text: > look at your surroundings
  This room is Dr. Mortemain's study, his gentlemanly refuge from the rigors of his duties as a wizard. An inviting antimacassared armchair sits in front of the fireplace, and a liquor cabinet stands at the ready nearby. Above the mantle, an intricately painted map hangs from the wainscoting. An octagonal stand has been tucked discreetly into the corner.
  
  > look at the ball
  It's a perfectly round sphere of crystal, or at least glass, set into the exact center of the octagonal stand. You can vaguely make out some hazy images deep within it.
  
  > look in the ball
  An image slowly fades into view:
  
  Blackacre's picturesque town square spreads out before you. Although it's no longer central in terms of geography or importance, this area is nevertheless a genuinely pleasant part of town. A clock tower dominates the plaza, towering over the cedars planted around it. Benches surround the flowerbeds that dot the square. Blackacre residents occasionally filter through the square, shivering in the crisp morning air.
  
  Streets leave the square to the east and west, and a road to the south leads from the town of Blackacre to the castle of Blackacre. Among the crowded buildings ringing the square are the post office to the north and magic store to the southwest.
  
  > look at map
  The map depicts this corner of the world in intricate detail: the ports along the coast, the financial center at Moneyville, the barren northeastern tundra, the densely forested marches to the west, and the rough gorges in the western scrublands.
  
  > Go south
  The tower's library is wonderful. You spent the first two weeks as Dr. Mortemain's apprentice here, grudgingly falling asleep early each morning after spending the day and night reading through the mountain of the books piled around the room. Even now, you've only covered a small fraction of the maze of tipping bookcases that stretch to the ceiling and crowd around the reading area. In this quiet and undisturbed area, redolent of old books, you've spent the happiest part of your year in the tower. If you have to leave, exits lead in all four directions to the other wings.
  
  A lectern stands in an empty space near the center of the room.
  
  > go west
  The tower's kitchen is almost an afterthought; Dr. Mortemain prefers to conduct business with various dignitaries over meals in town rather than wasting time eating alone in the tower, and you're usually too busy while here to eat. As such, the spartan kitchen is usually empty and spotless. An unused trestle table sits in the center of the room, and a desultory cabinet has been set into the far wall.
  
  On the trestle table are a white canister (which is closed) and a green canister (which is closed).
  
  > open white
  You open the white canister, revealing some salt.
  
  > open green
  You open the moss-colored pouch.
  
  > open the green canister
  You open the green canister, revealing some bright green powder.
  
  > examine the green powder
  Dr. Mortemain is very particular about his tea, and he had this fine, bright green powder shipped here at great expense.
  
  > take all
  trestle table: That's fixed in place.
  cupboard: That's fixed in place.
  
  > open the cabinet
  Opening the cupboard reveals a variety of foodstuffs: a manchet loaf, some salted herring, and a slab of beef.
  
  > take all from the cabinet
  manchet loaf: Removed.
  salted herring: Removed.
  slab of beef: Removed.
  
  > look at the herring
  Although Blackacre was founded by fishermen, its appeal was quantity rather than quality. These herring look completely unremarkable.
  
  > read the spell
  anracni: turns green objects red
  
  > Anracni green tea
  The bright green powder turns bright red.
  
  > examine the tea
  Dr. Mortemain is very particular about his tea, and he had this fine, bright red powder shipped here at great expense.
  
  > Go south
  This familiar area is the tower's entryway. It's intended to impress and intimidate visitors, and so the recesses of the gloomy vaulted ceiling are decorated with elaborate carvings of gargoyles and demons. The curtains are partially drawn, bathing the cavernous hall in hesitant shadows. As an uncharacteristic nod to practicality, an umbrella stand sits beside the double doors leading south from the tower. A corridor to the north leads across the polished marble floor deeper inside.
  
  Flux sits on his perch, idly kneading it with its claws.
  
  > go to the south
  Guild Street (West)
  As its name implies, Guild Street contains most of the town's guildhalls. There are far fewer now than a century ago, when the street was originally constructed, as the daily administration of the town became concentrated in the nearby castle. The ominous stone tower standing to the north was formerly the base of operations of the once-prominent Magicians' Guild, which counted dozens of wizards among its members in its heyday. That heyday passed centuries ago, however, and the only wizards currently in town are you and Dr. Mortemain. He acquired the tower after the guild's dissolution, and it's there that you now spend most of your time.
  
  The street returns to the town square to the west and continues to the east.
  
  You can see a tarnished brass mailbox here.
  
  > Go west
  Blackacre's picturesque town square spreads out before you. Although it's no longer central in terms of geography or importance, this area is nevertheless a genuinely pleasant part of town. A clock tower dominates the plaza, towering over the cedars planted around it. Benches surround the flowerbeds that dot the square. Blackacre residents occasionally filter through the square, shivering in the crisp morning air.
  
  Streets leave the square to the east and west, and a road to the south leads from the town of Blackacre to the castle of Blackacre. Among the crowded buildings ringing the square are the post office to the north and magic store to the southwest.
  
  > Go southwest
  Blackacre's only magic shop looks the part: It's a musty, timbered building with some feeble light oozing in through its rafters. Its owner, Sandie, was formerly an undistinguished apprentice wizard; now she uses both that title and her ineptitude with magic for considerable financial gain. Her clients are from rich families and have elderly, sick relatives. They want to inherit, but they're obligated to do something to help. Sandie is that something. She performs the perfunctory duties of an attendant magician, but her lack of talent with magic eliminates the possibility of any inconvenient recovery. She sadly informs the dutiful sons or daughters that nothing can be done; they inherit a large sum of money shortly thereafter; and then they donate a modest fraction of that sum to Sandie in gratitude for her services.
  
  As such, most of the items in the shop are gaudy, sparkly trinkets of no use or value. A stuffed alligator even hangs gratuitously from the ceiling. To maintain plausible deniability, though, Sandie keeps some genuinely magical items in her shop. Having the occasional wizard as a customer makes her consulting activities more plausible, and she tries to keep you and Dr. Mortemain as loyal customers. Your jaundiced eye notices a display case that looks invitingly dusty.
  
  The store continues to the south, and the exit back to the town square is to the northeast.
  
  A golem stands at the exit.
  
  > Go south
  This back corner is a bit more tasteful than the main shop floor to the north. There aren't any magical (or magickal) items for purchase here, but at the back of the room is a long, high counter.
  
  A satchel hangs from a hook on the wall.
  
  Sandie herself is here, stuffing a pile of envelopes into a satchel. She greets at you with a brisk but genuine friendliness without affection behind it. "I'm just about to take these to the post office," she explains, indicating the satchel. "It's part of a marketing campaign I've just begun. I'm mailing off as many of these as I can to advertise the shop. It means lugging a bag full of envelopes to the mail about four or five times per hour, but it'll be worth it if it drums up some more customers." She excuses herself and heads north.
  
  > go to the north
  Blackacre's only magic shop looks the part: It's a musty, timbered building with some feeble light oozing in through its rafters. Its owner, Sandie, was formerly an undistinguished apprentice wizard; now she uses both that title and her ineptitude with magic for considerable financial gain. Her clients are from rich families and have elderly, sick relatives. They want to inherit, but they're obligated to do something to help. Sandie is that something. She performs the perfunctory duties of an attendant magician, but her lack of talent with magic eliminates the possibility of any inconvenient recovery. She sadly informs the dutiful sons or daughters that nothing can be done; they inherit a large sum of money shortly thereafter; and then they donate a modest fraction of that sum to Sandie in gratitude for her services.
  
  As such, most of the items in the shop are gaudy, sparkly trinkets of no use or value. A stuffed alligator even hangs gratuitously from the ceiling. To maintain plausible deniability, though, Sandie keeps some genuinely magical items in her shop. Having the occasional wizard as a customer makes her consulting activities more plausible, and she tries to keep you and Dr. Mortemain as loyal customers. Your jaundiced eye notices a display case that looks invitingly dusty.
  
  The store continues to the south, and the exit back to the town square is to the northeast.
  
  A golem stands at the exit.
  
  You can also see Sandie here.
  
  Sandie exits the shop, and the golem bows reverentially as she passes.
  
  > examine the display case
  The display case lacks the gaudiness of the rest of the shop's offerings and thus has accumulated a thick layer of dust. Three are three bins in it, suitable for storing small magical components.
  
  > examine bin
  Which do you mean, the left bin, the center bin, or the right bin?
  
  > examine left bin
  Like the rest of the display case, the left bin has seen little use.
  
  The left bin is closed.
  
  > open the left bin
  You open the left bin, revealing some powdered skink.
  
  > open the center bin
  You open the center bin.
  
  > examine the center bin
  Like the rest of the display case, the center bin has seen little use.
  
  The center bin is open.
  
  > open the right bin
  You open the right bin, revealing some basilisk scales.
  
  > examine the scales
  The scales are transparent but have a faint oily, iridescent sheen.
  
  > examine the skink
  It's a fine, acrid red powder.
  
  Sandie enters the shop, and the golem bows reverentially as she passes.
  
  > go to the northeast
  As you leave, the golem pats you down, pawing at your clothing aggressively and rifling through your possessions. It lays one massive hand on the basilisk scales and looks at you expressionlessly.
  "Oh, that? I must have accidentally forgotten to pay for it by accident," you manage to say through confused anger.
  The golem continues to stare at you blankly, though it makes no movement away from the exit.
  
  > look at the floor
  There's a narrow crack in the floor, presumably leading into the store's basement or underground.
  
  > take the basilisk
  Taken.
  
  Sandie leaves to the south.
  
  > Go south
  This back corner is a bit more tasteful than the main shop floor to the north. There aren't any magical (or magickal) items for purchase here, but at the back of the room is a long, high counter.
  
  A hook is mounted on the wall here.
  
  You can also see Sandie here.
  
  Sandie hangs up her satchel.
  
  > buy the basilisk
  "I'm a bit busy at the moment. Let's talk once I open up the shop again," she demurs.
  
  Sandie, smilingly brightly, stands once again at the counter.
  
  > buy the basilisk
  "How much are these basilisk scales?"
  She peers at them critically. "Hmm, eighteen marks."
  "Eighteen marks? That's more than the rent for my cottage for
  an entire year!"
  "Is it?" she asks, regarding you with disappointment. "Then perhaps the scales are not for you."
  "They aren't for me; they're for my master. Can you put them on his account?"
  "Dr. Mortemain? He doesn't have an account here," she says firmly. "Rich wizards with their attention on loftier matters have a tendency to forget about their debts. My creditors are not as absent-minded. If you want the scales, you'll have to pay for them in cash."
  
  > check what you're carrying
  You are carrying:
  some basilisk scales
  a slab of beef
  some salted herring
  a manchet loaf
  a green canister (which is open)
  some bright green powder
  a white canister (which is open)
  some salt
  a wooden staff
  a leather-bound index
  a sheet of parchment
  an indigo pouch (which is open but empty)
  a black pouch (which is closed)
  a moss-colored pouch (which is open but empty)
  a beige envelope (which is open)
  a glossy flyer
  a spellbook
  a set of lockpicks
  
  > take the flyer
  Taken.
  
  > Inventory
  You are carrying:
  a glossy flyer
  some basilisk scales
  a slab of beef
  some salted herring
  a manchet loaf
  a green canister (which is open)
  some bright green powder
  a white canister (which is open)
  some salt
  a wooden staff
  a leather-bound index
  a sheet of parchment
  an indigo pouch (which is open but empty)
  a black pouch (which is closed)
  a moss-colored pouch (which is open but empty)
  a beige envelope (which is open but empty)
  a spellbook
  a set of lockpicks
  
  Sandie drums her fingers on the counter impatiently.
  
  > put the basilisk in the envelope
  You put the basilisk scales into the beige envelope.
  
  > put the envelope in the satchel
  You put the beige envelope into the satchel.
  
  > Go north
  Blackacre's only magic shop looks the part: It's a musty, timbered building with some feeble light oozing in through its rafters. Its owner, Sandie, was formerly an undistinguished apprentice wizard; now she uses both that title and her ineptitude with magic for considerable financial gain. Her clients are from rich families and have elderly, sick relatives. They want to inherit, but they're obligated to do something to help. Sandie is that something. She performs the perfunctory duties of an attendant magician, but her lack of talent with magic eliminates the possibility of any inconvenient recovery. She sadly informs the dutiful sons or daughters that nothing can be done; they inherit a large sum of money shortly thereafter; and then they donate a modest fraction of that sum to Sandie in gratitude for her services.
  
  As such, most of the items in the shop are gaudy, sparkly trinkets of no use or value. A stuffed alligator even hangs gratuitously from the ceiling. To maintain plausible deniability, though, Sandie keeps some genuinely magical items in her shop. Having the occasional wizard as a customer makes her consulting activities more plausible, and she tries to keep you and Dr. Mortemain as loyal customers. Your jaundiced eye notices a display case that looks invitingly dusty.
  
  The store continues to the south, and the exit back to the town square is to the northeast.
  
  A golem stands at the exit.
  
  > go to the south
  This back corner is a bit more tasteful than the main shop floor to the north. There aren't any magical (or magickal) items for purchase here, but at the back of the room is a long, high counter.
  
  A satchel hangs from a hook on the wall.
  
  You can also see Sandie here.
  
  > talk to Sandie
  You approach the shopkeeper.
  
  0) (Leave.)
  1) What do you have in stock?
  2) What's with the golem?
  3) Do you have any clients now?
  4) What's with all the envelopes?
  
  > 1
  Choose a topic (0-4) > 1
  
  "Excuse me, I was wondering if you had any---"
  "We have everything here!" she says, gesturing expansively. "Take a look around!"
  
  0) (Leave.)
  1) What do you have in stock?
  2) What's with the golem?
  3) Do you have any clients now?
  4) What's with all the envelopes?
  
  > 2
  Choose a topic (0-4) > 2
  
  "Where did you get that golem?
  
  "Wonderful, isn't it? That was a gift from the Baron Brombury. His elderly mother caught a nasty cold, and he asked me to look after her. I did all I could, but..." She trails off. "Anyway, the baron was quite forgiving, and he graciously offered me the golem in gratitude for my services. It's been quite useful. I had a few problems with thieves earlier---"
  "I'm sure the Thieves' Guild would never---"
  "Oh, of course not," she says, smiling. "It's the amateurs I'm worried about. Fortunately, the golem has scared them off."
  
  0) (Leave.)
  1) What do you have in stock?
  2) What's with the golem?
  3) Do you have any clients now?
  4) What's with all the envelopes?
  
  > 3
  Choose a topic (0-4) > 3
  
  "Do you have any clients outside the shop?"
  "Not at the moment. I heard that the Dowager Countess of Wittering fell into a coma last week, though, so I have my fingers crossed."
  
  0) (Leave.)
  1) What do you have in stock?
  2) What's with the golem?
  3) Do you have any clients now?
  4) What's with all the envelopes?
  
  > 4
  Choose a topic (0-4) > 4
  
  "What are those for?" you ask, nodding at the stack of envelopes.
  "Ah, those are part of a new marketing campaign. I'm sending out flyers to everyone in town reminding them that I'm here to help them with their rich but annoyingly long-lived relatives. There should at least be some distant, twice-removed cousin of a baronet around here."
  
  0) (Leave.)
  1) What do you have in stock?
  2) What's with the golem?
  3) Do you have any clients now?
  4) What's with all the envelopes?
  
  > Go northeast
  As you leave, the golem pats you down, pawing at your clothing aggressively and rifling through your possessions. You jump back in surprise, but, having found nothing, it looks at you expressionlessly and gestures toward the exit. You sneer at it but quietly leave.
  
  Blackacre's picturesque town square spreads out before you. Although it's no longer central in terms of geography or importance, this area is nevertheless a genuinely pleasant part of town. A clock tower dominates the plaza, towering over the cedars planted around it. Benches surround the flowerbeds that dot the square. Blackacre residents occasionally filter through the square, glancing up nervously at the overcast sky.
  
  Streets leave the square to the east and west, and a road to the south leads from the town of Blackacre to the castle of Blackacre. Among the crowded buildings ringing the square are the post office to the north and magic store to the southwest.
  
  You notice that the sky has become overcast. It's likely to rain soon.
  
  > Go north
  When the Guild of Postmen flourished under the patronage of the town, this sprawling building was its headquarters. Now it's a humid, cavernous warehouse containing a single contraption, designed by the popular Thaumatics Group, that handles all of the mail within the city. The machine hums quietly as tiny iridescent sparks coruscate along its surface.
  
  The building's exit is to the south.
  
  > look at the machine
  The large machine looms over the post office. Its simple red brass exterior doesn't expose any of the complicated mechanical and magical workings that must be inside. On its face are two simple buttons, one white and one black. Below them are two slots, one narrow and one wide.
  
  > examine the white
  Which do you mean, the white button, the manchet loaf, or the white canister?
  
  > examine the white button
  There's an image on the button of a white rectangle with an arrow pointing out of it.
  
  > examine the black button
  There's an image on the button of a white rectangle and a yellow circle, both crossed out.
  
  > check your inventory
  You are carrying:
  a glossy flyer
  a slab of beef
  some salted herring
  a manchet loaf
  a green canister (which is open)
  some bright green powder
  a white canister (which is open)
  some salt
  a wooden staff
  a leather-bound index
  a sheet of parchment
  an indigo pouch (which is open but empty)
  a black pouch (which is closed)
  a moss-colored pouch (which is open but empty)
  a spellbook
  a set of lockpicks
  
  > put the flyer in the wide slot
  With an offended clurnk, the machine spits it back out onto
  the floor.
  
  > take the flyer
  Taken.
  
  Sandie enters from the south.
  
  > put the flyer in the wide slot
  With an offended clurnk, the machine spits it back out onto
  the floor.
  
  Sandie puts some coins into the machine.
  
  > take the flyer
  Taken.
  
  Sandie takes some letters out of her satchel and puts them into the machine.
  
  > wait
  Time passes.
  
  Sandie takes some letters out of her satchel and puts them into the machine.
  
  > talk to Sandie
  "I'm a bit busy at the moment. Let's talk once I open up the shop again," she demurs.
  
  Sandie steps back from the machine and wipes her hands on her dress.
  
  > look at the satchel
  Sandie is carrying a rough burlap satchel.
  
  Sandie leaves to the south.
  
  > Go south
  Blackacre's picturesque town square spreads out before you. Although it's no longer central in terms of geography or importance, this area is nevertheless a genuinely pleasant part of town. A clock tower dominates the plaza, towering over the cedars planted around it. Benches surround the flowerbeds that dot the square. Blackacre residents occasionally filter through the square, glancing up nervously at the overcast sky.
  
  Streets leave the square to the east and west, and a road to the south leads from the town of Blackacre to the castle of Blackacre. Among the crowded buildings ringing the square are the post office to the north and magic store to the southwest.
  
  You can see Sandie here.
  
  Sandie exits to the southwest.
  
  > Go east
  Guild Street (West)
  As its name implies, Guild Street contains most of the town's guildhalls. There are far fewer now than a century ago, when the street was originally constructed, as the daily administration of the town became concentrated in the nearby castle. The ominous stone tower standing to the north was formerly the base of operations of the once-prominent Magicians' Guild, which counted dozens of wizards among its members i