
  The story doesn't understand that command. Please use ASK ACTOR ABOUT TOPIC (or just A TOPIC).
  
  > ask her about the outcast
  "What happened to you? Why are you wandering around half-naked in the forest?" you want to know.
  
  "I asked too many questions," she replied, "the Elders don't like you asking too many questions, so when I asked one too many they decided I wasn't fit for Elysian society - so now I'm an outcast."
  
  > ask her about the questions
  "What sort of questions did you ask that upset the Elders so much?" you wonder.
  
  "Oh, all sorts," she replies, "Why there are so many restrictions, why they're so scared of change, why our ancestors came here, what happened between Elysium and the Empire, why we've stayed such a small community, why I can't choose my own husband... you name it, I've probably asked it!"
  
  > Go north
  "No, no!" Leela stops you, "You need to go into town to find me some new clothes and something to eat! The town isn't that way, it's that way!" she points to the south.
  
  > Go south
  Leela waves to you, then turns and walks away, deeper into the forest.
  
  Emerging from the forest you catch sight of the pathetic cluster of buildings at the foot of the slope, and realize that this must be the town where you're meant to be meeting with the Elders; on any other world it wouldn't even rate as a hamlet. The centre of the town lies straight down the slope to the south. Beyond the western edge of the hillside you catch a glimpse of the river that flows on past the town, while at your back is the forest.
  
  Obvious exits: North, South, West, Northwest
  
  > examine the buildings
  The collection of buildings spread out below is apparently the nearest approximation to a town anywhere on the planet, though on any other world it would hardly even rate as a hamlet.
  
  > examine the river
  The river flows down from the forest and runs along the western edge of the town, before disappearing across the distant fields to the south.
  
  > Go south
  You walk down the slope into the centre of the town.
  
  The centre of Elysium's sole town looks no more impressive than it did from a distance. The main street, running east-west, is simply the baked mud space between buildings you could count on your fingers.
  The track you've just walked down continues south between a neat white building (to the east) and a large barn (to the west). Across the street from the barn is an enclosed area that has the look of a primitive market, while opposite the single-storey white building a large wooden hall has shed most of its red paint. Overall this place is more like your idea of some frontier trading post than a planetary capital, and it seems totally deserted.
  
  Obvious exits: North, South, East, West, Northwest
  
  > put the drik in pocket
  Which pocket do you mean, your right pocket, or your left pocket?
  
  > Right
  (first taking the drik from the purple belt)
  It would fit better in your belt.
  
  > examine the white building
  It's a small, square, single-storey flat-roofed building, with a flagpole jutting up from the roof.
  
  > Go east
  The north side of the street is occupied by a large wooden hall. On the south side is a neat single-storey white building (directly south) next to a two-storey green house (to the southeast). The street continues eastwards but quickly peters out into a narrow farmtrack as it leaves the town, while to the west it runs back towards the town centre.
  
  Obvious exits: North, South, East, West, Southeast
  
  > go south
  (first trying to open the purple door)
  The purple door seems to be locked.
  
  > look at the purple door
  Affixed to the purple door is a neatly hand-painted sign, under which is a small vertical slot. It's closed.
  
  > examine the sign
  The sign reads "Imperial Sovereign Legion Office, Elysium" in neat gold lettering.
  
  The sign reads "Imperial Sovereign Legion Office, Elysium" in neat gold lettering.
  
  > Examine slot
  The small vertical slot is about two centimetres long.
  
  > put the ithe d in the slot
  (first taking your ID card from your left pocket)
  A sharp click from the door indicates that it has just unlocked itself.
  
  > Go south
  (first opening the purple door, then taking your ID card)
  
  You look round the clean, white office with a flood of relief, feeling that you are at last back in civilization. Everything here looks clean and neat and Legion-fashion. A large white desk, with a standard built-in console, rests under the great golden eagle mounted on the east wall. Behind the desk sits a comfortable mock-leather chair, while a pair of smaller chairs, one red, the other white, are positioned in front of the desk, presumably for the benefit of visitors. The main door is next to the window overlooking the street to the north, while a staircase runs up against the south wall to a hatch in the ceiling. A second door is set in the east wall, to the left of the eagle, while a large portrait of the Emperor hangs opposite.
  
  Obvious exits: North, East, Up
  
  > examine the eagle
  (the large golden eagle)
  It's a large heraldic eagle, of the same pattern as the one on your tunic, that represents the might of the Empire and the authority of the Aquila dynasty who rule it.
  
  > close the main door
  The door closes with a sharp click, indicating that it has relocked itself.
  
  > look at the hatch
  It's a square hatch, set in the ceiling. It's closed. It's currently locked.
  
  > Unlock hatc
  The word "hatc" is not necessary in this story.
  
  (If this was an accidental misspelling, you can correct it by typing OOPS followed by the corrected word now. Any time the story points out an unknown word, you can correct a misspelling using OOPS as your next command.)
  
  > Unlock hatch
  Unlocked.
  
  > go upwards
  (first opening the hatch)
  
  Although the roof is not that high up, it affords you a reasonably good view over the town. A low parapet runs round the edge of the roof, at one end of which is a tall white flagpole with a white locker at its base. At the far end is an array of solar panels, while in between a narrow staircase leads back down through an open hatch.
  
  Obvious exits: Down