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.
 
 
The Reliques of Tolti-Aph
A W&W Scenario by Graham Nelson
Release 1 / Serial number 060430 / Inform 7 build 3K27 (I6/v6.30 lib 6/10N)
 
Longwall Street
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.
 
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