text: [Themes: Fantasy, mad science, combat, violence, humor, retro]
  
  > Look around
  You stand in a central hall of the CASTLE of the SLAVER KING, surrounded by opulent FURNISHINGS of every description. You notice people moving in the distance, but this place is so huge that your own arrival seems to have gone unnoticed by the non-GARGOYLE denizens. Just to be sure, you stick to the shadows (fortunately, there are many). An enormous flight of MARBLE STAIRS leads upward, to the THRONE ROOM.
  
  GUNWAR is near, sharpening the blade of the BLACK HOLE METAL AXE.
  
  > regard the furnishings
  This great hall is well-bedecked with opulence - your barbarian senses are nearly overwhelmed! Many fine FURNISHINGS do catch your attention, however, including the great MARBLE STAIRS leading upward to the THRONE ROOM, the long TRESTLES on which feasts are laid, the IMPRESSIVE HEARTH providing a ROARING FIRE, two huge TAPESTRIES (one BURGUNDY and one IVORY), a GIGANTIC MIRROR on the wall and, perched immobile above the HEARTH, the very COPPER GARGOYLE which accosted you when first you came here!
  
  > regard IVORY TAPESTRY
  With threads of silver, the great IVORY TAPESTRY shows images of slaves being whipped and forced to build the castle. The image is greatly romanticized, to the extent that such a thing is possible.
  
  You chuckle over a story you heard once. Something about a minstrel, and a penguin, and something-something. You don't remember how it went, really.
  
  > go to the west
  This busy MARKETPLACE is the heart of the town, nestled against the mighty GATES of the CASTLE. You are careful to keep a low profile here, directly beneath the looming facade of the SLAVER KING'S own citadel.
  
  A lone GUARD stands watch before the GATES, staring ahead dutifully and ignoring the throng of the MARKETPLACE.
  
  GUNWAR the PEG-LEG DWARF follows along, puffing on his pipe.
  
  > go to the south
  You tread carefully, here. This is the city of the SLAVER KING, and he may have spies anywhere! Fortunately, the crowd here at the docks is a varied, noisy mass of people and creatures from all corners of Vanth. The MARKETPLACE further north surrounds the CASTLE entrance. The DARK ALLEYWAY immediately south might offer shelter if the guards come running.
  
  A GROUP OF PIRATES stands around the gangplank of a mighty PIRATE SHIP, deciding who may or may not go IN.
  
  GUN totters along beside you.
  
  > Go east
  A humble WELL provides a centerpiece for this quiet place, surrounded by farmland providing food for the port town to the west. To the north, the shadow of the SLAVER KING'S CASTLE blots out part of the evening sky, but there's no path there from here.
  
  GUNWAR follows you.
  
  > go to the south
  Forest surrounds this hill on all sides, but there are no trees at the top - only grass and a few sad flowers, bending toward the setting sun. You see farmland to the north, and the CASTLE of the SLAVER KING looming high above. To the west is the harbor TOWN, but there's no good path from here.
  
  An ELDERLY WOMAN stands at the crest of the hill, her dry white hair fluttering delicately in the evening breeze. She REGARDS you with eyes like fire, and you can feel unbidden thoughts crawling inside your head.
  
  GUNWAR accompanies you.
  
  > Assail WITCH
  The ROYAL PSI-WITCH arches an eyebrow as you try, and your brain feels like it's being invaded by a thousand SARTHIAN FROST ANTS.
  
  > use the spices on WITCH
  The ROYAL PSI-WITCH peers at the SPICES exactly as if they were the half-rotted dorsal stench-gland of a grey-speckled, crusted-tail, cave-molting, pink-throated warbling CRATER LAKE MONSTER ... then she arches an eyebrow at you.
  
  > Inventory
  You bear the following (both on your person and stashed in your trusty THESKIAN DUFFEL BAG): a SUIT OF IMPERVIUM PLATE-MAIL ARMOR (being worn), some SPICES, a SUIT OF KLENGON MAIL (currently un-used), a DELICATELY-OILED CLOTH, a SLAB OF SNOW-SERPENT MEAT, a TWO-HANDED SWORD (held at the ready), an EAR OF CORN, a SUIT OF CHAINMAIL ARMOR (currently un-used), a SUIT OF BURLAP ARMOR (currently un-used) and a FLASHLIGHT.
  
  "Bah," says the elderly PSI-WITCH, "thou art not ready at all. Begone, barbarian." You feel your mind invaded by scientific waves of THOUGHT ENERGY, and you feel your feet wandering, your eyes closing, your thoughts dissolving ...
  
  ... It is some time later when your senses clear.
  
  This dismal GRAVEYARD sits on a hill cloaked in mist, overlooking the SLAVER KING'S seedy SEAPORT to the north. There are hundreds of gravestones, some cracked with centuries of age, some quite new. There is a single large TOMB that a brave soul might choose to ENTER.
  
  > Go east
  Cracked remnants of walls and a stretch of weed-grown cobblestones tell of an old temple or abbey ... perhaps even a village. Whatever it was, it now lies in ROCKY RUIN. Poking through the remnants, you notice a shadowy archway leading IN to one small structure that remains intact.
  
  GUNWAR the PEG-LEG DWARF stands nearby, quietly regarding your surroundings.
  
  You can also see a TELEPHONE POLE here.
  
  > go inside
  What a strange place! The walls are made of stone braced with a dull blue metal, and there are piles of humming MACHINERY here, all centered on a GLOWING PEDESTAL.
  
  Sitting on the pedestal is the AMULET of SCIENCE.
  
  GUNWAR trails along.
  
  > Regard AMULET
  Hung from a chain that it might be worn, it is as the fables tell: an AMULET fashioned of finest SCIENCE.
  
  GUNWAR grins, and relates to you the tale of the DUNGEON OF THE SAVAGE TIGERMEN, in which he became the first DWARF in known history to defeat a CAVE OOZE by strangling it.
  
  > seize the chain
  Why SEIZE what hast already been SEIZED? 'Tis a matter philosophical upon which to direct thy barbaric ponderings.
  
  > seize AMULET
  The bloodlust must be clouding your thoughts, barbarian. The HELP command may offer some remedy.
  
  > use GUN on AMULET
  Art thou head-wounded? Your game manual, or the HELP command, might give aid and succor.
  
  > Exit
  Cracked remnants of walls and a stretch of weed-grown cobblestones tell of an old temple or abbey ... perhaps even a village. Whatever it was, it now lies in ROCKY RUIN. Poking through the remnants, you notice a shadowy archway leading IN to one small structure that remains intact.
  
  You can see a TELEPHONE POLE here.
  
  GUNWAR the PEG-LEG DWARF follows along.
  
  > Parley with GUN
  You and GUNWAR discuss the Warlocks you have adventured with, and exchange safety advice for dealing with them.
  
  > seize POLE
  You lack the strength of arm to heft such a mighty thing!
  
  > check your inventory
  You bear the following (both on your person and stashed in your trusty THESKIAN DUFFEL BAG): a SUIT OF IMPERVIUM PLATE-MAIL ARMOR (being worn), some SPICES, a SUIT OF KLENGON MAIL (currently un-used), a DELICATELY-OILED CLOTH, a SLAB OF SNOW-SERPENT MEAT, a TWO-HANDED SWORD (held at the ready), an EAR OF CORN, a SUIT OF CHAINMAIL ARMOR (currently un-used), a SUIT OF BURLAP ARMOR (currently un-used) and a FLASHLIGHT.
  
  > use CORN
  You stare at the EAR OF CORN as hard as you can, but it only makes your eyes hurt. Alas, the ways of the barbarian, while hallowed by the ages and kin to the wild, are so seldom useful.