PORT
FOOZLE
Port Foozle, which lies nine bloits west, one bloit south of former
Flatheadia in the Aragain
Province, is the primary seaport of the Frigid River Valley, the
busiest seaport in the Eastlands, and is a
common departure point for ships to Antharia. To the south is a small
stretch of forests before the mountains thrust
up from the earth into the skyline like a giant rocky wall. The
Quilbozza Beach, running south along the edge
of the Flatehead Ocean, is considered the
nicest
beachfront in the Eastlands. Several wharfs jut into the harbor from
the village, where buildings rest on piers over the water including one
of the many casinos. South of the city, a road winds through the
Steppinthrax Penninsula and to the Monastery (which was once
hemmed in by streams of fire spilling from now-dormant volcanos).
As
the eastern shore of the Flathead Ocean lies far underground in most
places, Port Foozle was originally an underground city. Sometime
between 883~931 GUE, the ceiling of this particular section of the
underground was removed, allowing the city and its surrounding forests
and beaches to be exposed to sunlight for the first time. When, and how
this was accomplished (if by natural, physical or arcane means) is
unknown. The southern walls of the now-exposed cavern still stand
today, as seen in this
photograph.
Port Foozle has a good scurrilous reputation for drinking and
gambling, the epicentre of which was the world-famous Port Foozle
Casino. The Casino is one of the oldest buildings in
the town, although it has been renovated (and even rebuilt) many times.
It has been suggested by some scholars that it was actually there
before the town, dating as far back as 1,000 BE, when the site may have
been used as an ancient place of worship to the so-called gods of
chance.
Archaeologists have discovered what may well be prehistoric betting
chips (or possibly fossilized cookies) on sites near the Casino, and at
least one “mummified deadbeat with broken fingers”.
Port
Foozle is known for its vibrant inhabitants (and, in one case, its
vibrating inhabitants. It is the sad story of a powerful
wizard-turned-children’s entertainer with a particularly odd sense of
humor and a penchant for turning the members of his audience into
jello), including the well known Zorkastrian Bishop and author,
Francois Malveaux, and Antharia Jack, star of the hit TV series The
Z-Team. For a time Jack owned a bar in Port Foozle, but had to sell it
to cover his gambling debts in 931, although he bought it back in 1001
and finally fulfilling his dream of becoming a pawn shop owner,
renovated the palce into "Antharia Jack's Pawn Shack."
Towards the end of the Second
Inquisition (1066 GUE), unproven legends arose, telling of an obscure
off-shore
island with a rocket ship on it, where the Fourth Dungeon Master was
marooned for five years before Matchlick the Mighty rescued him. Every
fruitless expedition to find this island has been met with heavy dismay.
Incidentally,
chroniclers of magic remember Foozle as the home of the
Fisha wand company (established sometime before 883). Other local interests include the Port Foozle
Psychic Friends Bureau (open in 1048), Mick's Chop Shop (in operation during the Second Age of Magic), and the
Foozle Film Festival, an annual event since before the turn of the
eleventh century. As early as the Second Age of Magic, crowds always
packed the streets during the Wandsday market, which consisted of fish
vendors, tough sailors arm-wrestling, and parrot salesmen.
HISTORY OF PORT FOOZLE
Established
sometime before 789 GUE, many have (very nearly litigiously) called
Port Foozle “The Happiest
Place on Quendor." This was not always the case. Hard times hit Port
Foozle in 881 when the panic concerning the Curse of Megaboz reaching
the boiling point. Extremist religions spring up whenever an
empire collapses, and this
was no exception. Early that spring, the first violent stirrings of the
Inquisition swept through the streets of Port Foozle, and quickly
through the forests to nearby Flatheadia. The followers of this
crackpot religious sect believed that the impending doom of the Curse
of Megaboz was caused by widespread sinning, and the only way to
forestall the curse was to appease the gods. The original goals of the
movement, rather than beginning with an indiscriminate massacre of the
general populace, called for the sacrifice of only those people in
power, particularly members of the Flathead family. Correspondingly,
after the sacking and looting of several governmental buildings, the
growing ranks of the extremist cult group laid siege to the Flathead
Castle itself, seizing both the key forest roads and underground
caverns leading away from the capital.
The
Inquisition seized total control of Port Foozle and over
several sites around the world. This lunatic religious fringe
begun a systematic decimation of the
local population in hopes that the Curse could be averted if there was
no one alive to notice it, which understandably led to the city’s
decline in popularity. A large stone building was constructed at the
northern end of the city where these sentences would take place. Oddly
enough, the vicious executioners in Foozle
did allow the victims one final wish. If the wish could not be granted,
the person was beheaded. If the wish could be granted, it was, and the
person was subsequently hanged. This understandably led to the town's
decline in popularity.
By 882, an alarming number of
Eastlanders were marching voluntarily to their own deaths, and even
more were being dragged against their will. To avoid a similar fate,
thousands upon thousands of natives began to flee the area, some
heading to the vacation spots in the Grey Mountains, but more still
taking to the sea, hoping to find safety in the still calm western
provinces. The wharfs and the world-famous Casino were deserted, apart
from a
single mime who had genuinely become trapped in a glass box and was
unable to escape (no matter how hard he searched for the invisible
rope). After the collapse of the Empire on Curse Day of 883
GUE, the First Inquisition died. To this day it is not known how many
people lost their lives to this horrible cult.
Following this dark period, Port Foozle quickly started on
the road to recovery with their ingenious policy of offering free
windkittens to all adventurers who visited the town. Unfortunately many
adventurers found that the supply of kittens had dried up just before
they arrived there, but luckily they were always able to receive
vouchers for discounted poker chips in the reopened casino.
For but a time the town was the base of operations for the Flatheadia
vice squad. With the fall of Flatheadia and the Great Underground
Empire the vice squad was disbanded and within a week the Port Foozle
motto was changed to “Hello, sailor". However this was later recanted
(and then decanted) when it was pointed out that Port Foozle should not
be receiving a scurrilous reputation for that sort of thing when they
already had a perfectly good scurrilous reputation for drinking and
gambling, the epicentre of which was the world-famous Port Foozle
Casino. (The threat of legal action from Antharia, whose motto "Hieya
wizka" translates to "Hello, sailor", may have also had something to do
with this.)
Port
Foozle, with its
proximity to the White Cliffs Beach, was for a brief time the surfing
capital of Quendor. While some of Port Foozle's regular inhabitants
were willing to put up with the shaggy haired surfers who seemed to
infest the area because of the extra income they brought to the town,
others were not so enthusiastic and with the introduction of a
particularly vicious 20 foot long sea serpent to the waters off the
shore of White Cliffs Beach, the surfing industry soon collapsed.
However, some vestiges of it still remain with the occasional lone
surfer still skulking around the more accepting of Port Foozle's bars.
As stated above, sometime between 883~931 GUE, the ceiling of this particular section of the
underground was removed, allowing the city and its surrounding forests
and beaches to be exposed to sunlight for the first time.
During
the eleventh century, the Second Inquisition arose in the region around
Port Foozle, and at its head, the Grand Inquisitor, Mir Yannick. This
campaign was obsessively concerned with the destruction everything with
even the slightest semblance of magic. With its headquarters at the
Steppinthrax Monastery, Port Foozle again became known as the center of
a religious fringe. A large jail for Inquisition use was constructed in
Port Foozle and the streets swarmed with Inquisition Guards and
propaganda. The Inquisition gift shop kiosk was set up to take home a
souvenir of the stay in Port Foozle with memorbelia such as "Talk to
Me" stuffed Grand Inquisitors or fasimilie autographed copies of
Yannick book. A compulsory Inquisition speaker system was installed on
every corner and within every Foozle household. All the citizens feared
the dread Inquisition, although they were brainwashed into "joyfully"
submitting to its every whim.
For a time, the local Enchanter's Guild
(although powerless during the Age of Science) formed a coalition
against the Inquisition, which eventually ended in a standoff. The week
prior to Frobuary 34th, 1067 GUE, the standoff ended
peacefully when the Enchanters were freed from themselves by caring
Inquisition Troops. Concerned citizens everywhere searched high and low
for hidden scrolls and magic contraband, voluntarily purging themselves
of the worst excesses of the Magic Revolution.
With the
Enchanter's Guild quelled, Port Foozle was finally liberated on the
thirty-fourth of Frobuary, 1067 GUE. On this date, the Inquisition
claimed that the magic wars were finally over. “Shun
magic and shun the appearance of magic! Shun everything - and then shun
shunning!” said the Grand Inquisitor from atop Flathead Mesa, where the
grateful masses thronged to welcome Inquisition Troops to
newly-occupied Port Foozle. A region-wide evening curfew initiated by
the Grand Inquisition:
"Attention residents of Port Foozle. By order of the Grand Inquisitor,
master of technologies, useful and otherwise, High Lord of all that he
wants and then some, Leader of the campaign against all horrid sorts of
magic the evening curfew is now in effect. The Township of Port Foozle
is an occupied Inquisition Outpost. No
citizen over or under the age of eighteen may appear on or in the
streets after curfew is in progress. Violators of Inquisition Curfew
may be intimidated, incarcerated, lacerated and/or masticated, if time
permits and the weather is fine. Further violators of curfew may be
totemized, which is unspeakably
painful and altogether irreversible, except for in certain cases
including but not limited to those at the correctly played end of this
game. Further violators of curfew will be threatened with smiting and
then
smitten. Once smote, further smitation and subsequent resmitation will
commence until the smitee is deemed sufficiently smit by the smiter.
Enjoy your stay in Occupied Port Foozle. This message was brought to
you by Frobozz Electric: We are the Boss of You!"
On that same day, the imposter Third Dungeon
Master read a brief but impassioned statement in support of the
transitional Inquisition government, before he “accepted the
Inquisition’s generous offer of a permanent vacation” in prison. This
was off course not true, as the Dungeon Master had been defeated for
quite some time, but it prevented Mir Yannick from having to upkeep the
pseudo-Dalboz and risk the discovery of the false identity. Although
rumors that the Dungeon Master was leading a Magic Resistance abounded,
the Inquisition assured the populace that these were entirely false.
In
addition to the occupation of Port Foozle, the Grand Inquisitor had
completed his technological wonder, a powerful mind-control device in
the form of the Inquisition Cable Network, Inquizivision, which he
planned to broadcast from atop Flathead Mesa and use to broaden and
enlighten the minds of citizens across the countryside. This super-plan
would tighten his grip on the minds of the Quendorans so painfully,
that he believed it might never be reversed. With Inquizivision,
non-stop twenty-four-hours-aday Inquisition programming would brainwash
the already mind-numbed, dogma-fed population until their brains would
become useless mush. He planned to unleash this powerful device on
Frobuary 35th, but his plans were thwarted by an unknown adventurer,
AFGNCAAP, who returned magic to Zork and afterwards became the
Fourth Dungeon Master.
In
the days following the removal of the Second Inquisition, the
adventurer population multiplied in abundance, and the magical
creatures of Zork, no freed from persecution, did as well, and
at
a much faster rate. Thus the Great Monster Uprising overtook most of
Zork. Times became hard for the city's inhabitants. The sales of fish
were at an all-time low and the once-famous casino was abandoned and
overrun with monsters (although there were
numerous other places in Port Foozle where people were conned
out
of all their savings and still left with a smile on their faces).
Despite this, some
enterprising Port Foozle citizens still tried to sneak into the Casino
and organize
their regular poker tournaments with whatever lurking horrors were up
for a game. One of the many portals leading to the
Bozbarland arena was installed during the Uprising.
Throughout the Monster Uprising, the village was a well-known wretched
hive of scum and villainy. Foozle remained a
dingy and bustling haven for adventurers, whether they were pirates,
scallywags, parrot salesmen, or just the commonplace laid-off FrobozzCo
International
employee armed with mighty weapons and magic of
inconceivable power. If there was a particularly nasty bar fight
somewhere in Port Foozle which resulted in the death of one of the
contenders, those who wished to remove the evidence often dumped the
bodies in the Frigid River (the mermaids in the sea were known to rat
people out for a big enough salmon in the past). It was generally easy
enough to tell a natural
falling-off-the-waterfall death from a casualty of Port Foozle's more
than
exuberant night life by counting remaining fingers on the victim's
hands, or
checking for surviving gold fillings in their teeth. The citizens
looked forward to the day when the
town could reclaim its lost glory (or just tried to get the pirates
drunk enough to
reveal where they buried all their loot).
TRIVIA & OTHER INFORMATION:- The name of one street in Port Foozle is "Dark Alley."
- Giant sancrabs are commonly found on Port Foozle beaches.