Start of a transcript of Sparrow's Song A Smoochie Comp Entry by J.D. Berry (berryx@earthlink.net) This game is freeware (Type 'about' at any > prompt). (An 'overview' is recommended for your first go.) Release 1 / Serial number 010122 / Inform v6.21 Library 6/10 Standard interpreter 1.0 (6F) / Library serial number 991113 >restore Ok. >teleport? Grasping for ideas, you think about asking if he knows how to teleport people. But you quickly decide that, one, he probably doesn't, and, two, there's not a good way to ask without looking like a fool. >restore Ok. >get stick Yeah! Where did you put your walking stick? Oh... that wise guy Arctos put it in the fireplace. Very funny. You quickly snatch your walking stick from the fireplace. >dining Hall The manor's hall resembles the one in your father's palace in nearly every way but size. Trappings similar to his are displayed here--family portraits, ceremonial suits of armor, and curios from various lands. A theory exists that the first room a visitor sees upon entering a home sets the tone for all further interactions. For any ruler, maintaining the proper tone is critical. In civilized and lawful realms such as your own, authority must be established without projecting domination. Prosperity must be conveyed without falling into the decadent state of lavishness. Fortunately for you, your chamberlain, Arctos, mastered this art serving on your father's staff and now serves you here. Theory and art aside, the joyous song in your heart has not quickly departed such as mere dreams do. You can feel her soft presence, the woman the sparrow introduced has spiritually pledged herself to you. [Nearby locations: Bedroom, Dining Room, Treasury, Keep] Dining Room Of your many habits, one of the good ones is conversing with Arctos before you leave the manor. You have many responsibilities in a typical day and many preoccupations, so it's not surprising that a detail or two will sometimes slip even your sharp mind. And Arctos has an uncanny knack for filling in the memory blanks. (In the ethereally ecstatic state you're in today, Arctos will need to tell you about the current earthquake and douse the fire consuming your tunic...) This focus of this room is the nearly endless cherrywood table, every other item is virtually unnoticeable. [Nearby locations: Hall] Arctos is here, as busy as ever. Arctos speaks to you while continuing the daunting task of setting the table. "So, Kellen... I guess you've decided not to sign the Ronqon peace treaty? An acceptance was due to them today." >ronqon? "Where's you head today, Kellen? The Ronqons? You know, the giants that live in those mountains over there? The giants who have strangled overland trade for the past, oh, 500 years? Yeah, those. If you agreed to their terms of peace, you were supposed to have that treaty to them today. I guess it's water under the bridge now, Baron von Pocket Veto." Ah, there's nothing like a sarcastic lecture from Arctos. Arctos inspects a piece of silverware. >ronqon? "I don't know if I'd trust them, but, on the other hand, maybe any form of peace would be preferrable to the current situation." >peace? "Unless you can fly there magically, I don't see what you can do about it now," he muses. The chamberlain methodically puts down a new place setting. >peace? "Maybe in another 500 years there will be another offer from the Ronqons," he says sarcastically. >peace? "Just let it drop, Kellen," he says. Arctos gives you his typical "everything's under control" look, then gets back to work. >peace? "Just let it drop, Kellen," he says. Arctos walks quickly to the kitchen, then quickly returns. >council? "Remember," Arctos says formally, "you need to interview the two council nominees today. I believe one is replacing Zendar as the magic representative and the other is the candidate for the new, religion seat." "Grax excrement!" you think to yourself. You forgot all about Cordelia. Deliberately forgot, of course, even though as an exprienced ruler you know how often that ever solves anything. A former girlfriend who still wants to be your current girlfriend on the council--that CAN'T be good, especially when that girlfriend is a wizard! Arctos wonders aloud about which cheeses should be served. >wiz? That's neither a verb nor a topic I recognize. >keep Hall The manor's hall resembles the one in your father's palace in nearly every way but size. Trappings similar to his are displayed here--family portraits, ceremonial suits of armor, and curios from various lands. [Nearby locations: Bedroom, Dining Room, Treasury, Keep] As you leave the manor, you try in earnest to remove the grin from your face. First of all, you know how annoying it is when someone else has one. Second, a ruler needs to have at least some semblance of seriousness. But you fail. Hinter Street There are many about their business here, but to you right now they are the painted backdrop of a stage. [Nearby locations: Manor, Tower, Shrine] >tower? That's neither a verb nor a topic I recognize. >tower You hesitate for more moments than you realize. Your relationship with Cordelia was simultaneously tender and tenacious. When a house changes, the wallpaper inside does not go quietly. Some of the paper clings desperately, resisting all attempts to be removed. The house has a sentimental feeling for what was a warm part of itself, but it knows it has changed. The paper is no longer complementary. Cordelia's Tower A wizard living in a tower is a cliché, but certain things are expected of people in certain professions. This tacitly understood "agreement," while occasionally an annoyance, usually benefits all parties. The first level, the only place where visitors are allowed, seems not to be made of the same stone the rest of the tower is. Whether this is a trick of magic or artistry, Cordelia isn't the type to reveal the answer. [Nearby locations: Keep] It is not a bad dream; you can see Cordelia here. Well, your first hope--maybe she wasn't in--just vanished. So, your mind entertains another remote chance. But, no, you realize, her appearance is not an illusion. >ronqon? "Ever the master of small talk, I see." She rolls her eyes, but continues talking. "Well, I do know they are not magically inclined. There are no known magic items that they have produced." Then she takes the opportunity to mock you by whispering common knowledge like you didn't know. "Oh, and they're giants. >ronqon? "What am I, your Ronqon encyclopedia?" she says bitterly. Cordelia asks you a council related question, and you respond. >peace? You discuss the treaty with her, and your predicament. "Well," she concludes, "I definitely think the treaty would be beneficial to all of us. As a council member, I would consider it my duty to help get the treaty document there." You admire her ability to put aside her personal problems with you, but you wouldn't be able to tell her that without sounding patronizing. "I could deliver it myself. Or, although it's risky and unpredictable, I could teleport you there," she says, offering a noble and conscientious ruler really only one choice. "If you decide to go, make sure you have everything you need beforehand. When you're ready, let me know--fly? teleport? or decline?" Cordelia sighs slightly under a smile. >peace? "Did you want me to fly? or you to teleport? or have you reconsidered the treaty and now wish to decline?" she asks. Cordelia asks you a council related question, and you respond. >x treaty That's unavailable, unimplemented or irrelevant. >bedroom Hinter Street There are many about their business here, but to you right now they are the painted backdrop of a stage. [Nearby locations: Manor, Tower, Shrine] Hall The manor's hall resembles the one in your father's palace in nearly every way but size. Trappings similar to his are displayed here--family portraits, ceremonial suits of armor, and curios from various lands. [Nearby locations: Bedroom, Dining Room, Treasury, Keep] Bedroom Your bedroom is quite modest for someone of nobility; still it's likely the largest in Hinter Keep. The main furnishings here--a bed, a desk, an armoire and a fireplace--are all of deceptive quality. Plain on first glance, they gradually reveal their exquisite workmanship. An opened bay window offers a view of most of the keep and, for the moment at least, a warm, spring breeze. [Nearby locations: Hall] On the desk is an unsigned Ronqon peace treaty. >get treaty Taken. >x it In summary, the treaty would allow anyone traveling with an official Hinterland passport safe passage through the mountains. The theory is (was) that while the Ronqons could easily take whatever they wanted from travelers, ipso facto, there weren't many travelers. The Ronqon chief, whether on his own initiative or from counsel, decided there was more to gain overall from this arrangement. The restrictions would keep the numbers of "trespassers" to a minimum, the mountains would still be safely under Ronqon control and the revenue from the passports would greatly exceed what they were getting from raw plunder. (And plunder would still be available from those without passports.) >tower Hall The manor's hall resembles the one in your father's palace in nearly every way but size. Trappings similar to his are displayed here--family portraits, ceremonial suits of armor, and curios from various lands. [Nearby locations: Bedroom, Dining Room, Treasury, Keep] Hinter Street There are many about their business here, but to you right now they are the painted backdrop of a stage. [Nearby locations: Manor, Tower, Shrine] Cordelia's Tower The first level, the only place where visitors are allowed, seems not to be made of the same stone the rest of the tower is. Whether this is a trick of magic or artistry, Cordelia isn't the type to reveal the answer. [Nearby locations: Keep] >treaty? You dismiss that subject as currently irrelevant. >peace? You dismiss that subject as currently irrelevant. Cordelia enters the room. "Back so soon?" she says with with her rare ability to combine warmth and sarcasm. Cordelia moves her feet, putting the one that was in front now behind the other. >treaty? "Did you want me to fly? or you to teleport? or have you reconsidered the treaty and now wish to decline?" she asks. Cordelia asks you a question and catches you daydreaming. >shrine Hinter Street There are many about their business here, but to you right now they are the painted backdrop of a stage. [Nearby locations: Manor, Tower, Shrine] Shrine The former owners of this large and open building were animal trainers. You're a bit puzzled why a religious group would choose this place as a shrine. Animal odors are still evident, and the interior of the place is still suited towards raising animals rather than for accommodating people. Conversing with you now is Tilson. Tilson asks a question that fails to interrupt your daydream. When you finally realize this, you apologize. >peace? After you explain the treaty and your predicament, he thinks for awhile. "I have a possibility for you, but it will be one you must deeply consider the consequences. A friend of mine can fly you there, but she is a creature of a very special nature--attuned, for lack of a better way of conveying the concept, to the overall good. A would-be rider must have the quality of 'goodness' in him or he will not be allowed to ride. I'm quite sure you would pass this test. However, once the rider begins his trip, he becomes equally attuned to the overall good and loses any other philosophical preferences. Permanently. If you are one to be overly-conscious of laws, and I think you probably are, this part of you will change. I say all of this not to convert but to inform. As I previously stated, I am merely offering you a possibility. Think it over, and only then tell me if you wish to fly?" Tilson invites you to initiate a topic. >philosophy? That's neither a verb nor a topic I recognize. >treaty? "Are you ready to fly? Or were you thinking to decline? It's not an easy choice, and I will respect you either way," he says. >save Ok. >l Shrine This is the section of the shrine where visitors are received. Translucent dividers separate this 'room' from the rest of the building. Occasionally, a shadow of one of the animal inhabitants moves past. [Nearby locations: Keep] Conversing with you now is Tilson. Tilson asks a question that fails to interrupt your daydream. When you finally realize this, you apologize. >treasury Hinter Street There are many about their business here, but to you right now they are the painted backdrop of a stage. [Nearby locations: Manor, Tower, Shrine] Hall The manor's hall resembles the one in your father's palace in nearly every way but size. Trappings similar to his are displayed here--family portraits, ceremonial suits of armor, and curios from various lands. [Nearby locations: Bedroom, Dining Room, Treasury, Keep] You drift down the stairs thinking of HER. Not realizing you've reached the bottom, you... You awake staring at a large eye. You blink. The eye, taking up half of a floating "head" with many little eyestalks on top, doesn't. "Xyzzy," it growls through a wicked mouth near its 'bottom'. "The password is 'xyzzy.' The next time I may gaze death and not sleep." This exotic being you call Pyzynk (which is as close as you can come to its pronunciation) has served your family for generations. Pyzynk looms as ominously as ever, always with a disturbingly malevolent and highly intelligent manner. It serves under contract, however. It has never harmed a Moorwick. Whatever its ultimate intentions are, it seems to like you as much as its kind is capable of liking another being. You think? "Great," Pyzynk growls as it probes your head with a ray from another one of its little eyestalks, "the master of the manor is in love." Treasury If a thief somehow managed to defeat Pyzynk, he would not be disappointed with the rewards of his efforts. Valuables of all types are here, each neatly organized and stored. [Nearby locations: Hall] You can't help but notice Pyzynk here. Pyzynk rotates itself so that its main eye is focused away from you. Its eyestalks shuffle, its 'head' bobbles up and down, and then, startlingly, its main eye is upon you again. >keep? "The new cleric in town, the one up for a council seat, was once a ranger lord of great influence in the East," growls Pyzynk. Pyzynk rotates horizontally, its main eye circumnagivating until it once again stares at you. You have known Pyzynk long enough to know this means it has, for now, said all it will say on a subject. Pyzynk asks you a question but doesn't recieve an answer. If you hadn't been daydreaming, you would have seen one of the rarest of all sights--a beholder rolling its eye. >cleric? "He seeks the greater good for all. His philosophies are somewhat different from your own, however. Pyzynk rotates horizontally, its main eye circumnagivating until it once again stares at you. The great beholder hovers menacingly. >shrine Hall The manor's hall resembles the one in your father's palace in nearly every way but size. Trappings similar to his are displayed here--family portraits, ceremonial suits of armor, and curios from various lands. [Nearby locations: Bedroom, Dining Room, Treasury, Keep] Hinter Street There are many about their business here, but to you right now they are the painted backdrop of a stage. [Nearby locations: Manor, Tower, Shrine] Shrine