YE OLDE MAGICK SHOPPE
Ye Olde Magick Shoppe was a chain of magic stores run entirely by
Y'Gael before the end of the the First Age of Magic in 966, and at
least one was still in operation when magic returned in 1067. Y'Gael
would navigate between these magic shops, in addition to several other
shops in other cities around Zork, by gating through a portal to the
Ethereal Plain of Atrii. These dimension doors were usually concealed
from shoppers by curtains. The three known branches of Ye Olde Magick
Shoppe were located in: Gurth City, North Festeron, and an unknown
town.
GURTH CITY YE OLDE MAGICK SHOPPE
A lone black candle obscuresd the proportions of this windowless shop.
The scent of tallow was strong, heightening the aura of arcane mystery.
There was a glass display case near the door.
UNKNOWN YE OLDE MAGICK SHOPPE
The branch in an unknown town run by the very informative Y'Gael and
sold PARTAY spells with a money-back guarantee. The shelves were said
to groan with forbidden books, bubbling potions and other fun items.
FESTERON YE OLDE MAGICK SHOPPE
Ye Olde Magick Shoppe
North Festeron, Antharia
23-51-1
(or alternatively)
The Magick Shoppe
Way-Up-On-Top-Of-The-Hill
North Festeron, North Festeron YYZ3WWX45T-8974G
The Festeron shop was the most famous of all the branches of Ye Olde
Magick Shoppe, the home of Y'Gael herself. This hulking old-fashioned
Victorian structure, the same gray as the rock that surrounded it,
dominated a flat rocky plateau on North Festeron island, which was a
jumble of gray slabs of weathered granite. Nothing grew up here, save
for some sickly-looking
scrub-brush that peeked out here and there from among the rocks, and a
couple of stunted trees partially protected from the elements by the
great bulk of the house. It was a good three stories tall,
four if you counted the cupola and the widow’s walk at the house’s
peak, and it seemed to lean towards the edge of the cliff, as if, at
any minute, the
whole structure might pull itself tree of its foundation and lumber
straight off the side. Its brightly painted
shutters and thatched roof reminded many of something out of a fairy
tale, although a few thought it would look home
only under rolling clouds and streaks of lightning. Part of the house
had been converted into a store, for the corner of
the structure nearest the path featured an oversized window displaying
multicolored wares. Over the front door hung a curiously painted wooden
sign that swung back and
forth in the wind. The ornately produced words, golden on a field of
royal blue read: “Ye Olde Magick Shoppe.”
Every inch of wall space in the front shownroom of the Magick Shoppe
was crowded with colorful displays, magic tricks, puzzles and mystical
paraphernalia.
There was FUNTIME PEPPER GUM!, JOKE THROUGH-THE-HEAD ARROW!, the
AMAZINGLY
LIFELIKE PLASTIC BAT GUANO! ("Amuse your friends. Be the life of the
party."), THE AMAZING SHELL GAME! (a package containing three plastic
cups and a plastic pebble and an enclosed instruction booklet full of
helpful hints), a display of joy buzzers and X-ray glasses, card tricks
and scarf-producing cups, and flies-in-the-icecubes ("Put them in your
friend’s drinks! A laff-riot at parties!"). A glass case even offerred
a selection of obscene jokes and naughty birthday
cards. There was a small counter at the back of the store (west end),
behind which was a
heavy black curtain. It seemed to be a piece of granite carved to look
like a curtain. In the corner stood an ancient grandfather clock, its
dial ornamented with a crescentmoon (with an ever-changing face) and other celstial symbols.
During the Second Age of Magic, whenever the curse of Witchville
reigned, the corner of the shop which held the display window and sign
would change and hold nothing more than weathered boards and
peeling paint.