It's now possible to access the in-game key to locations in Querent-Querent.
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2025-10-17 06:15:57 +00:00
parent 6a995de768
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story.ni
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@@ -32,6 +32,13 @@ A culture name is a kind of value. The culture names are Kelkaithian, Tachamund
Table of Cities
City Record Local Amenities Special Amenity Culture Precipitation
Ethriel {bathhouses, theatres, cardhouses, master artists, bowling alleys} "Archive of Lost Things" Kelkaithian 5
Ediveyrm {theatres, bowling alleys} "Living Artwork" Kelkaithian 1
Galrien {brothels, bathhouses, bowling alleys, theatres, cardhouses, master artists, museums} "Past World Alliance HQ" Kelkaithian 4
Nowhere {brothels, theatres, cardhouses, master artists, museums} "Flux Gate" Kelkaithian 4
Kylon {brothels, museums, master artists, bowling alleys} "Deep Gate" Kelkaithian 2
Norvsiik {theatres, cardhouses, master artists} "Midnight Bazaar" Tachamundi 6
Comptichrak {cardhouses, museums, bowling alleys} "Hall of Calculation" Kelkaithian 6
Edge of Paradise {bathhouses, theatres, cardhouses, master artists, museums} "Deathlands Trade Network" Kelkaithian 1
A home in Ethriel is a truth state that varies. A home in Ethriel is usually true.
@@ -2036,9 +2043,16 @@ Farmwork in Ethriel "farms" "[farmin in Ethriel]"
Metalworks in Ethriel "metalworks" "[metalworkin in Ethriel]"
Lumberwork in Ethriel "lumberyards" "[knockin dose trees in Ethriel]"
Panhandle in Ethriel "panhandling" "[panhandle in Ethriel]"
Sanctity in Ethriel "seek sanctity" "[sanctity in Ethriel]"
Random Reading in Ethriel "read at random" "[random reading in Ethriel]"
Querent-Querent Link One "Temple-Library of Querent-Querent" "[Go to QQ in Ethriel]"
Querent-Querent Link Two "QQ" "[Go to QQ in Ethriel]"
To say Go to QQ in Ethriel:
try visiting QQ.
To say cardhouses in Ethriel:
try visiting a cardhouse;
try visiting a cardhouse.
To say seeking rest in Ethriel:
If the location is Your Sort-Of Home in Ethriel:
@@ -2078,10 +2092,13 @@ To say farmin in Ethriel:
try visiting farms;
To say metalworkin in Ethriel:
try visiting metalworks;
try visiting metalworks.
To say knockin dose trees in Ethriel:
try visiting lumberyards;
try visiting lumberyards.
To say sanctity in Ethriel:
Try seeking sanctity.
Wandering is an action applying to nothing. Understand "wander" as wandering.
@@ -2271,7 +2288,7 @@ To say relaxing in a bathhouse in Ethriel:
try relaxing;
To say Location Command Block in Ethriel:
say "'[EthrielLink Seeking Entertainment in Ethriel]' will bring you to the entertainment options for your current city, '[EthrielLink Going Home in Ethriel]' will take you to your home, or to your room at a local inn if you haven't got a home in this town, '[EthrielLink Seeking Work in Ethriel]' will take you to the daywork options screen, 'seek cargo' will take you to a mercantile clearinghouse (also the destination for delivering cargo), or '[EthrielLink Seeking Nature in Ethriel]' to go hunting, gathering, or just relax in nature. '[EthrielLink Seeking Food in Ethriel]' will give you the civilized restaurant and grocery options (if available). You can also 'depart' to go to another city if your preparations are adequate.[run paragraph on]".
say "'[EthrielLink Seeking Entertainment in Ethriel]' will bring you to the entertainment options for your current city, '[EthrielLink Going Home in Ethriel]' will take you to your home, or to your room at a local inn if you haven't got a home in this town, '[EthrielLink Seeking Work in Ethriel]' will take you to the daywork options screen, 'seek cargo' will take you to a mercantile clearinghouse (also the destination for delivering cargo), '[EthrielLink Sanctity in Ethriel]' will bring you to the local religious quarter (including libraries, if any), or '[EthrielLink Seeking Nature in Ethriel]' to go hunting, gathering, or just relax in nature. '[EthrielLink Seeking Food in Ethriel]' will give you the civilized restaurant and grocery options (if available). You can also 'depart' to go to another city if your preparations are adequate.[run paragraph on]".
To say Personal Command Block in Ethriel:
say "You can always '[Personallink check calendar]' to see the current date in all three calendars or check the '[personallink check sheet]' to see your own stats and top 3 skills. To see all your skills, use '[personallink check skillbook]'. '[EthrielLink Sleeping in Ethriel]' will automatically move you to your housing in the current city, either a home (if you have one locally) or a room at an inn (if you don't).[run paragraph on]".
@@ -2305,6 +2322,12 @@ Understand "seek nature" as seeking nature. Seeking nature is an action applyin
Otherwise:
playerport to Beyond the Domes.
Understand "seek sanctity" as seeking sanctity. Seeking sanctity is an action applying to nothing. Instead of seeking sanctity when Current City is Ethriel and chargencondition is false:
If the location is Religious Quarter in Ethriel:
stop the action;
Otherwise:
playerport to Religious Quarter in Ethriel.
To say seeking entertainment in Ethriel:
If the location is Entertainment Options in Ethriel:
Stop the action;
@@ -2341,7 +2364,7 @@ The gold ring is a tangible in Your Favorite Bathhouse in Ethriel. The bulk of
Work Options in Ethriel is a room. "There's always work for those who are dedicated. For travellers, it's a little more difficult. You have to be a more impressive dragon and you get less money for your effort. Still, you can find work for a session... assuming it's not the dead of night.
The clayworks actually charges random visitors and can't be used for making money; it's assumed that dragons who are only there for a day are seeking instruction or doing it for fun. There's a lot of [EthrielLink metalworks in Ethriel] in Ethriel, and it's a good city to find piecework if you've skill with metal. The [EthrielLink Lumberwork in Ethriel] north of town are willing to take on lumbergons for a day at a time. The pay is barely good enough to eat on, but the [EthrielLink Farmwork in Ethriel] around the town in the other directions are willing to take on day laborers.
The local clayworks actually charge random visitors and can't be used for making money; it's assumed that dragons who are only there for a day are seeking instruction or doing it for fun. There's a lot of [EthrielLink metalworks in Ethriel] in Ethriel, and it's a good city to find piecework if you've skill with metal. The [EthrielLink Lumberwork in Ethriel] north of town are willing to take on lumbergons for a day at a time. The pay is barely good enough to eat on, but the [EthrielLink Farmwork in Ethriel] around the town in the other directions are willing to take on day laborers.
Local commands: You can 'visit' one of the employers. If you lack skills, but need money, you can also try '[EthrielLink Panhandle in Ethriel]', which is also the command for doing busking and street divination if you have those skills. [line break]Area Change commands: [Location Command Block in Ethriel] [line break]Personal Commands: [Personal Command Block in Ethriel]"
@@ -2389,7 +2412,7 @@ Check panhandling:
now the panhandlingStyle of the player is busking;
continue the action;
If kaimSk > 3:
say "You're decent with a kaima deck. You could try to give people kaima readings in exchange for coin. Do you want to?";
say "You're decent with a kaima deck. You could try to give kaima readings in exchange for coin. Do you want to?";
if the player consents:
now the panhandlingStyle of the player is divination;
continue the action;
@@ -2549,219 +2572,6 @@ Carry out panhandling:
now the coinsNum of the player is the coinsNum of the player + 8;
follow the turnpass rule;
[Instead of panhandling when current city is Ethriel and chargencondition is false:
Let panSk be the panhandling level of the player;
Let kaimSk be the kaima level of the player;
Let MusiSk be the music level of the player;
Let generosity be a random number between 1 and 4;
Let supernalPerf be a random number between 0 and 30;
Let perfectRead be a random number between 0 and 100;
Let charisma be a random number between -1 and panSk;
If coinsNum of the player is at least 40000 and the forcePanhandling of the player < 4:
say "You've got decent savings. Are you sure you want to panhandle?";
If player consents:
now the forcePanhandling of the player is the forcePanhandling of the player + 1;
If musiSk > 4:
say "You're a good musician. You could try to sing or set up an instrument and busk. Do you want to?";
If player consents:
say "You set up to busk for a few hours on a promising corner in Ethriel.";
If supernalPerf < MusiSk:
let stunned crowd coins be a random number between 3 and 100;
say "Your playing is divinely inspired. Passersby keep getting entranced. Some of them break into tears. You get [stunned crowd coins] gold coins from donations.";
now the coinsNum of the player is the coinsNum of the player + stunned crowd coins;
now the securityNum of the player is the the securityNum of the player + 1;
follow the turnpass rule;
Otherwise if generosity is 1:
say "It's no good. Nobody wants to give you any coin.";
now the securityNum of the player is the securityNum of the player - 1;
follow the turnpass rule;
Otherwise:
If kaimSK > 3:
say "You're decent with a kaima deck. You could try to give people kaima readings in exchange for coin.";
If player consents:
say "You set up with a kaima deck for a few hours on a promising corner in Ethriel.";
If perfectRead < kaimSk:
let stunned crowd coins be a random number between 3 and 30;
say "You're in top form today. You give three good readings for 1 coin each, and then you give one that the recipient swears is going to change [random gender hisherzir] life forever. You get [stunned crowd coins] coins pressed on you in gratitude.";
now coinsNum of the player is coinsNum of the player + 3;
now coinsNum of the player is coinsNum of the player + stunned crowd coins;
now entertainNum of the player is the entertainNum of the player + 1;
if a random chance of 1 in 2 succeeds:
now the securityNum of the player is the securityNum of the player + 1;
Otherwise if generosity is 1:
say "It's no good. Nobody wants to give you any coin.";
now the securityNum of the player is the securityNum of the player - 1;
follow the turnpass rule;
Otherwise:
say "You set up to beg for a few hours on a promising corner in Ethriel.";
If generosity is 1:
say "It's no good. Nobody wants to give you any coin.";
now the securityNum of the player is the securityNum of the player - 1;
follow the turnpass rule;
Otherwise if charisma is -1:
say "It's no good. Nobody wants to give you any coin.";
now the securityNum of the player is the securityNum of the player - 1;
follow the turnpass rule;
Otherwise if generosity is 2:
If charisma < 5:
say "You get a single coin in six hours. Yay. Eighteen hours at this rate would buy you a sandwich at Taigahane's."; now the securityNum of the player is the securityNum of the player - 1;
follow the turnpass rule;
Otherwise:
say "You get two coins. At this rate, sitting out here all day would barely cover an inn, without enough left over to eat on.";
if a random chance of 1 in 2 succeeds:
now the securityNum of the player is the securityNum of the player - 1;
follow the turnpass rule;
Otherwise if generosity is 3:
If charisma < 5:
say "You get three coins. That'll cover food for a day.";
now the coinsNum of the player is the coinsNum of the player + 3;
follow the turnpass rule;
Otherwise:
say "You get four coins. That almost covers a stay at an inn.";
now the coinsNum of the player is the coinsNum of the player + 4;
follow the turnpass rule;
Otherwise:
say "You set up to beg for a few hours on a promising corner in Ethriel.";
If generosity is 1:
say "It's no good. Nobody wants to give you any coin.";
now the securityNum of the player is the securityNum of the player - 1;
follow the turnpass rule; Otherwise if charisma is -1:
say "It's no good. Nobody wants to give you any coin.";
now the securityNum of the player is the securityNum of the player - 1;
follow the turnpass rule; Otherwise if generosity is 2:
If charisma < 5:
say "You get a single coin in six hours. Yay. Eighteen hours at this rate would buy you a sandwich at Taigahane's."; now the securityNum of the player is the securityNum of the player - 1;
now the coinsNum of the player is the coinsNum of the player + 1;
follow the turnpass rule;
Otherwise:
say "You get two coins. At this rate, sitting out here all day would barely cover an inn, without enough left over to eat on.";
if a random chance of 1 in 2 succeeds:
now the securityNum of the player is the securityNum of the player - 1;
now the coinsNum of the player is the coinsNum of the player + 2;
follow the turnpass rule;
Otherwise if generosity is 3:
If charisma < 5:
say "You get three coins. That'll cover food for a day.";
now the coinsNum of the player is the coinsNum of the player + 3;
follow the turnpass rule;
Otherwise:
say "You get four coins. That almost covers a stay at an inn.";
now the coinsNum of the player is the coinsNum of the player + 4;
follow the turnpass rule;
Otherwise:
If charisma < 5:
say "You get five coins. That's your next inn stay covered, and for much easier than a day of hard labor.";
now the coinsNum of the player is the coinsNum of the player + 5;
follow the turnpass rule;
Otherwise:
say "You get eight coins. That's a great day for just asking for help.";
now the coinsNum of the player is the coinsNum of the player + 8;
follow the turnpass rule;
Otherwise:
Stop the action;
Otherwise:
If musiSk > 4:
say "You're a good musician. You could try to sing or set up an instrument and busk. Do you want to?";
If player consents:
say "You set up to busk for a few hours on a promising corner in Ethriel.";
If supernalPerf < MusiSk:
let stunned crowd coins be a random number between 3 and 100;
say "Your playing is divinely inspired. Passersby keep getting entranced. Some of them break into tears. You get [stunned crowd coins] gold coins from donations."
now the coinsNum of the player is the coinsNum of the player + stunned crowd coins;
now the securityNum of the player is the the securityNum of the player + 1;
follow the turnpass rule;
Otherwise if generosity is 1:
say "It's no good. Nobody wants to give you any coin."
now the securityNum of the player is the securityNum of the player - 1;
follow the turnpass rule;
Otherwise:
If kaimSk > 3:
say "You're decent with a kaima deck. You could try to give people kaima readings in exchange for coin.";
If player consents:
say "You set up with a kaima deck for a few hours on a promising corner in Ethriel.";
If perfectRead < kaimSk:
let stunned crowd coins be a random number between 3 and 30;
say "You're in top form today. You give three good readings for 1 coin each, and then you give one that the recipient swears is going to change [random gender hisherzir] life forever. You get [stunned crowd coins] coins pressed on you in gratitude."
now coinsNum of the player is coinsNum of the player + 3;
now coinsNum of the player is coinsNum of the player + stunned crowd coins;
now entertainNum of the player is the entertainNum of the player + 1;
if a random chance of 1 in 2 succeeds:
now the securityNum of the player is the securityNum of the player + 1;
Otherwise if generosity is 1:
say "It's no good. Nobody wants to give you any coin."
now the securityNum of the player is the securityNum of the player - 1;
follow the turnpass rule;
Otherwise:
say "You set up to beg for a few hours on a promising corner in Ethriel.";
If generosity is 1:
say "It's no good. Nobody wants to give you any coin.";
now the securityNum of the player is the securityNum of the player - 1;
follow the turnpass rule; Otherwise if charisma is -1:
say "It's no good. Nobody wants to give you any coin.";
now the securityNum of the player is the securityNum of the player - 1;
follow the turnpass rule; Otherwise if generosity is 2:
If charisma < 5:
say "You get a single coin in six hours. Yay. Eighteen hours at this rate would buy you a sandwich at Taigahane's."; now the securityNum of the player is the securityNum of the player - 1;
now the coinsNum of the player is the coinsNum of the player + 1;
follow the turnpass rule;
Otherwise:
say "You get two coins. At this rate, sitting out here all day would barely cover an inn, without enough left over to eat on.";
if a random chance of 1 in 2 succeeds:
now the securityNum of the player is the securityNum of the player - 1;
now the coinsNum of the player is the coinsNum of the player + 2;
follow the turnpass rule;
Otherwise if generosity is 3:
If charisma < 5:
say "You get three coins. That'll cover food for a day.";
now the coinsNum of the player is the coinsNum of the player + 3;
follow the turnpass rule;
Otherwise:
say "You get four coins. That almost covers a stay at an inn.";
now the coinsNum of the player is the coinsNum of the player + 4;
follow the turnpass rule;
Otherwise: If charisma < 5:
say "You get five coins. That's your next inn stay covered, and for much easier than a day of hard labor.";
now the coinsNum of the player is the coinsNum of the player + 5;
follow the turnpass rule; Otherwise:
say "You get eight coins. That's a great day for just asking for help.";
now the coinsNum of the player is the coinsNum of the player + 8;
follow the turnpass rule;
Otherwise:
say "You set up to beg for a few hours on a promising corner in Ethriel.";
If generosity is 1:
say "It's no good. Nobody wants to give you any coin.";
now the securityNum of the player is the securityNum of the player - 1;
follow the turnpass rule; Otherwise if charisma is -1:
say "It's no good. Nobody wants to give you any coin.";
now the securityNum of the player is the securityNum of the player - 1;
follow the turnpass rule; Otherwise if generosity is 2:
If charisma < 5:
say "You get a single coin in six hours. Yay. Eighteen hours at this rate would buy you a sandwich at Taigahane's."; now the securityNum of the player is the securityNum of the player - 1;
now the coinsNum of the player is the coinsNum of the player + 1;
follow the turnpass rule;
Otherwise:
say "You get two coins. At this rate, sitting out here all day would barely cover an inn, without enough left over to eat on.";
if a random chance of 1 in 2 succeeds:
now the securityNum of the player is the securityNum of the player - 1;
now the coinsNum of the player is the coinsNum of the player + 2;
follow the turnpass rule;
Otherwise if generosity is 3:
If charisma < 5:
say "You get three coins. That'll cover food for a day.";
now the coinsNum of the player is the coinsNum of the player + 3;
follow the turnpass rule;
Otherwise:
say "You get four coins. That almost covers a stay at an inn.";
now the coinsNum of the player is the coinsNum of the player + 4;
follow the turnpass rule;
Otherwise: If charisma < 5:
say "You get five coins. That's your next inn stay covered, and for much easier than a day of hard labor.";
now the coinsNum of the player is the coinsNum of the player + 5;
follow the turnpass rule; Otherwise:
say "You get eight coins. That's a great day for just asking for help.";
now the coinsNum of the player is the coinsNum of the player + 8;
follow the turnpass rule;]
Understand "visit lumberyards" as visiting lumberyards. Visiting lumberyards is an action applying to nothing.
Instead of visiting lumberyards when current city is Ethriel and chargencondition is false:
@@ -2873,6 +2683,148 @@ Instead of visiting farms when Current City is Ethriel and chargencondition is f
Otherwise:
Stop the action;
Religious Quarter in Ethriel is a room. "Ethriel is a big city, but not a particularly holy one. There are no cathedrals in Ethriel, but many of the religions of Theoma are represented here with small facilities. The local [EthrielLink Querent-Querent Link One] is probably the biggest holy structure in the city. The Illuminated Order maintains a temple with morning and afternoon services every Skansday. The Past Worlds Alliance maintains a library and a small lutragon otherworld with ceremonies every evening. The Uttermost Darkness maintains a collection of underground meditation cells. The Ranakanthists maintain a temple with midnight services on Niesday, Gwensday, and Ryesday. The Ascending Path maintains a reading room.
Local commands: You can 'visit' one of the faiths, referring to it by its name. [EthrielLink Querent-Querent Link Two] and the PWA can be referred to with their initials. [line break]Area Change commands: [Location Command Block in Ethriel] [line break]Personal Commands: [Personal Command Block in Ethriel]"
A QQ library is a kind of room.
QQ in Ethriel is a room. QQ in Ethriel is a QQ library. "A city block in one of Ethriel's domes is dedicated to this tall, broad structure. Past a huge pair of glass doors, a many-floored library sprawls with wooden shelves, carpeted floors, and cheerfully burning (but smokeless and heatless) magic flames hanging from the ceiling and mounted on the walls for lighting. Dragons of all shapes and colors, some of them wearing robes, carry books from the shelves to reading rooms sprinkled throughout the structure.
The Temple-Libraries of Querent-Querent are the most ubiquitous religious structures in Theoma, existing in most cities and many towns. Querent-Querent is a non-sectarian geomantic alliance for the advancement of trade and travel. The libraries are packed with travel accounts and descriptions of distant places, more than anyone could ever read, and most QQ facilities also have a small collection of geomantic lore available to be perused. Books are not checked out from QQ libraries; it is expected that patrons will use the on-site reading rooms.
Local commands: You can 'look up' cities if you know their names, or use 'look up cities' to find the names of cities which have had QQ files entered into the game already. You can also '[EthrielLink Random Reading in Ethriel]' to spend a time block studying a random book in the collection. [line break]Area Change commands: [Location Command Block in Ethriel] [line break]Personal Commands: [Personal Command Block in Ethriel]"
Understand "visit QQ" as visiting QQ. Visiting QQ is an action applying to nothing. Instead of visiting QQ when Current City is Ethriel and chargencondition is false:
If the location is QQ in Ethriel:
stop the action;
Otherwise:
playerport to QQ in Ethriel.
To say random reading in Ethriel:
try reading at random.
Understand "look up cities" as looking up cities. Looking up cities is an action applying to nothing.
Carry out looking up cities when the location is a QQ library:
Let CList be a list of city records;
Repeat through Table of Cities:
Add city record entry to Clist;
say CList.
Understand "look up Ethriel" as looking up Ethriel. Looking up Ethriel is an action applying to nothing.
Carry out looking up Ethriel when the location is a QQ library:
say "Basics: Ethriel is the fourth largest city in Theoma, spread across five swaivshon city domes. Its economy is notable for its metalworking and machinery. It is rated the third most advanced economy after Polser and Inrakaveach. The city hosts no known necromantic academy. Ethriel is the home of the Archive of Lost Things, where it is said that anything one has ever had and subsequently lost can be regained, for which reason it gains a notable traffic of pilgrims despite a relative secularism of its culture.
Religion: Every major religion on Theoma has a facility of some kind in Ethriel, however there are no cathedrals and the individual religious facilities are small. Religions worshipping specific land gods are absent. The Past Worlds Alliance is active in Ethriel and resources for the defunct religions of prior worlds may sometimes be found. The Ascending Path has a reading room in this city, providing advanced geomantic texts to the public at no cost. The local land god Indarian is not worshipped, and supports other faiths in a balanced fashion on condition of tolerance. The leading sacred principle in Ethriel is generally considered to be Dissolution, despite which its chaos balance is only 30%.
Government: Ethriel maintains a republican citystate governance with a small, slow-moving legislature and a common law system administered in courthouses that are generally regarded as fair. Each of the city's five city-domes elects its own burough mayorgon, and the city as a whole elects a sixth mayorgon above them. Political apathy is historically very high in Ethriel and recourse to the city government is generally avoided. There is a small non-professional force of peacekeepers, barristers, and incident responders recruited from the city's geomantic community on a volunteer basis.
Amenities: Ethriel is considered one of the top three cities for bathhouses; the exact positioning of the three cities is contested by partisans of each city, though there are a generally agreed top three (Ethriel, Baunt, and Wyranine). The amenities in Ethriel are well-developed and highly varied with a notable exception of an undevelopment of the sex trade with no known brothels. The theatres are considered excellent and the local publishing industry is vibrant with past world influences. The city is considered to be the seventh most influenced by past world culture, after the four cities of the Three Memories, Korjek, and Galrien.
Trade partners: Galrien, Kylon, Edge of Paradise, Norvsiik, Nowhere"
Understand "look up Ediveyrm" as looking up Ediveyrm. Looking up Ediveyrm is an action applying to nothing.
Carry out looking up Ediveyrm when the location is a QQ library:
say "Basics: Ediveyrm is the fortieth largest city in Theoma, occupying a series of peaks in the Serhin Range immediately east of the major pass through the range. It has no conventional ground access and receives no wagon traffic whatsoever. Most access is via flight, however some flightless dragons attempt the mountain climb. Ediveyrm's economy is notable for its free food and lodging and its general foundation on charity. The city is thought to host a very reclusive necromantic academy, possibly in a locally-accessible otherworld. Ediveyrm has no single most famous facility (though individuals of various faith may beg to differ), but many of the stone mosaics around the city are animated, talkative, and profoundly well-read in theology, making expert religious commentary available to all visitors at all times.
Religion: Ediveyrm is considered the holiest city in Theoma. Every major religion on Theoma has a cathedral or equivalent structure in Ediveyrm. All religious communities in Ediveyrm are to be respected by religious communities in Ediveyrm; religious bigotry is punished by exile from the city. Most land god cults have at least a shrine in Ediveyrm. Ediveyrm has the additional distinction of hosting remnant communities adherent to past world faiths. Several minor cults are headquartered here, benefiting from regulations dictating religious tolerance so long as they adhere to them themselves. Irreligion is considered odd in Ediveyrm, and even casual adherence is locally considered irreligion; the city's average level of theological understanding contests the understanding of specialists in other cities. The leading sacred principle in Ediveyrm is generally considered to be Chime, and its chaos balance is 1%.
Government: Ediveyrm is governed by a large legislature of elder representatives elected from the different religious groupings in the city in proportion to their size. There is a minimum count of adherents before representation is attained, and the city's minor cults are not necessarily represented in the government. The decrees of Ediveyrm's government are sometimes taken as the will of entire faiths, particularly when all representatives of a particular faith in the city government achieve consensus on a stance, and as such the government of Ediveyrm exercises outsized influence upon religious life throughout Theoma. Ediveyrmian elders are not exempted from laws mandating religious tolerance.
Amenities: Ediveyrm's amenities sector is notably underdeveloped, focusing chiefly on a religious theatre community and the demands of an extensive bowling league. The city's publishing industry is healthy, if monomaniacally religious, and this city is considered be the eighth most influenced by past world culture, after the four cities of the Three Memories, Korjek, and Galrien.
Trade partners: Izaeyaranth, Polser, Raldrani, Stone River, Moriskiik, Ztornaranth"
Understand "look up Galrien" as looking up Galrien. Looking up Galrien is an action applying to nothing.
Carry out looking up Galrien when the location is a QQ library:
say "Basics: Galrien is the sixth largest city in Theoma, occupying a burst of vibrant temperate landscape in the snowy lands southeast of Ethriel. It has one of Theoma's few 'illusory economies', where prices are high and incomes are higher, but most of the currency vanishes if removed from the theome. Within Galrien, almost everyone is wealthy, and the dragons are extremely generous. However, the currency is fake, and the economy is buttressed by the summoning of raw materials ex nihilo to meet the needs of the public. The city hosts a public and well-regarded necromantic academy, however undead within the city report that they still face discrimination. The city is the headquarters of the Past Worlds Alliance.
Religion: Galrien is a diverse but largely secular city. It has a notable temple of Uttermost Darkness, the most popular faith in the city. It also has temples for several past world religions, but these are largely operated as museums and tourist attractions. The leading sacred principle in Galrien is generally considered to be Dissolution, and its chaos balance is 80%.
Government: Galrien is governed by a committee of swaivshon appointed by the land god Irithnu. Selected for their fairness and integrity, the most common complaint against them is the perceived unfairness of selecting only swaivshon for rulership. Galrien's government maintains a volunteer police force and counseling service. It is a popular place to go for gender reassignments due to student loan grants for necromancers and a 50% state subsidy on transformation fees.
Amenities: The amenities sector in Galrien is remarkably well-developed. Virtually any amusement one might want to have is available here, including the rarest urban attraction: bathhouses. It's said that there are more kinds of candy in Galrien than have ever been invented in Theoma. There are many practicing artists and authors in Galrien, taking advantage of its summoning-based economy to live creatively productive lives of leisure, and art is one of the city's major exports. The city's brothels are staffed by unique species rarely if ever found in this role in other cities, from flux gryphons to phoenixes to chakocha, and the prices are reasonable. The theatres in Galrien showcase a wide variety of plays from prior worlds. Despite the extensive commitments the city has to past world culture, it is only considered to be the fourth most influenced by past world culture, its achievements defeated by the primary three cities of the Three Memories.
Trade partners: Ethriel, Kyvisveiln, Nowhere"
Understand "look up Nowhere" as looking up Nowhere. Looking up Nowhere is an action applying to nothing.
Carry out looking up Nowhere when the location is a QQ library:
say "Basics: Nowhere is the thirty fifth largest city in Theoma. It has a largely agrarian economy with fishing and farming providing food that is shipped north to Ethriel. There is distinctly room to expand in Nowhere, with lots of unclaimed land and exploitable resources along the long road to Ethriel. What holds up the concentration of dragonkind in this hinterland is the Flux Gate, a point where ships may set sail and leave Theoma completely. Nowhere trades with flux worlds and hosts a transient population of species completely alien to Theoma. It is illegal to ship alien technologies from Nowhere and research is restricted. Nowhere has a small necromantic academy with attendance restricted to members of the local military. Unapproved necromancy is officially illegal, though enforcement is inherently difficult.
Religion: For much of its history, Nowhere resisted the spread of any religion except the local cult of Vrenget. However, the atheistic faith of Uttermost Dark managed to staff a meditation center despite local resistance, and the most recent major religion in Theoma, the Illuminated Order, managed to convert many local dragons with their theology of a grander god-of-gods ruling over all worlds, not just Theoma. Despite these changes, irreligion remains common in Nowhere. The leading sacred principle in Galrien is generally considered to be Hydra, and its chaos balance is 98%.
Government: Nowhere is the most militarized city in Theoma, without exception. It is likely the only city in Theoma that could be said to be militarized at all. The Flux Gate is a fortified location theoretically vulnerable to alien invasion, and for that reason Nowhere considers its military to be its most important institution. It is said in our world, 'Where does anyone have a military? Nowhere.' Not everyone who says this understands that there is actually a militarized city named Nowhere.
Amenities: Nowhere's amenities are focused on flux world displays, and includes museums of alien technologies and magic systems. There are cardhouses playing board games from other worlds, and theatres displaying shows written by aliens. There are notable artists here inspired by the foreign source material. There's also a well-regarded brothel which, unlike the rest of the amenities of Nowhere, deals exclusively in local talent.
Trade partners: Galrien, Ethriel, Comptichrak, Rhaltin, Kantin"
Understand "look up Kylon" as looking up Kylon. Looking up Kylon is an action applying to nothing.
Carry out looking up Kylon when the location is a QQ library:
say "Basics: Kylon is the thirty seventh largest city in Theoma. It is sited in the northmost Highlands and has a mining-based economy with rich gold deposits and high-quality stone. It is supplied by food imports from myrskor farms in the Deep-Under. Kylon is known for its grandiose stone architecture, with ordinary houses being sprawling stone edifices and many facilities being even more excessive. There are many landing pads for navigating the city from the air. Ground-bound kalla commonly complain that the city is unwalkable due to being built at a scale unfriendly to their interests. Kylon is not known to have a necromantic academy.
Religion: Kylon's grand architectural traditions have manifested in a willful effort to cultivate cathedrals. However, the local religious institutions are more cultural than faithful, and the management of the cathedrals is unprofessional. This has made the local religious community diverse and laid-back, and has created peculiar local customs of syncretism and simultaneum. The local Masonic Order, by contrast, has something of the status of a cult with its own esoteric beliefs, but it works evenly with all other religions to build and maintain their worship structures. The leading sacred principle in Kylon is generally considered to be Chime, and its chaos balance is 13%.
Government: Kylon has a democratic government which elects a local mayorgon and a council of mayoral advisorgons. The mayorgon exerts a substantial control over permitted construction in the city, and prospective new residents are encouraged to hire only reputable builders to avoid legal compliance problems. Beyond that, the government has historically been 'disinterested' and 'slow to move', with a general attitude that dragons get on well enough with just the guidance of the land god Sidaikal, and that they have thus no need of an interventionist government.
Amenities: Kylon's proud architectural standards have attracted an artistic community drawn to the city's many famous buildings, and there are exports of art of the snow-covered cathedrals and grand mansions of the theome. Statues from the theome are sometimes exported as well. There's also a bowling league. The local sex trade has been cornered by a minor cult of pleasure who also maintain a reading room of sexual philosophy.
Trade partners: Edge of Paradise, Kyvisveiln, Ethriel, Norvsiik"
Understand "look up Norvsiik" as looking up Norvsiik. Looking up Norvsiik is an action applying to nothing.
Carry out looking up Norvsiik when the location is a QQ library:
say "Basics: Norvsiik is the farthest north and farthest east town in Tachamund. It is not in the top fifty largest cities in Theoma. The border between Tachamund and Kelkaith is cultural, and in Norviik's case what happened is that Tachamundi culture extended into Kelkaithian land. Long considered a poor and obscure outpost in a minimally-settled region, Norvsiik has prospered in the last several decades. Immigration from Comptichrak has failed to change its culture, with Kelkaithian migrants largely adopting Tachamundi culture, and possibly being drawn to it. Norvsiik has a thriving necromantic community that may also have drawn migrants, with a large undead population and a famous indoor Midnight Bazaar serving the undead and their living friends.
Religion: Norvsiik contains a shrine of the Illuminated Order and a Ranakanthist Temple, both within the Midnight Bazaar. Local law forbids discrimination against the undead even for religious purposes, and the temples minister equally to the living and the dead. The Ascending Path, not ordinarily a very organized religion, has one of its largest facilities in this city, maintaining a geomantic academy with teachings peculiar to their arcanotheology. The leading sacred principle in Norvsiik is considered to be Rift, and its chaos balance is 67%. The chaos balance in this city has been increasing since it started growing thirty years ago. This indicates unknown shifts in the Consensus, but it does not necessarily portend disaster.
Government: Norvsiik's government is a remannt of the Marim colonial administration that originally founded the city. When the Marim League fell, the colonial viceroy remained in office, and in fact rules to this day. The city's dragons are generally satisfied with the government, which rules according to a noninterventionist philosophy. No tax is collected. The minimal government is funded by revenue sharing with city-affiliated merchants. Local services are largely provided on a volunteer basis by religious officials and Ascending Path geomancers.
Amenities: Amenities in Norvsiik are somewhat sparse. Local theatres offer recent plays imported from Mosdenechrak as well as traditional Marim plays that have been showing for centuries. The community's master artists are all long-dead necromancers. Although prostitution is not banned, there is no organized sex trade in Norvsiik. The undead are not known for their sexual appetites, leading to a lack of market opportunity for would-be sellers of sexual services. There are cardhouses. Like most of the old city, they were established during the heyday of the Marim League, and the proprietors are undead.
Trade partners: Comptichrak, Kylon, Ethriel, Myrhigh, Korltian"
Understand "look up Comptichrak" as looking up Comptichrak. Looking up Comptichrak is an action applying to nothing.
Carry out looking up Comptichrak when the location is a QQ library:
say "Basics: The twenty-fourth largest city in Theoma and the fourth most advanced economy after Polser, Inrakaveach, and Ethriel, Comptichrak is infamous for hosting one of Theoma's Regularity Beacons. Resentful pilgrims come from all over Theoma to break their ties to the unwanted beacon. The education level of Comptichrak is extremely high and the style of education is very technical. Mail ships arrive from long distances to employ the Comptichrak Hall of Calculation to calculate the answers to mathematical questions. It's Theoma's greatest center of mathematical inquiry!
Religion: Comptichrak has a very rarefied religious establishment. All the same faiths are present, but the philosophical sophistication is on another level, and there are no public ceremonies. Private rites are the only ones performed, and it takes a keen mind to prove worthy. There is a theological college in Comptichrak which teaches the faiths as they're understood in Comptichrak. The mathematical education there is also highly regarded. The leading sacred principle in Comptichrak is considered to be Weld, and its chaos balance is 27%.
Government: Comptichrak is a pantheocratic democracy, like Ediveyrm albeit not as prestigiously. It is ruled by a council of the faiths with legislators elected in proportion to their population. Unlike Ediveyrm, self-assigned loyalty is not adequate to achieve voting rights in Comptichrak. The faiths each prescribe a test of theology which must place the prospective voter very precisely within the theological variations of their faith. As a result of this sorting, the elder council of Comptichrak recognizes hundreds of faiths, more indeed than Ediveyrm does, because it recognizes every philosophical variation with enough adherents to win even a single seat in its legislature. It is even possible to win voting rights with an irreligious philosophy, so long as one can attest in great detail one's unity with another irreligious philosophy bearing enough voters to elect a seat to the Comptichrak legislature.
Amenities: Compichrak's culture is dry. There's a museum dedicated to Kelkaithian inventors, a bowling alley, and cardhouses. The local cuisine scene is said to be quite good, especially if you like fish, but also representing an inclusive global food scene which takes advantage of Comptichrak's global trade to offer foods from all over. Art objects are generally imported rather than exported, and there is no theatre scene to speak of.
Trade Partners: Norvsiik, Nowhere, Kantin, Rhaltin"
Understand "look up Edge of Paradise" or "look up Paradise" as looking up Edge of Paradise. Looking up Edge of Paradise is an action applying to nothing.
Carry out looking up Edge of Paradise when the location is a QQ library:
say "Basics: Edge of Paradise is one of the two northernmost settlements in Theoma, along with Ghost Farm. The edge of the city extends into the Deathwall, and there are actually buildings and residents who are technically outside of Theoma, dwelling in the permanent necromantic storm off of the edge of the map. It is not recommended for living visitors to spend much time in that side of the city, as exposure to the Deathlands causes necromantic wasting. Edge of Paradise is named because it adjoins a cluster of what are called 'jewel theomes' in the Deathlands. Jewel theomes are islands of safety in the necromantic storm, and each one is run by a necromantic collective as their idea of a perfect world. The Deathlands Trade Network in Edge of Paradise can find almost anything if you can trade something they would still value when they've got access to anything they can imagine.
Religion: There are two basic interpretations of Edge of Paradise. The first interpretation is that they're on the edge of the jewel theome cluster outside of Theoma, and those are paradise. The second interpretation is that they're on the edge of Theoma, and Theoma is paradise. Either way, the ghost-heavy community generally considers their science to have progressed beyond superstition. The leading sacred principle in Edge of Paradise is Garden, and its chaos balance is 100%.
Government: Edge of Paradise has no government. The rules in the part of the city that extends into the necromantic storm are so malleable that reality itself will warp to conform to whoever wins a contest of will and logic, and all the residents are impervious immortals who can survive any fluctuation whatsoever. In the Theoma-side of the city, peace is maintained by a volunteer force of incident responders. There are a lot of volunteers, they have unlimited resources, and they're virtually omniscient. Accordingly, Edge of Paradise cannot be said to have a government, but it also cannot be said to be lawless.
Amenities: Art is the whole key to prosperity in Edge of Paradise. You can buy many things for a song, most things for a painting, and almost anything for a story. The catch is, the locals have no need of money. The bathhouse, theatre, cardhouse, and museum are all free attendance. The local artists can only be commissioned by swapping them in kind. The local clayworks is a deeply inventive place.
Trade Partners: Ethriel, Kylon"
Understand "read at random" as reading at random. Reading at random is an action applying to nothing.
Carry out reading at random when the location is a QQ library:
say "You browse the shelves at the temple-library and select a book to carry off into one of the library's reading rooms. For the next several hours, you read about [a random item from the list of QQ book subjects].";
if a random chance of 2 in 3 succeeds:
now the entertainNum of the player is the entertainNum of the player + 1;
follow the turnpass rule;
The list of QQ book subjects is always {"the underwater cities of the veserus", "the tribes of Niazion", "the swaivshon cities of the Kelkaithian Deep-Under", "the Deep-Under", "the myrskor farms of the Deep-Under", "divination practices around the world", "the philosopher-kingdom of Isoss", "minor city-domes in towns across Kelkaith", "the flight over the mountains between Galrien and Kyvisveiln", "the Selhin Range in Midwestern Kelkaith", "the differences between agricultural practices in Midwestern Kelkaith and Central Tachamund", "the ever-regrowing forests of Woodwall", "the three Memories, a nation in far-easern Kelkaith accessible only by flight", "the Marim League, a fomer nation in Northern Tachamund", "the undeveloped areas of the world, awaiting future settlement", "the broad, undeveloped valley in southeastern Kelkaith, located between Nowhere and Galrien", "the two large and minimally developed islands considered part of Kanjamund, each at least as large as the Marim League", "Relny, a small city with an unbreakable spire that was the missing land god's only action", "missing theomes", "benevolent theomes", "hostile theomes", "popular sea lanes", "expeditions into interior Ormeri, a vast and minimally inhabited continent", "diplomatic relations between citystates", "kinds of citystate government", "the merchant league of Suvkeyanin", "the widely-upheld law forbidding the export of clocks from Kelkaith", "candies around the world", "a gustatory tour of Kelkaith", "a gustatory tour of Tachamund", "a gustatory tour of Reytas", "the Firelands", "lutragon otherworlds", "otherworlds around Theoma", "grandwagons", "flying wagons", "flightpacks", "izerah carts", "famous explorers", "famous merchants", "fate beacons around Theoma", "fate beacons", "wagon maintenance", "divinations useful to travellers", "piety as understood by Querent-Querent", "comparative theology", "spices around the world", "alcohols around the world", ""}.
Skakel's Games is a room. Skakel's games is a cardhouse. "Skakel's Games is a place to buy and sell board games and card games, but more than that it's a place to play them. A table can be rented for a petty sum. There are usually gamesgons hanging around to recruit into a game, and games to spectate when you're waiting for a slot to open or a group to come apart and seek other entertainments. Failing all else, Skakel zirself is there most of the time and willing to play any game zie knows (of which zie knows a great many). And there are finger-friendly snacks and drinks available here or in adjacent businesses.
Local commands: You can '[EthrielLink Playing Games in Ethriel]' here, or 'talk to' a local. [line break]Area Change commands: [Location Command Block in Ethriel][line break]Personal Commands: [Personal Command Block in Ethriel]"