text: [Themes: Surreal Fantasy, gender-neutral protagonist]
  
  > go downwards
  It's very dark down here. The top staircase is illuminated from the sunlight up above, but aside from that, you can't see a thing down here.
  
  > Go up
  The air is stale, and the walls are netted with cobwebs, but otherwise, these ruins are in marvelous condition. You're here for orthography, though, not archaeology, so you're unequipped to fully appreciate this.
  
  The archway to the west leads back outside, and a staircase leads down into the dark subterrain of the ruins.
  
  > Spell at
  "at" is too short; you have to completely fill a letter frame in order for it to work.
  
  > go west
  This clearing is notable for the great wall that occupies its eastern edge, where an archway connects this clearing to the Phoenician ruins that lie beyond.
  
  Besides the ruins to the east, you can travel southwest to where you first arrived or south to a more open area.
  
  The cyclops is sleeping just to the side of the archway.
  
  The cyclops snores loudly.
  
  > go southwest
  You're back at the area where you first set foot in Phoenicia. There's little worth mentioning here. Undoubtedly, there's something more interesting to the northeast, east, and southeast. Aleph City is far away to the west.
  
  > Go east
  You find yourself in a grassy clearing. The landscape is thoroughly unremarkable here, but you can see the edge of Phoenicia Forest to the south, Lake Phoenicia to the east, and a large brick structure to the north. To your west is the area where you first set foot here.
  
  > Spell tar
  Better not. Your hands and pockets would get sticky -- it'd be a real mess.
  
  > Swim
  You remove your shoes and socks and wade into the water a little, keeping an eye on the crocodile. It doesn't move, so you hesitantly edge towards the letter C. As you reach for it, the crocodile springs into action, moving more freely in the water than you could hope to. It turns out to be a better aquatic combatant than you, too.
  
  > go to the south
  You can't go that way. From here, you can go west.
  
  > go west
  You find yourself in a grassy clearing. The landscape is thoroughly unremarkable here, but you can see the edge of Phoenicia Forest to the south, Lake Phoenicia to the east, and a large brick structure to the north. To your west is the area where you first set foot here.
  
  > Spell rat
  You produce a rodent of modest size. The elephant notices it and runs off to the north in abject terror. The rat, not too fond of the elephant, runs off in the opposite direction.
  
  > go north
  You find yourself in a grassy clearing. The landscape is thoroughly unremarkable here, but you can see the edge of Phoenicia Forest to the south, Lake Phoenicia to the east, and a large brick structure to the north. To your west is the area where you first set foot here.
  
  The elephant is here, looking a bit spooked.
  
  > Spell rat
  You produce another rat. The elephant raises its front feet off the ground in surprise, then stomps off to the east.
  
  > Go east
  You stand at the bank of Lake Phoenicia. It's certainly not as majestic as you might have hoped: the water is a dank brown and the whole thing smells vaguely swampy. The lake is certainly vast, though: the only way forward from here is back to the west where you came from.
  
  The elephant has taken up residence in the lake.
  
  A crocodile is swimming through the lake far from here. It seems to be keeping its distance from the elephant.
  
  The letter C -- one of the unknown letters -- floats in the water a little ways from the shore.
  
  > take the C
  You remove your shoes and socks and wade into the water. With the elephant nearby, the crocodile keeps its distance, and you easily reach the letter. You insert C into your alphabet case, adding its power to the four letters you already possess.
  
  You can now spell words that contain the letter C.
  
  > Spell cat
  You produce a colorful calico. It's a skittish thing, and it darts away as it notices you.
  
  > Spell ace
  A card (the ace of diamonds) appears in your hand. It would bend in your pockets, so you send it back with a poof. Nice trick, though.
  
  > Spell act
  You put on a small play, using your hands as puppets. The crocodile is unamused.
  
  > Spell arc
  The image of a curve shimmers briefly in the air.
  
  > Spell car
  You produce a shiny red Ferrari. It's impressive, but the automobile won't be invented for quite some time still, so you have no clue how to operate it. You send it back with a poof.
  
  > Spell rec
  You enjoy a little recreation. Happy now?
  
  > Spell art
  You produce a copy of The Scream. It's good, but is it art?
  
  Well, in this case, it's a forgery, and it's too big to carry around, so you send it back with a poof.
  
  > Go south
  The trees are sufficiently sparse to allow grass to grow in this area, but there are still enough of them to consider this part of the forest. The forest continues to the southeast. You can also head north or northwest from here.
  
  > take the stick
  Taken.
  
  > Spell art
  You produce a copy of Persistence of Memory. It's good, but is it art?
  
  Well, in this case, it's a forgery, and it's too big to carry around, so you send it back with a poof.
  
  > Light stick
  The stick as it stands would burn out quickly. If you want a light source, you'll need a proper torch.
  
  > Spell cat
  You produce a poofy Scottish Fold. It's a skittish thing, and it darts away as it notices you.
  
  > Spell rat
  A rodent of modest size appears out of thin air. After getting its bearings, it scampers off.
  
  > check your inventory
  You are carrying:
  a stick
  your alphabet case (A, C, E, R, and T)
  a three-letter frame
  
  > examine kobolds
  Kobolds are to dragons what chihuahuas are to golden retrievers, except that some people find chihuahuas endearing. The kobolds are gathered around the letter G, ignoring you.
  
  > look at fire
  The fire suggests some method of exhaust, since the warren isn't filled with smoke, but you didn't notice anything above ground. This makes you a little curious, but not curious enough to attempt a conversation with the kobolds.
  
  > Spell tar
  Better not. Your hands and pockets would get sticky -- it'd be a real mess.
  
  > Spell ear
  You produce a third ear, square on your forehead. It's unsightly and it feels really weird, so you send it back with a poof.
  
  > Spell act
  You put on a small play, using your hands as puppets. The leprechaun is unamused.
  
  > Spell arc
  The image of a curve shimmers briefly in the air.
  
  > Spell cat
  You produce a colorful calico. It's a skittish thing, and it darts away as it notices you.
  
  > Go north
  The forest gives way to reveal a lofty brick structure. There is a large archway facing you, through which you could access the interior were it not for a massive hole underneath. No, wait, holes can't be massive -- that doesn't make sense. Let's just call it a big hole.
  
  The path ends here: any further north and you'll have left Phoenicia, and the cliff is still to your east. You'll have to head back south.
  
  > Spell tar
  Better not. Your hands and pockets would get sticky -- it'd be a real mess.
  
  > examine the hole
  The hole is large and deep, and the edges are sheer enough to make it very difficult to escape. There's nothing in the hole, fortunately, so you can just avoid it.
  
  > check your inventory
  You are carrying:
  a stick
  your alphabet case (A, C, E, R, and T)
  a three-letter frame
  
  > look at the archway
  A tall archway provides entrance to the ruins.
  
  > Spell car
  You produce a shiny white Lamborghini. It's impressive, but the automobile won't be invented for quite some time still, so you have no clue how to operate it. You send it back with a poof.
  
  > go north
  You can't go that way. From here, you can go south.