Longwall Street LVL: 1 STR: 14
It used to be said that there are two kinds of magic-user: those who have been to Tolti-Aph, and charlatans. It used to be generally understood that the attempt to prove oneself in the unforgiving society of Tolti-Aph was a bid for rapid level advancement or else romantic, thin-young-mage-in-midnight-black-robes death. The closer you get to the wilderness island vaguely marked "Tholtaff" on the agate globe in your great-great-grandfather's study, the better the alternative sounds: settling down in some coastal village, perhaps, a little weathermongering, some polymancy, and helping out with the nets after a bad storm. Retire at maybe level 3, with most of your experience points gained from observing rare fish-based poisons carry off those villagers careless about gutting. Publish an awesomely tedious monograph on the correct usage of the "untangle rigging" spell. You know, the good life.
A W&W Scenario by Graham Nelson
Release 1 / Serial number 060430 / Inform 7 build 3K27 (I6/v6.30 lib 6/10N)
Almost overgrown in the deep forest, collapsed and at once standing, the cyclopean east-west Longwall of the fallen city sinks here to a mostly flat, lichened stone clearing: it must once have been a customs post. To the west, an old wall turret like a broken chess piece still seems enterable by a dark doorway, whereas the eastern side of the wall's gap is only a shapeless ramp of masonry. Northwards, to what was once the interior, stubborn, wiry trees grapple with ancient pavings.
>