The Temple
You are standing in the Temple of the the Gods of light, Habros, Cleidar, Molent, and the Sun twins Sumer
and Sufar (as well as all their demi-gods and devas). Though small this Temple is one of the most famous in the Empire, having been built on the ruins of a much grander temple by a group of devout priests during the reign of Rolant, Great-Uncle of the current Empress.
Looking around you notice a small
iron bound door which nestles between two huge pillars just to your left.
Just beside the pillar you notice a small man in
monk's robes who appears to be trying to attract your attention. While
in front of the door a guard in armour
stands leaning on a pike and watching you, obviously in charge of entry
to the door.
The Adventure
Welcome to the GEAS Village Adventure, an HTML based extravaganza of
description that winds its way throughout the Village. Every person you
talk to, every building you admire, may contain a clue, subtle or
unsubtle, to help you enjoy the Adventure.
- What is it all about?
- Welcome to a recreation of the GEAS Adventure, a choose your own adventure style interactive story that once wove it's way through dozens of pages in the GEAS Village, the original roleplaying website of the Grand Edinburgh Adventuring Society. The original adventure predated such web niceties as stylesheets, javascript, html5, and the like, so it relied on a lot of hand-coded text, and the trustworthyness of the user. This new version spruces up the presentation a little while preserving as much of the original text as we can. A few elements are missing because the pages on which they resided are decades gone, but the bulk is still here. The rest of this introduction is reproduced as is from the original pages.
-
The Adventure is a quest beneath the Village for the legendary Door with
Four Locks, which many say is the gateway to Paradise. Beyond the Door
an adventurer will meet the Gods, and if he answers their questions, be
transported to the most wondrous place in the Universe. The Door is
guarded by traps, monsters, and intregue. Beneath the Village lurk evil
undead, cruel Dark Elves and vicious monsters, death comes quick and
easy. Luckily there are many clues to aid you on your way.
- Where is it?
-
The Adventure mainly takes place beneath the Village, and within the
secret corridors of the Wizard's House. To enter the Labyrinth one
starts at a door in the Temple. However there are also many lesser locations about the
Village that you may wish to consult for clues, along Pit
Street for instance, or in the Town Hall. You may
also want to find the people giving descriptions of the important
buildings in the Village, and to view some of the
Information about the Grand Empire, the world of the GEAS Village.
Finally
there are many people to talk to, including the Barkeeper, the Town Sage
and mysterious strangers, in
the Inn, who can give you valuable advice before you start the quest.
- What does it look like?
-
The Adventure is split into a number of HTML files, each of which is in
turn split into many paragraph long sections describing particular
locations, in the best-selling vein of the 'Choose your own Adventure'
books. Clicking on links in the text of these paragraphs goes to other
paragraphs, or to other files. At all times the current paragraph is the
one at the top of the window. If you want to take the adventure
seriously then you can make your Netscape window smaller to show only
one paragraph at a time, but it isn't really required. In most parts of
the adventure scripts and forms will protect information you really
shouldn't see.
- Unfortunatly the adventure is text based. There are pictures here and
there to give atmosphere, but I have tried to keep the numbers small
enough to avoid slowing down the loading of each section. When you
engage in a conversation you will be presented at each junction with a
list of things that you might want to say, or actions that you could
take, just as you are presented with a list of possible routes to take
while in the labyrinth.
- In some places you will find objects whose names are given in
bold, or which bear three-letter codes in bold, (e.g.
XSD). You should remember these names and letters! They will be
required later on to enter into a form to prove that you have really
found the object. If you forget the code then you will have no choice
but to go back to where the object was and look again, so write them
down.
- Section Guide
-
In the hopes of trying to get more people to go to all of the Labyrinth the
following list of links will enable those of you who wish too, to get
directly to the start of each section of the Labyrinth, though not
directly to the Door with Four Locks or the final section! Each section
has a name which is displayed in the headers of the paragraphs in that
section, and a short description below.
- Section 1. The Serpent Tunnels
Entrance from Temple
The first section of the Labyrinth, an easy complex of short tunnels
and a few minor traps.
- Section 2. The Catacombs
Entrance by the Serpent's Head
Huge dilapidated catacombs streach beneath the Village, filled with
the ancient dead, but perhaps there is something living here...
- Section 3. The Dark Elven Killing Ground [new]
Entrance from the central chamber
Only the very brave risk venturing where the Dark Elves walk, but
the rewards a valient or clever adventurer can gain here make it
all worthwhile.
- Section 4. Beneath the Wizard's House
The hidden Doorway
(Not so hidden if you go from here, but of course only people who
have been everywhere would use these shortcuts... ha!) The enigmatic
Wizard who built the Village knew all about the Labyrinth, and
extended it into his own domain. Be very careful here, there are
as many false clues as real ones.
- Section 5. In the Walls [Duel with the dark Elf]
Down the corridor from section 4
My personal favourite for a long time, featuring a detailed duel
with a deadly Dark Elf warrior, as well as even odder encounters
with some of the Wizard's personal staff.
- Section 6. The Door with Four Locks
Before the Guardian Beast
As any who follows the clear route to the Door will realise, the
Dark Elves don't want anyone to reach the Door unless they say so.
Only a combination of artifacts from other parts of the Labyrinth
and help from the surface will pass this beast.
- Section 7. The Tomb of Kings
Entrance form the Skull Passage
Venture further into the crumbling tombs and clash or bargain with
powerful undead. To enter here is to risk your soul, but the price
may be worth it.