text: [Themes: Fantasy, gender choice]
  
  > Go downwards
  You get off the crate.
  
  Droop Lane comes to an end here amongst an array of storefronts. To the south lies Beldano's Pawnery.
  
  You can also see a crate here.
  
  > unlock door
  (with the pawnshop key)
  You unlock the door.
  
  > open the door
  You open the door.
  
  > Go south
  You pass through the foyer into the pawnery.
  
  It is dark. You are likely to be eaten by a grue.
  
  > turn on the lamp
  You switch the brass lamp on.
  
  Shelves line the walls of this open room, with tables arranged around the center. The shop door leads out to the north. The back room where Beldano keeps the more expensive property lurks behind the hangings to the east.
  
  On the shelves are a crystalline sphere, an envelope (which is closed), and a tablecloth.
  
  On the tables are some candlestick holders and a candle.
  
  > look at the candle
  A long white candle.
  
  > examine sphere
  Sparkling and flawless. Just large enough you can't wrap your hand all the way around it.
  
  > open the envelope
  You open the envelope, revealing some powder.
  
  > examine the powder
  Most people wouldn't recognize it: a green-white powder from the crushed leaves of the oinciea plant. You first learned of it from the Zan centaurs, who used darts to deliver it into the bloodstream of their enemies. You've since determined that it's just as deadly if swallowed, but harmless in contact with flesh.
  
  > Go east
  This is the location where Beldano stores his most valuable properties.
  
  In one corner of the room is a metal barrel with some liquid in it.
  
  > look at the barrel
  This is a barrel full of a crystal-clear acid. You can see clear through to the bottom, where there is a gold statuette.
  
  > look at the statuette
  It's a tiny figurine, a simplified human form, abstracted, with its arms in front, hands together.
  
  Great. Just great. Some "trifle". It's probably the most valuable thing in the whole place. And the best secured thing.
  
  > get statue
  You can't reach into the barrel of acid bare-handed!
  
  And of course Beldano wasn't foolish enough to leave a tool around that could survive that acid. It'll probably take something magical. Where was that weird rune-engraved pole you saw somewhere in this part of town?
  
  Oh, right. On display in the Temple of Justice.
  
  Crud.
  
  > Go west
  Shelves line the walls of this open room, with tables arranged around the center. The shop door leads out to the north. The back room where Beldano keeps expensive property lurks behind the hangings to the east.
  
  On the shelves are a crystalline sphere and a tablecloth.
  
  On the tables are some candlestick holders and a candle.
  
  > go north
  Droop Lane comes to an end here amongst an array of storefronts. To the south lies Beldano's Pawnery.
  
  You can also see a crate here.
  
  > Go east
  Everything in this forecourt is hard, strict, vertical lines, no doubt to put people in the right frame of mind for the proceedings in the temple.
  
  A closed gate is built into the Temple wall.
  
  You can also see a window here.
  
  > examine the gate
  Wrought of iron. Sturdy. Effectively impenetrable.
  
  > examine the window
  A number of guards are loitering in the guardroom, talking amongst themselves and playing Hip O' Grif. One of them notices you looking in. "Hey there, Adrienne. Just the gal we need. Run over to the Barking Mermaid and pick us up a keg." She walks over to the window and thrusts a small bag of coins into your hands.
  
  > Go southwest
  The Barking Mermaid Tavern is hardly your kind of place. Poorly-built wooden benches with horrific stains, largely disreputable and somewhat unruly patrons, wretched-tasting but cheap ale; at first glance it's just perfect, but this close to the Temple of Justice, there's an unseemly lawfulness pervading the place.
  
  The tavernkeeper is keeping an eye on his guests and the servers.
  
  A spoon with a round hole in it has been discarded in a corner.
  
  > look at the spoon
  A sturdy wooden spoon with a perfectly round hole carefully cut through the bottom.
  
  > give the coins to the tavernkeeper
  Nothing is on sale.
  
  > buy the keg
  Dob says, "You want an ale? Oh, a whole keg? Have you got the money for... oh, I see you do. You'll be wanting that special strong ale you always get, you will. Careful not to drink too much." He hands you a medium-sized keg.
  
  > Examine dob
  Dob's his name. The Barking Mermaid's not a hangout of yours, but you've come here often enough after a job that Dob knows you pretty well.
  
  > examine the servers
  The servers are busy with their jobs, and you have a mission to attend to.
  
  > Inventory
  You are carrying a keg of ale, a spoon, a bag of coins, an envelope (which is open), inside which is some powder, a pawnshop key, and a brass lamp (providing light).
  
  > examine the powder
  Most people wouldn't recognize it: a green-white powder from the crushed leaves of the oinciea plant. You first learned of it from the Zan centaurs, who used darts to deliver it into the bloodstream of their enemies. You've since determined that it's just as deadly if swallowed, but harmless in contact with flesh.
  
  > give keg to the guards
  You can only do that to something animate.
  
  > look at window
  The guard says, "Just bring that through the gate, Adry. Oh, wait, it's locked, isn't it? Hang on a second."
  
  > open gate
  It seems to be locked.
  
  A guard appears at the gate and unlocks it. He turns back inside before you can say anything.
  
  > open gate
  You open the gate.
  
  > Go east
  Temple of Justice: Foyer
  An imposing foyer, designed carefully to the Royal Crown's specifications. The corridor narrows slowly to the east, making it seem impossibly long. This is enough to scare off some visitors. Moreover, a supplicant desiring to appear in the Temple of Justice proper must endure a long walk under the watchful eye of the guards in the guardhouse to the north. The Royal Highness has found this effective at dissuading supplicants from raising their original complaints once they enter the temple to the east.
  
  A guard meets you here and takes the keg from you. With a look he dispatches you back to the west.
  
  Everything in this forecourt is hard, strict, vertical lines, no doubt to put people in the right frame of mind for the proceedings in the temple.
  
  An open gate allows access into the Temple.
  
  You can also see a window here.
  
  > look in the window
  The guards are sitting around, drinking the dregs of the keg. One guard spots you and says to another, "Hey, it's your turn to pay for the round." The guard rises slowly and hands you some coins through the window. "Another one, just like that."
  
  > go to the southwest
  The Barking Mermaid Tavern is hardly your kind of place. Poorly-built wooden benches with horrific stains, largely disreputable and somewhat unruly patrons, wretched-tasting but cheap ale; at first glance it's just perfect, but this close to the Temple of Justice, there's an unseemly lawfulness pervading the place.
  
  Dob, the tavernkeeper, is keeping an eye on his guests and the servers.
  
  > buy keg
  Dob says, "You want another keg? Must be some party, it must. Here you go." He hands you a medium-sized keg.
  
  > Go east
  Everything in this forecourt is hard, strict, vertical lines, no doubt to put people in the right frame of mind for the proceedings in the temple.
  
  An open gate allows access into the Temple.
  
  You can also see a window here.
  
  > Go east
  Temple of Justice: Foyer
  An imposing foyer, designed carefully to the Royal Crown's specifications. The corridor narrows slowly to the east, making it seem impossibly long. This is enough to scare off some visitors. Moreover, a supplicant desiring to appear in the Temple of Justice proper must endure a long walk under the watchful eye of the guards in the guardhouse to the north. The Royal Highness has found this effective at dissuading supplicants from raising their original complaints once they enter the temple to the east.
  
  A slightly stumbling guard meets you here and takes the keg from you. With a look he dispatches you back to the west.
  
  Everything in this forecourt is hard, strict, vertical lines, no doubt to put people in the right frame of mind for the proceedings in the temple.
  
  An open gate allows access into the Temple.
  
  You can also see a window here.
  
  Through the window you listen to the guards refilling their cups and returning to their debates. The previously boisterous level rises for a time, but it slows again as, one by one, the guards pass out.
  
  > go to the east
  Temple of Justice: Foyer
  An imposing foyer, designed carefully to the Royal Crown's specifications. The corridor narrows slowly to the east, making it seem impossibly long. This is enough to scare off some visitors. Moreover, a supplicant desiring to appear in the Temple of Justice proper must endure a long walk under the watchful eye of the guards in the guardhouse to the north. The Royal Highness has found this effective at dissuading supplicants from raising their original complaints once they enter the temple to the east.
  
  > go east
  You squeeze through the tiny entrance.
  
  The Temple of Justice is the Royal Crown's great equalizer. Within the Temple there is no special treatment based on class, wealth, or heritage. So the Royal Crown proclaims; so the claim is undisputed. The richly decorated ceiling arching over the whole place suggests majesty, money, and only the mildest hint of mysticism.
  
  Against the back wall of the temple is a glowing magic field.
  
  In the magic field is a pair of wooden hooks (on which is a copper pole).
  
  > look at the pole
  A long, copper, rune-covered pole with a mechanical claw mounted atop. The bottom is capped with a dial.
  
  > take the pole
  The magic field is in the way.
  
  > look at the hooks
  The hooks are mounted against the wall.
  
  > examine the magic field
  It's a glowing hemisphere of force, shimmering lightly. It's centered over the hooks in the wall.