"To Wander Theoma" by Rakeela Windrider and Kistaro Windrider Volume 1 - Setup Release along with a "Bisquixe" interpreter. Use DICT_WORD_SIZE of 35. Include Simple Multimedia Effects by Mathbrush. Include Basic Screen Effects by Emily Short. When play begins: now right alignment depth is 20. The block sleeping rule is not listed in the check sleeping rulebook. Volume 2 - Variables A person has an indexed text called a full name. Understand the full name property as describing a person. A person has an indexed text called a short name. Understand the short name property as describing a person. Understand the printed name property as describing a thing. A link is a kind of thing. A link has some text called a Displayname. A link has some text called the reply. A species is a kind of value. A person has a species. The species are vrash, vashael, kalla, vohntrai, izerah, veserus, myrskor, myrghon, swaivshon, tesam, esseri, chakocha, phoenix, and undefined. The list of random dragon species is always {vrash, vashael, kalla, vohntrai, izerah, veserus, myrskor, myrghon, swaivshon}. A city record is a kind of value. The city records are defined by the Table of Cities. The current city is a city record that varies. The current city is initially Ethriel. [Ethriel, Edge of Paradise, Kylon, Galrien, Nowhere, Norvsiik, Comptichrak, Myrhigh, Korltian, Akaveach, Whinge, Kantin, Rhaltin, Dartroveiln, Kravakaneke, Woodwall, Kreskechrak, Nerevehn, Asere, Mosdenechrak, Zyrine, Inrakaveach, Rhakanin, Suvkeyanin, Hiakoreska, Corvuseach, Hyvaline, Wyranine, Vishen, Ghost Farm, Mivsiik, Baunt, Fishergon's Retreat, Stone River, Sea's Bounty, Viviveyrm, Sovesviik, Xanasal, Raldrani, Moriskiik, Ediveyrm, Izaeyaranth, Polser, Mania, Ztornaranth, Borochrak, Iron Hills, Shraneyrm, Isoss, Shibanyet, Korjek, Sorjek, Wild Edge, Norickhum, Phoenix Sea, Theoma's Limit, Zyaket, Inevrae, Iyanti, Mundanity, Rodrimor, Onayraye, Uskadi, Skrend, Oriaryo, Tearvek, Irovek, Kyvsiveiln, Memory of Esseri, Memory of Tesam, and Memory of Chakocha.] Amenities are a kind of value. The amenities are bathhouses, theatres, cardhouses, master artists, museums, brothels, and bowling alleys. Restaurants are a kind of value. The restaurants are Taigahane's, Korloave's Greenhouse, Cakeshapes, S&S Flatbreads, and Ethriel PWA Guildhall. A culture name is a kind of value. The culture names are Kelkaithian, Tachamundi, Kanjamundi, and Memorian. [Niazion is a Kanjamundi culture. Reytas is a Kelkaithian culture. Ormeri is a Tachamundi culture.] 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} "Kylon 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. A job is a kind of value. The jobs are merchantgon, servicegon, travelgon, laborgon, wildgon, agrigon, craftsgon, and unemployed. Every person has a job. The job of a person is usually unemployed. Understand the job property as describing a person. A career is a kind of value. A person has careers. The careers are lumbergon, huntgon, pottergon, haulergon, smithgon, farmgon, authorgon, philosophygon, sex pest, charitygon, rangergon, physical dissolutionist, mental dissolutionist, holygon, lutragon, petgon, musicgon, flygon, sportsgon, and kaimagon. A color is a kind of value. The colors are green, crimson, brown, blue, grey, black, pink, white, bronze, gold, and silver. A marking pattern is a kind of value. A person has a marking pattern. The marking patterns are stripes, speckles, spots, blotches, socks, and mask. A person has a number called age. A person has a color called a dominant color. The dominant color of a person is usually green. A person has a color called a minor color. The minor color of a person is usually green. A person has a marking pattern. The marking pattern of a person is usually stripes. A personal interest is a kind of value. A person has personal interests. The personal interests are economics, art, playing kaima, vegetarianism, carnivory, fine foods, books, religion, sex, necromancy, plants, sports, technology, and accumulating wealth. A person has a personal interest called first interest. A person has a personal interest called second interest. The current NPC variable is a person that varies. A person has a number called sleepinghour. Sleepinghour is usually 3. A person has a number called workinghour. Workinghour is usually 1. A person has a room called a preferred hangout. A person has a number called hungerNum. A person has a number called coinsNum. [I'm thinking five coins per night is a normal price for an inn, and three coins per meal is a normal price for a meal. Every term of a remunerative career will be worth 42,424 coins, and every term of a non-remunerative career will be worth 4,554.] A person has a number called forcePanhandling. forcePanhandling is usually 1. A panhandlingStyle is a kind of value. A person has a panhandlingStyle. The panhandlingStyles are busking, divination, and begging. A person has a number called PWAMembershipTimer. PWAMembershipTimer is usually 0. A person has a truth state called PWAPlasticMember. PWAPlasticMember is usually false. A person has a number called PWAStipendAccumulation. PWAStipendAccumulation is usually 0. A person has a truth state called PWAJustBoughtMembership. PWAJustBoughtMembership is usually false. An aquatic semblance is a kind of value. The aquatic semblances are fish-like, orca-like, dolphin-like, vrash-passing, and not fishy. A person has an aquatic semblance. The aquatic semblance of a person is usually not fishy. The list of veserus aquatic semblances is always {fish-like, orca-like, dolphin-like, vrash-passing}. An alloace spectrum is a kind of value. The alloace spectrums are allosexual, sex-positive asexual, and sex-repulsed asexual. A person has an alloace spectrum. The alloace spectrum of a person is usually sex-repulsed asexual. A genericNPC is a kind of person. A person has a number called strength. The strength of a person is usually 1. A conveyance is a kind of thing. A person has a conveyance. The conveyances are defined by the Table of Conveyance Definitions. The conveyance of a person is usually a backpack. To say canyouflywiththis: let conveyance be the conveyance of the player; If the Blocks Flight of conveyance is False and the species of the player is not kalla and the species of the player is not vohntrai and the species of the player is not myrghon and the species of the player is not myrskor: say " This is a flight-capable shipping method." A tangible is a kind of thing. A tangible has a number called the bulk. Table of Conveyance Definitions Conveyance Bulk Limit Strength Requirement Blocks Flight a backpack 40 1 False a greatpack 70 3 False a flightpack 90 5 False an izerah cart 400 10 True a myrghon gearwagon 2000 1 True a wagon 2000 35 True a flying wagon 2000 2 False a grandwagon 4000 55 True a grand flying wagon 6000 5 False A bathhouse is a kind of room. A cardhouse is a kind of room. A person has a number called a securityNum. The securityNum of a person is usually 7. A person has a number called an entertainNum. The entertainNum of a person is usually 7. A person has a number called a flightyRel. The flightyRel of a person is usually 1. A person has a number called a firmRel. The firmRel of a person is usually 1. A person has a number called a Reserve. The Reserve of a person is usually 1. A person has a number called a Libido. The Libido of a person is usually -1. A person has a number called a maxGeomInterface. The maxGeomInterface of a person is usually 12. A person has a number called a geomInterface. The geomInterface of a person is usually 12. A person has a truth state called IsAGhost. IsAGhost is usually false. A person has a number called TheomaGender. A person has a number called TheomaSex. A person has a truth state called PostTFTrans. PostTFTrans is usually false. A person has a number called fantasizeCooldown. The fantasizeCooldown of a person is usually 0. A person has a number called theatreCooldown. The theatreCooldown of a person is usually 0. A person has a number called cardhouseCooldown. The cardhouseCooldown of a person is usually 0. A person has a number called eatingCooldown. The eatingCooldown of a person is usually 0. Volume 3 - World Displaying sheet is an action applying to nothing. Understand "sheet" as displaying sheet. Instead of displaying sheet: say "This command has mostly not yet been implemented."; tabulate the skills of the player; say "Your top three skills are: [line break][row 1 in Table of Extracted Skills][line break][row 2 in Table of Extracted Skills][line break][row 3 in Table of Extracted Skills]" Instead of taking inventory: let currentconveyance be the conveyance of the player; say "You are using [a currentconveyance] for carrying capacity. It has [the bulk limit of currentconveyance] units of carrying capacity.[run paragraph on][Canyouflywiththis]"; Let InvList be the list of tangibles carried by the player; say "[line break]You are carrying: "; say InvList; say "[line break]You have [coinsNum of the player] gold coins worth of liquid wealth saved up, mostly represented by an accounts book." To decide which number is the load of (P - a person): let result be 0; repeat with T running through the list of tangibles held by P: now result is result plus the bulk of T; Decide on result. Check taking a tangible: Let X be a tangible; Let X be the noun; let C be the conveyance of the player; Let B be the bulk of X; If the load of the player plus B is greater than the Bulk Limit of C: say "You're carrying too much stuff already. You'll have to drop something or get a bigger conveyance."; Stop the action. Displaying skillbook is an action applying to nothing. Understand "skillbook" as displaying skillbook. Instead of displaying skillbook: tabulate the skills of the player; repeat through Table of Extracted Skills: If the alloace spectrum of the player is sex-repulsed asexual: If Skill entry is sex appeal or Skill entry is erotic art: next; Otherwise: say "[Skill entry]: [Skill Level entry], with [Extra XP entry] additional XP earned."; Otherwise: say "[Skill entry]: [Skill Level entry], with [Extra XP entry] additional XP earned." Table of Extracted Skills Skill Skill Level Extra XP a skill a number a number with 30 blank rows To tabulate the skills of (P - a person): blank out the whole of the Table of Extracted Skills; repeat with X running through the list of XP counters tallying P: choose a blank row in the Table of Extracted Skills; now skill entry is the associated skill of X; now skill level entry is the level of X; now Extra XP entry is the XP of X; sort the Table of Extracted Skills in skill order; sort the Table of Extracted Skills in reverse Extra XP order; sort the Table of Extracted Skills in reverse Skill Level order. Book 1 - Time DateDayKelkaith is a number that varies. DateDayKelkaith is usually 25. DateMonthKelkaith is a number that varies. DateMonthKelkaith is usually 3. DateDayTachamund is a number that varies. DateDayTachamund is usually 11. DateMonthTachamund is a number that varies. DateMonthTachamund is usually 4. DateSeason is a number that varies. DateSeason is usually 2. DateSeasonDay is a number that varies. DateSeasonDay is usually 4. DateYear is a number that varies. DateYear is usually 1227. DateWeekday is a number that varies. DateWeekday is usually 4. CurrentInclemency is a number that varies. CurrentInclemency is usually 1. RainingToday is a truth state that varies. RainingToday is usually false. NecromanticStormCooldown is a number that varies. NecromanticStormCooldown is usually 0. The most recently decided weather is an indexed text that varies. to say Current Weekday: If DateWeekday is 1: say "Niesday"; If DateWeekday is 2: say "Tinsday"; If DateWeekday is 3: say "Gwensday"; If DateWeekday is 4: say "Varsday"; If DateWeekday is 5: say "Ryesday"; If DateWeekday is 6: say "Pretsday"; If DateWeekday is 7: say "Skansday". to say Kelkaithian Month: If DateMonthKelkaith is 1: say "Frigidae"; Otherwise if DateMonthKelkaith is 2: say "Vesvor"; Otherwise if DateMonthKelkaith is 3: say "Inesqua"; Otherwise if DateMonthKelkaith is 4: say "Spring Celebration"; Otherwise if DateMonthKelkaith is 5: say "Kinish"; Otherwise if DateMonthKelkaith is 6: say "Chyran"; Otherwise if DateMonthKelkaith is 7: say "Kelit"; Otherwise if DateMonthKelkaith is 8: say "Emrak"; Otherwise if DateMonthKelkaith is 9: say "Autumn Celebration"; Otherwise if DateMonthKelkaith is 10: say "Skelundy"; to say Kelkaithian Calendar Date: say "[Kelkaithian Month] [DateDayKelkaith], [DateYear] or [DateYear]-[DateMonthKelkaith]-[DateDayKelkaith]." To say Tachamundi Month: If DateMonthTachamund is 1: say "Firstmonth"; If DateMonthTachamund is 2: say "Secondmonth"; If DateMonthTachamund is 3: say "Thirdmonth"; If DateMonthTachamund is 4: say "Fourthmonth"; If DateMonthTachamund is 5: say "Fifthmonth"; If DateMonthTachamund is 6: say "Sixthmonth"; If DateMonthTachamund is 7: say "Seventhmonth"; If DateMonthTachamund is 8: say "Eighthmonth"; If DateMonthTachamund is 9: say "Ninthmonth"; If DateMonthTachamund is 10: say "Tenthmonth"; If DateMonthTachamund is 11: say "Eleventhmonth"; If DateMonthTachamund is 12: say "Twelfthmonth"; If DateMonthTachamund is 13: say "Thirteenthmonth"; To say Tachamundi Calendar Date: say "[Tachamundi Month] [DateDayTachamund], [DateYear] or [DateYear]-[DateMonthTachamund]-[DateDayTachamund]." To say The Current Season: If DateSeason is 1: say "Winter"; If DateSeason is 2: say "Spring"; If DateSeason is 3: say "Summer"; If DateSeason is 4: say "Autumn". To say Seasonal Calendar Date: say "It is day [DateSeasonDay] of [The Current Season]." Displaying the calendar is an action applying to nothing. Understand "calendar" as displaying the calendar. Instead of displaying the calendar: say "As Kelkaith and Reytas reckon it, is is [Kelkaithian Calendar Date]"; say "As Tachamund and Kanjamund reckon it, it is [Tachamundi Calendar Date]"; say "In the calendar handed down by the land gods, it is [Seasonal Calendar Date]"; say "In all three calendars, it is a [Current Weekday]."; say "If you would like to change the calender listing on the command prompt, type in 'calendar toggle' without the quotes." Calendar Setting is a number that varies. Calendar Setting is usually 1. Calendar toggling is an action applying to nothing. Understand "calendar toggle" or "calendartoggle" as calendar toggling. Instead of calendar toggling: If Calendar Setting is less than 3: Now Calendar Setting is Calendar Setting plus 1; Otherwise: Now Calendar Setting is 1. TimekeepingVar is a number that varies. instead of waiting: follow the turnpass rule; TurnsCount is a number that varies. TurnsCount is usually 0. Every turn: now TimekeepingVar is remainder after dividing TurnsCount by 4; A person has a number called TirednessVar. TirednessVar is usually 1. This is the turnpass rule: Now TurnsCount is TurnsCount + 1; let Tiredness be the TirednessVar of the player; If Tiredness < 3: do nothing; Otherwise if Tiredness is 3: If the IsAGhost of the player is true: do nothing; Otherwise if the species of the player is izerah: say "You could sleep now. You don't need to yet."; Otherwise: say "You really badly want to sleep now."; Otherwise if Tiredness is 4: If the species of the player is izerah: say "You could sleep now. You don't need to yet."; Otherwise: say "You're really questioning the sanity of your decision to skip a night of sleep."; If a random chance of 1 in 2 succeeds: follow the zombiesleep rule; Otherwise if Tiredness is 5: If the species of the player is izerah: say "You could sleep now. You don't need to yet."; Otherwise: say "You're really questioning the sanity of your decision to skip a night of sleep."; If a random chance of 1 in 2 succeeds: follow the zombiesleep rule; Otherwise if Tiredness is 6: If the species of the player is izerah: say "You could sleep now. You don't need to yet."; Otherwise: say "You're really questioning the sanity of your decision to skip a night of sleep."; If a random chance of 1 in 2 succeeds: follow the zombiesleep rule; Otherwise if Tiredness is 7: If the species of the player is izerah: say "You're running into the limits of the izerah ability to ignore the need for sleep. You really want to go to bed."; Otherwise: say "You're really questioning the sanity of your decision to skip a night of sleep."; If a random chance of 1 in 2 succeeds: follow the zombiesleep rule; Otherwise if Tiredness > 7: say "You're really running on fumes now. The world is getting noisy and harder to perceive as your brain struggles with your lack of sleep."; If a random chance of 1 in 2 succeeds: follow the zombiesleep rule; Otherwise if Tiredness > 11: say "Your body is starting to hurt all over, and you feel sick. You've been awake long enough to start dying of it. You're suffering spellwrack, and what a waste of necromantic potential."; If a random chance of 1 in 2 succeeds: now geomInterface of the player is geomInterface of the player - 1; If a random chance of 1 in 2 succeeds: follow the zombiesleep rule; Now the TirednessVar of the player is the TirednessVar of the player + 1; If the IsAGhost of the player is true: now the TirednessVar of the player is 3; If the entertainNum of the player > 10: now the entertainNum of the player is 10; If the entertainNum of the player < 0: now the entertainNum of the player is 0; let the boredom chance be 12 - the entertainNum of the player; If a random chance of 1 in boredom chance succeeds: If the entertainNum of the player > 8: say "You feel your elation fading."; now the entertainNum of the player is the entertainNum of the player - 1; Otherwise if the entertainNum of the player > 7: say "You're starting to feel a bit bored."; now the entertainNum of the player is the entertainNum of the player - 1; Otherwise if the entertainNum of the player > 5: say "You feel like it's been far too long since you did something fun."; now the entertainNum of the player is the entertainNum of the player - 1; Otherwise if the entertainNum of the player > 3: say "You're starting to feel depressed."; now the entertainNum of the player is the entertainNum of the player - 1; Otherwise if the entertainNum of the player > 0: say "Immortality is a curse, after all."; now the entertainNum of the player is the entertainNum of the player - 1; Otherwise: say "Every passing hour fills you with horror at the prospect of living in an eternity as dull as this one."; now the securityNum of the player is the securityNum of the player - 1; If the eatingCooldown of the player > 0: now the eatingCooldown of the player is the eatingCooldown of the player - 1; Let Undeath Check be maxGeomInterface of the player - geomInterface of the player; If Undeath Check is at most 12: Now the hungerNum of the player is the hungerNum of the player + 1; If the hungerNum of the player > 60: say "You are in food deficit by over fifteen days. The emotional difficulty of the fast has maxed out and even receded, but it's starting to cause wasting to afflict your body even if you don't eat compulsively. Your innate magic is sustaining your body as you continue to act without natural fuel, but this is a slow-burn exercise of innate necromancy, and it will surely kill you."; If a random chance of 1 in 3 succeeds: now the entertainNum of the player is the entertainNum of the player - 1; say "You really miss food. Life is greyer and duller without it."; If a random chance of 1 in 29 succeeds: say "You are no longer capable of fasting. You rush out to acquire food and binge on something easy and quick from a street cart or grocery store. After that, you feel quite sick to your stomach, and cripplingly weak. The attack passes slowly, leaving some lingering pain behind."; now the hungerNum of the player is the hungerNum of the player - 8; now eatingCooldown of the player is 1; now the geomInterface of the player is the geomInterface of the player - 1; Otherwise if a random chance of 1 in 5 succeeds: say "Your pain levels surge as spellwrack hits you. Your body becomes sicker and more fatigued. Down this path is an uncontrolled slide into undeath. Are you a good enough necromancer to survive that? Do you really want to be undead? Maybe you should eat something."; now the geomInterface of the player is the geomInterface of the player - 1; Otherwise if the hungerNum of the player > 44: say "You have accumulated an eleven day deficit of nutrients. This is becoming an impressive feat of self-control. However, it's utterly miserable and in fact rather dangerous. If you eat compulsively at this point, you'll suffer spellwrack."; If a random chance of 1 in 2 succeeds: now the entertainNum of the player is the entertainNum of the player - 1; say "You really miss food. Life is greyer and duller without it."; If a random chance of 1 in 2 succeeds: now the securityNum of the player is the securityNum of the player - 1; say "Whether or not you could be eating, the prolonged lack of food is starting to add desperation to your emotional range."; If a random chance of 1 in 10 succeeds: say "You are no longer capable of fasting. You rush out to acquire food and binge on something easy and quick from a street cart or grocery store. After that, you feel quite sick to your stomach, and cripplingly weak. The attack passes slowly, leaving some lingering pain behind."; now the hungerNum of the player is the hungerNum of the player - 8; now eatingCooldown of the player is 1; now the geomInterface of the player is the geomInterface of the player - 1; Otherwise if the hungerNum of the player > 16: say "You have accrued a four day food deficit. Prolonged hunger is starting to negatively affect your morale. This isn't physically unhealthy yet, but it's becoming emotionally unhealthy. Food wasn't made as an enemy of dragonkind; enjoying it will not cost you an iota of immortality. Eat something!"; If a random chance of 1 in 3 succeeds: now the entertainNum of the player is the entertainNum of the player - 1; say "You really miss food. Life is greyer and duller without it."; If a random chance of 1 in 4 succeeds: now the securityNum of the player is the securityNum of the player - 1; say "Whether or not you could be eating, the prolonged lack of food is starting to add desperation to your emotional range."; If a random chance of 1 in 8 succeeds: say "You are no longer capable of fasting. You rush out to acquire food and binge on something easy and quick from a street cart or grocery store."; now the hungerNum of the player is the hungerNum of the player - 8; now eatingCooldown of the player is 1; Otherwise if the hungerNum of the player > 4: say "You have over a day of food deficit. You can go a few days without food with no ill effect, but if you were delaying to have the best effect out of your next meal, you're hungry enough to have hunger as a spice. You're hungry enough to regularly remember that you're hungry..."; Otherwise: now the hungerNum of the player is 3; If the securityNum of the player > 10: now the securitynum of the player is 10; If a random chance of 1 in 30 succeeds: say "You feel nervous for no obvious reason."; now the securityNum of the player is the SecurityNum of the player - 1; If the securityNum of the player < 10 and a random chance of 1 in 50 succeeds: say "You sense Fate's blessing upon you, soothing your insecurities."; now the securityNum of the player is the SecurityNum of the player + 1; If the securityNum of the player < 0: now the securitynum of the player is 0; If the securityNum of the player is 0: say "You are plagued by a sense that everything you attempt is doomed."; If the entertainNum of the player > 0: now the entertainNum of the player is the entertainNum of the player - 1; say "So beset are you by anxiety that you're questioning the value of immortality. Do you really want to feel this way forever?"; If the entertainNum of the player is 0: If a random chance of 1 in 2 succeeds: say "Madness claws at your essence, a desperate desire to leave this world fracturing your connection to Theoma as surely as any necromantic spell."; now geomInterface of the player is geomInterface of the player - 1; If the securityNum of the player > 0 and a random chance of 1 in 100 succeeds: say "[daydreaming]"; Now the entertainNum of the player is the entertainNum of the player + 1; If TimekeepingVar is 3: Now DateDayKelkaith is DateDayKelkaith + 1; Now DateDayTachamund is DateDayTachamund + 1; Now DateSeasonDay is DateSeasonDay + 1; Now DateWeekday is DateWeekday + 1; Now NecromanticStormCooldown is NecromanticStormCooldown - 1; If the PWAMembershipTimer of the player > 0: Now the PWAMembershipTimer of the player is the PWAMembershipTimer of the player - 1; Now the PWAStipendAccumulation of the player is the PWAStipendAccumulation of the player + 1; If DateWeekday is 8: Now DateWeekday is 1; Charge the player for lodging; If DateMonthKelkaith is 4: If DateDayKelkaith is 8: Now DateDayKelkaith is 1; Now DateMonthKelkaith is 5; Otherwise if DateMonthKelkaith is 9: If DateDayKelkaith is 8: Now DateDayKelkaith is 1; Now DateMonthKelkaith is 10; Otherwise if DateMonthKelkaith is 11: Now DateMonthKelkaith is 1; Now DateYear is DateYear + 1; Otherwise: If DateDayKelkaith is 36: Now DateDayKelkaith is 1; Now DateMonthKelkaith is DateMonthKelkaith + 1; now the geomInterface of the player is geomInterface of the player + 1; If DateDayTachamund is 29: Now DateDayTachamund is 1; Now DateMonthTachamund is DateMonthTachamund + 1; If DateMonthTachamund is 14: Now DateMonthTachamund is 1; If geomInterface of the player > maxGeomInterface of the player: now geomInterface of the player is maxGeomInterface of the player; If geomInterface of the player < 1: If the IsAGhost of the player is false: end the story saying "Unfortunately, these are your final hours. Did you expect this? As your occulted geomantic interface splinters into small fragments, you become aware of an infinite blue void studded with stars. As you fall away from Theoma, among your last thoughts before nepenthe sweeps you is that you have died of poorly controlled necromantic wasting."; If the IsAGhost of the player is true: now geomInterface of the player is maxGeomInterface of the player; If the fantasizeCooldown of the player > 0: now the fantasizeCooldown of the player is the fantasizeCooldown of the player - 1; If the theatreCooldown of the player > 0: now the theatreCooldown of the player is the theatreCooldown of the player - 1; If the cardhouseCooldown of the player > 0: now the cardhouseCooldown of the player is the cardhouseCooldown of the player - 1; Let L be the list of genericNPCs; Repeat with X running through L: If the sleepinghour of X is TimekeepingVar: now X is nowhere; Otherwise if the workinghour of X is TimekeepingVar and today is not a weekend: now X is nowhere; Otherwise: Let Y be the preferred hangout of X; move X to Y; Let R1 be a random number between 1 and 6; Let R2 be a random number between 1 and 6; Let R3 be a random number between 1 and 6; Let IL be a list of numbers; Add R1 to IL; Add R2 to IL; Add R3 to IL; Sort IL; Now CurrentInclemency is entry 1 of IL; If CurrentInclemency is 6: Let R1 be a random number between 1 and 6; Let R2 be a random number between 1 and 6; Let R3 be a random number between 1 and 6; Add R1 to IL; Add R2 to IL; Add R3 to IL; Sort IL; Now CurrentInclemency is entry 1 of IL; If CurrentInclemency is 6 and NecromanticStormCooldown > 0: now CurrentInclemency is a random number between 1 and 5; Otherwise if CurrentInclemency is 6: now NecromanticStormCooldown is 70; now the securityNum of the player is the securityNum of the player - 2; now the geomInterface of the player is geomInterface of the player - 1; if geomInterface of the player is 0 and the isAGhost of the player is false: end the story saying "A necromantic storm descends on the theome. A gloomy energy bleeds through everything. Normally, this is only a few hours of unpleasantness that renews the world, but your geomantic interface has been so abused that the gloom causes you to suffer a sudden cessation of existence when it collapses. Your consciousness falls out of the world and goes sailing through a blue void of stars, falling to a new life in a distant reality. Your last thoughts before nepenthe sweeps you is that you have died of poorly controlled necromantic wasting."; Otherwise: say "A necromantic storm descends on the theome. A gloomy energy bleeds through everything. You can see it no matter where you are or what you're doing. The swirling gloom makes you feel achy, dim, and oppressed, though you know it's doing no permanent damage. These storms renew natural resources throughout the world."; Otherwise: let PrecipChance be the precipitation of the current city; If a random chance of PrecipChance in 30 succeeds: now RainingToday is true; Otherwise: now RainingToday is false; Decide on the current weather. To decide on the current weather: Let CC be the current city; Let CI be CurrentInclemency; Let CM be DateMonthKelkaith; Let CS be DateSeason; repeat through the Table of Weather: If City entry is not CC: next; If Inclemency entry is not CI: next; If RainingToday is false and RainOrSnow entry is true: next; If RainingToday is true and RainOrSnow entry is false: next; If Season entry is not CS: next; now the most recently decided weather is a random item from the weather description entry; To charge the player for lodging: [remember to update this when creating new cities] If current city is Ethriel and a home in Ethriel is false: If coinsNum of the player < 5: say "You can't pay for a night at the inn, but the inn extends you charity and doesn't kick you out."; Otherwise: now coinsNum of the player is the coinsNum of the player - 5. To decide whether today is a weekend: If DateWeekday > 5: yes; Otherwise: no. To decide whether today is not a weekend: If today is a weekend: yes; Otherwise: no. This is the zombiesleep rule: say "You can't help yourself any longer. You wander off, semi-conscious, and find somewhere to fall asleep."; try silently going home; try silently sleeping; To say Time Of Day: If TimekeepingVar is 0: say "Morning"; If TimekeepingVar is 1: say "Afternoon"; If TimekeepingVar is 2: say "Evening"; If TimekeepingVar is 3: say "Night"; To say Current Time and Date: If Calendar Setting is 1: say "[Time of Day], [DateYear]-[DateMonthKelkaith]-[DateDayKelkaith]"; If Calendar Setting is 2: say "[Time of Day], [DateYear]-[DateMonthTachamund]-[DateDayTachamund]"; If Calendar Setting is 3: say "[Time of Day], [The Current Season] [DateSeasonDay], [DateYear]"; To say display calendar: try displaying the calendar. Book 2 - Links A personallink is a kind of link. Personallinks are defined by the Table of All Personallinks. To say personallink (nextpersonallink - a personallink): hyperlink "[Displayname of nextPersonallink]" as "zzxvm [nextPersonallink]" Understand "zzxvm [any personallink]" as personal linking. Personal linking is an action applying to one thing. Carry out personal linking: if the noun is a personallink listed in the Table of All Personallinks: say "[reply entry]"; otherwise: say "[bold type]BUG:[roman type] Tried to carry out personal linking with [italic type][the noun][roman type] but that does not appear to be a personal link:"; Table of All Personallinks Personallink Displayname reply check sheet "sheet" "[display sheet]" check calendar "calendar" "[display calendar]" check skillbook "skillbook" "[display skillbook]" To say display sheet: try displaying sheet. To say display skillbook: try displaying skillbook. Name your Character is a room. "What is your name? Names in Theoma mostly take the form of X the Y, where X is the name and Y is a title or descriptor that applies to your character. Alternatively, some dragons are named X of Z, where X is still their name and Z is a theome or city with special significance to the individual. If your title is a profession, remember the -gon suffix!" When play begins: now the dominant color of the player is a random color; now the minor color of the player is a random color; while the minor color of the player is the dominant color of the player: now the minor color of player is a random color; now the marking pattern of the player is a random marking pattern; now the species of the player is chakocha; now the TheomaGender of the player is a random number between 1 and 3; now the TheomaSex of the player is a random number between 1 and 3; now the age of the player is 100; decide on the current weather; now every personallink is held by the player; now the command prompt is "What is your name? > ". Table of Fancy Status left central right "[Current Time and Date]" "[Location]" "Pain: [Pain Indicator]" "Mood: [Boredom Indicator]" "Confidence: [Security Indicator]" "Hunger: [Hunger Indicator]" To say Boredom Indicator: If entertainNum of the player > 8: say "Elated"; Otherwise if entertainNum of the player > 6: say "Calm"; Otherwise if entertainNum of the player > 4: say "Bored"; Otherwise if entertainNum of the player > 2: say "Depressed"; Otherwise: say "Cursed"; To say Security Indicator: If securityNum of the player > 8: say "Invulnerable"; Otherwise if securityNum of the player > 6: say "Comfortable"; Otherwise if securityNum of the player > 4: say "Uncertain"; Otherwise if securityNum of the player > 2: say "Anxious"; Otherwise: say "Broken"; To say Pain Indicator: Let PainCount be 0; If entertainNum of the player < 3: Now PainCount is PainCount + (3 - entertainNum of the player); If securityNum of the player < 4: Now PainCount is PainCount + 1; If securityNum of the player < 2: Now PainCount is PainCount + 1; If securityNum of the player is 0: Now PainCount is PainCount + 2; If maxGeomInterface of the player > geomInterface of the player: Now PainCount is PainCount + (maxGeomInterface of the player - geomInterface of the player); If PainCount is 0: say "None"; If PainCount is 1: say "None?"; If PainCount is 2: say "Mild"; If PainCount is 3: say "Aching"; If PainCount is 4: say "Wearying"; If PainCount is 5: say "Exhausting"; If PainCount is 6: say "Grimacing"; If PainCount is 7: say "Stabbing"; If PainCount is 8: say "Great"; If PainCount is 9: say "Tremendous"; If PainCount is 10: say "Crippling"; If PainCount is 11: say "Dying"; If PainCount > 11: say "Undeath"; To say Hunger Indicator: If hungerNum of the player < 1: say "Full"; Otherwise if hungerNum of the player < 4: say "Mild"; Otherwise if hungerNum of the player < 16: say "Great"; Otherwise if hungerNum of the player < 44: say "Extreme"; Otherwise: say "Starving"; Rule for constructing the status line: fill status bar with Table of Fancy Status; rule succeeds. To decide whether collecting names: if the command prompt is "What is your name? > ", yes; no. After reading a command when collecting names: now the full name of the player is the player's command; now the short name of the player is word number 1 in the player's command; now the command prompt is "[Current Time and Date]>"; say "Hi, [short name of the player]![paragraph break]"; say "[banner text]"; playerport to Your Home in Ethriel; reject the player's command. To say veserus body description: say "You have a[if aquatic semblance of the player is orca-like]n[end if] [aquatic semblance of the player][if aquatic semblance of the player is not vrash-passing] yet draconic[end if] face on a body that is in general that of a quadrupedal dragon's. You have four legs, the front two of which end in pfods that you can with equal faculty use as hands or walk on. You only breathe in order to talk. When you're standing around or even when you're exerting yourself, your chest is still unless you're moving. Beyond the details of your patterning, you also have bioluminescent stripes any part of which can be made to glow at your will, and in fact you can speak without sound by glowing in patterns along your stripes."; To say marking pattern description of the player: say "accents of [minor color of the player] in [if the marking pattern of the player is mask]a mask-like pattern[otherwise][marking pattern of the player][end if]." To say marking pattern description: say "accents of [minor color] in [if the marking pattern is mask]a mask-like pattern[otherwise][marking pattern][end if]" Instead of examining the player: if the species of the player is vrash: say "You have four legs, the front two of which end in pfods that you can with equal faculty use as hands or walk upon. You have broad wings upon your back and a muscular, prehensile tail. You are not hugely tall, but the length and strength of your body gives you quite a strong presence. You are not especially dexterous, but the world is soft to you, partly because you are strong, and partly because your magic reshapes the things you touch. Your steps upon the road leave the road finer and greater than it was before you trod upon it."; otherwise if the species of the player is vashael: say "You stand on two legs in a forward posture with your tail extending behind you, though you can drop to all fours if you're feeling shy. You have a large upright frill behind the center of your head, and a line of outwards-bending frills lining the top-sides of your tail. You have broad wings upon your back and a drifting wind perpetually circling you. The wind is comfortable and friendly."; otherwise if the species of the player is kalla: say "You are a two-legged bipedal dragon resembling the gryphons of prior worlds. You have a beak! Your feet end in hooves like those of horses, and you have a horse tail behind you. You have no wings. Your forearms are heavily scaled in your minor color (which is also the color of your beak), and have a great grip and dexterity, perhaps the best dexterity among all dragons. It's a small compensation for being smaller, weaker, and flightless relative to most dragons. Sparks of electricity occasionally travel along your limbs, especially if you summon them on purpose."; otherwise if the species of the player is vohntrai: say "You are a two-legged bipedal dragon like a bipedal version of a vrash. You are a bit skinny and a little taller than a kalla, but certainly any vashael looms over you. You have grip and dexterity rivaling a kalla, but you are as flightless as a kalla. You are very faintly translucent; you can see through yourself, not into yourself, as though you were just a little unreal."; otherwise if the species of the player is izerah: say "You are a two-legged bipedal dragon with a forward posture similar to that of a vashael, but somewhat smaller, and slightly less flexible. You cannot comfortably move on all fours. You have no wings! However, you have infinite endurance, and your ability to exert yourself is limited only by the need to sleep every other night. You feel almost perpetually invigorated."; otherwise if the species of the player is veserus: say "[veserus body description]"; otherwise if the species of the player is myrskor: say "You are a quadrupedal dragon with exaggerated earfins to each side of your head. You have four legs, the front two of which end in pfods that you can with equal faculty use as hands or walk upon. You are not especially dexterous, but you can get by in all but the finest tasks. Your body can emit sunlight from any part of itself, and it really is sunlight, not just bioluminescence. Your glow is warm!"; otherwise if the species of the player is myrghon: say "You are a small, fat bipedal dragon, the smallest species of dragon in fact. Your body type is beyond your control, barring powerful necromantic flesh-sculpting, but generally nobody cares. Myrghon always tend to be too skinny or too fat. It's just your species. You have six blue hexagonal diamond gems floating nearby. You can move them wherever you want within a few feet of your body, and they're VERY strong."; otherwise if the species of the player is swaivshon: say "You are a furry quadrupedal dragon. You have a similar bodily structure to a vrash, complete with pfods that you can walk on or use as hands. Complex horns — often likened to antlers — rise from the back of your head. A tremendous sense of comfort and safety fills you almost always. Your body resists everything. You can stick your pfod in a fire without getting burned. You can walk through a blizzard without getting cold. If someone struck you with intent to do violence to you, they would be unlikely to get through your fur. While you do not try to harm others, the world also will not try to harm you."; otherwise if the species of the player is tesam: say "You are a legendary tesam! You are a short bipedal furred creature with a long body and a heavy tail. Your hands are webbed, but still very dexterous. You are extremely flexible and proportionally quite strong, albeit only in the way that kalla are proportionally quite strong, and still certainly not strong enough to haul a wagon. You have no wings. You resemble an otter."; otherwise if the species of the player is esseri: say "You are a legendary esseri! You are a short bipedal furred creature with a long body and a moderate tail. Your dexterity is exceptional, and you are extremely flexible and agile. You are proportionally quite strong, albeit only in the way that kalla are proportionally quite strong, and still certainly not strong enough to haul a wagon. You have no wings. You resemble a ferret."; otherwise if the species of the player is chakocha: say "You are a legendary chakocha! You are a long-bodied dragon with heavy overlapping scales. You are as strong as a vrash and far more flexible, however you have no wings. You resemble a mix between a dragon, an otter, and a pangolin."; say "Your [if species of the player is kalla]feathers and fur[otherwise if species of the player is tesam]fur[otherwise if species of the player is esseri]fur[otherwise if species of the player is swaivshon]fur[otherwise]scales[end if] are [dominant color of the player] with [marking pattern description of the player]."; Your Home in Ethriel is a room. "You, [full name of player], live in a five story home in Ethriel, on the fifth floor of Dome Three. Your home is quite humble by the standards of Ethriel, tall and narrow as most homes in the city-dome are. You sleep on the top floor. The view from the windows doesn't go outside, but only to the street below and the tall, narrow buildings on the other side of it. You've been saving up resources to go on a long journey. Click [chargenlink chargen start] or type 'chargen' (without the quotes) to start creating your character. Most of the game can be navigated via mouse, but a few things require keyboard input." Chargencondition is a truth state that varies. Chargencondition is usually true. Initial Character Generation is a scene. Initial Character Generation begins when chargencondition is true. Initial Character Generation ends when chargencondition is false. Understand "chargen" as initial character generation. Initial character generation is an action applying to nothing. Instead of initial character generation in Your Home in Ethriel: Now the species of the player is a random item from the list of random dragon species; While the species of the player is veserus or the species of the player is myrghon: now the species of the player is a random item from the list of random dragon species; If species of player is vrash: now strength of player is 41; If species of player is vashael: now strength of player is 30; If species of player is izerah: now strength of player is 12; If species of player is kalla: now strength of player is 3; If species of player is swaivshon: now strength of player is 30; If species of player is myrskor: now strength of player is 40; If species of player is myrghon: now strength of player is 2; If species of player is vohntrai: now strength of player is 1; Now chargencondition is true; say "[chargencore]"; To say chargenlink (nextChargenLink - a chargenlink): hyperlink "[Displayname of nextChargenLink]" as "zzxvm [nextChargenLink]" A chargenlink is a kind of link. Understand "zzxvm [any chargenlink]" as chargen linking. Chargen linking is an action applying to one thing. Carry out chargen linking: if the noun is a chargenlink listed in the Table of All ChargenLinks: clear the screen; say "[reply entry]"; otherwise: say "[bold type]BUG:[roman type] Tried to carry out chargen linking with [italic type][the noun][roman type] but that does not appear to be a chargen link:"; showme the noun; Chargenlinks are defined by the table of all chargenlinks. When play begins: now every chargenlink is held by the player; Table of All Chargenlinks chargenlink Displayname reply chargen start "here" "[chargen start]" Alloace Toggle "Alloace Toggle" "[alloace toggle]" Species Selector "Species Selector" "[species selector]" Choosing Vrash "Vrash" "[select vrash]" Choosing Vashael "Vashael" "[select vashael]" Choosing Izerah "Izerah" "[select izerah]" Choosing Veserus "Veserus" "[select veserus]" Choosing Kalla "Kalla" "[select kalla]" Choosing Swaivshon "Swaivshon" "[select swaivshon]" Choosing Myrskor "Myrskor" "[select myrskor]" Choosing Myrghon "Myrghon" "[select myrghon]" Choosing Vohntrai "Vohntrai" "[select vohntrai]" Gender Toggle "Gender Toggle" "[gender toggle]" Sex Toggle Link "Sex Toggle" "[sex toggle]" Enter Career Selector "Career Selector" "[career selector]" Choosing Pottergon "Pottergon" "[select pottergon]" Choosing Haulergon "Haulergon" "[select haulergon]" Choosing Lumbergon "Lumbergon" "[select lumbergon]" Choosing Smithgon "Smithgon" "[select smithgon]" Choosing Huntgon "Huntgon" "[select huntgon]" Choosing Farmgon "Farmgon" "[select farmgon]" Choosing Authorgon "Authorgon" "[select authorgon]" Choosing Philosophygon "Philosophygon" "[select philosophygon]" Choosing Sex Pest "Sex Pest" "[select sex pest]" Choosing Charitygon "Charitygon" "[select charitygon]" Choosing Rangergon "Rangergon" "[select rangergon]" Choosing Physical Dissolutionist "Physical Dissolutionist" "[select physical dissolutionist]" Choosing Mental Dissolutionist "Mental Dissolutionist" "[select mental dissolutionist]" Choosing Holygon "Holygon" "[select holygon]" Choosing Lutragon "Lutragon" "[select lutragon]" Choosing Petgon "Petgon" "[select petgon]" Choosing Musicgon "Musicgon" "[select musicgon]" Choosing Flygon "Flygon" "[select flygon]" Choosing Sportsgon "Sportsgon" "[select sportsgon]" Choosing Kaimagon "Kaimagon" "[select kaimagon]" Complete Chargen "Click Here to Finish Chargen" "[finish chargen]" To say chargen start: Now the species of the player is a random item from the list of random dragon species; While the species of the player is veserus or the species of the player is myrghon: now the species of the player is a random item from the list of random dragon species; If species of player is vrash: now strength of player is 41; If species of player is vashael: now strength of player is 30; If species of player is izerah: now strength of player is 12; If species of player is veserus: now strength of player is 38; If species of player is kalla: now strength of player is 3; If species of player is swaivshon: now strength of player is 30; If species of player is myrskor: now strength of player is 40; If species of player is myrghon: now strength of player is 2; If species of player is vohntrai: now strength of player is 1; Now chargencondition is true; say "[chargencore]" To say chargencore: say "[chargenlink Alloace Toggle]: [alloace spectrum of the player][line break]"; say "[chargenlink Species Selector]: [species of the player][line break]"; say "[chargenlink Gender Toggle]: [the player's TheomaGender][line break]"; say "[chargenlink Sex Toggle Link]: [the player's TheomaSex][line break]"; say "Age: [age of the player] years[line break]"; say "[career sanity check] To reset your careers, reselect your species."; say "[Many careers]"; say "[chargen finish check]"; To say alloace toggle: if the alloace spectrum of the player is allosexual: Now the alloace spectrum of the player is sex-positive asexual; Otherwise if the alloace spectrum of the player is sex-positive asexual: Now the alloace spectrum of the player is sex-repulsed asexual; Otherwise if the alloace spectrum of the player is sex-repulsed asexual: Now the alloace spectrum of the player is allosexual; Clear the screen; say "[chargencore]"; To say the player's TheomaGender: If the TheomaGender of the player is 1: say "male"; Otherwise if the TheomaGender of the player is 2: say "female"; Otherwise if the TheomaGender of the player is 3: say "herm"; To say gender toggle: If the TheomaGender of the player is 1: Now the TheomaGender of the player is 2; Otherwise if the TheomaGender of the player is 2: Now the TheomaGender of the player is 3; Otherwise if the TheomaGender of the player is 3: Now the TheomaGender of the player is 1; Clear the screen; say "[chargencore]"; To say the player's TheomaSex: If the TheomaSex of the player is 1: say "male"; Otherwise if the TheomaSex of the player is 2: say "female"; Otherwise if the TheomaSex of the player is 3: say "herm"; To say sex toggle: If the TheomaSex of the player is 1: Now the TheomaSex of the player is 2; Otherwise if the TheomaSex of the player is 2: Now the TheomaSex of the player is 3; Otherwise if the TheomaSex of the player is 3: Now the TheomaSex of the player is 1; Clear the screen; say "[chargencore]"; To say chargen finish check: Let career length be the number of entries in the career history of player; If career length is at least 1: say "[line break]When you're satisfied, [chargenlink Complete Chargen]. Hesitate! This link will not confirm."; Otherwise: say ""; To say finish chargen: now every chargenlink is nowhere; now chargencondition is false; Playerport to Your Sort-Of Home in Ethriel; To say many careers: Let career length be the number of entries in the career history of the player; If the career history of the player is empty: say ""; Otherwise if career length is 1: say "First career: [entry 1 of the career history of the player]"; Otherwise if career length is 2: say "First career: [entry 1 of the career history of the player][line break]"; say "Second career: [entry 2 of the career history of the player]"; Otherwise if career length is 3: say "First career: [entry 1 of the career history of the player][line break]"; say "Second career: [entry 2 of the career history of the player][line break]"; say "Third career: [entry 3 of the career history of the player]"; Otherwise if career length is 4: say "First career: [entry 1 of the career history of the player][line break]"; say "Second career: [entry 2 of the career history of the player][line break]"; say "Third career: [entry 3 of the career history of the player][line break]"; say "Fourth career: [entry 4 of the career history of the player]"; Otherwise if career length is 5: say "First career: [entry 1 of the career history of the player][line break]"; say "Second career: [entry 2 of the career history of the player][line break]"; say "Third career: [entry 3 of the career history of the player][line break]"; say "Fourth career: [entry 4 of the career history of the player][line break]"; say "Fifth career: [entry 5 of the career history of the player]"; Otherwise if career length is 6: say "First career: [entry 1 of the career history of the player][line break]"; say "Second career: [entry 2 of the career history of the player][line break]"; say "Third career: [entry 3 of the career history of the player][line break]"; say "Fourth career: [entry 4 of the career history of the player][line break]"; say "Fifth career: [entry 5 of the career history of the player][line break]"; say "Sixth career: [entry 6 of the career history of the player]"; Otherwise if career length is 7: say "First career: [entry 1 of the career history of the player][line break]"; say "Second career: [entry 2 of the career history of the player][line break]"; say "Third career: [entry 3 of the career history of the player][line break]"; say "Fourth career: [entry 4 of the career history of the player][line break]"; say "Fifth career: [entry 5 of the career history of the player][line break]"; say "Sixth career: [entry 6 of the career history of the player][line break]"; say "Seventh career: [entry 7 of the career history of the player]"; Otherwise if career length is 8: say "First career: [entry 1 of the career history of the player][line break]"; say "Second career: [entry 2 of the career history of the player][line break]"; say "Third career: [entry 3 of the career history of the player]"; say "Fourth career: [entry 4 of the career history of the player][line break]"; say "Fifth career: [entry 5 of the career history of the player][line break]"; say "Sixth career: [entry 6 of the career history of the player][line break]"; say "Seventh career: [entry 7 of the career history of the player][line break]"; say "Eighth career: [entry 8 of the career history of the player][line break]"; Otherwise if career length is 9: say "First career: [entry 1 of the career history of the player][line break]"; say "Second career: [entry 2 of the career history of the player][line break]"; say "Third career: [entry 3 of the career history of the player][line break]"; say "Fourth career: [entry 4 of the career history of the player][line break]"; say "Fifth career: [entry 5 of the career history of the player][line break]"; say "Sixth career: [entry 6 of the career history of the player][line break]"; say "Seventh career: [entry 7 of the career history of the player][line break]"; say "Eighth career: [entry 8 of the career history of the player][line break]"; say "Ninth career: [entry 9 of the career history of the player][line break]"; Otherwise if career length is 10: say "First career: [entry 1 of the career history of the player][line break]"; say "Second career: [entry 2 of the career history of the player][line break]"; say "Third career: [entry 3 of the career history of the player][line break]"; say "Fourth career: [entry 4 of the career history of the player][line break]"; say "Fifth career: [entry 5 of the career history of the player][line break]"; say "Sixth career: [entry 6 of the career history of the player][line break]"; say "Seventh career: [entry 7 of the career history of the player][line break]"; say "Eighth career: [entry 8 of the career history of the player][line break]"; say "Ninth career: [entry 9 of the career history of the player][line break]"; say "Tenth career: [entry 10 of the career history of the player]"; Otherwise if career length is 11: say "First career: [entry 1 of the career history of the player][line break]"; say "Second career: [entry 2 of the career history of the player][line break]"; say "Third career: [entry 3 of the career history of the player][line break]"; say "Fourth career: [entry 4 of the career history of the player][line break]"; say "Fifth career: [entry 5 of the career history of the player][line break]"; say "Sixth career: [entry 6 of the career history of the player][line break]"; say "Seventh career: [entry 7 of the career history of the player][line break]"; say "Eighth career: [entry 8 of the career history of the player][line break]"; say "Ninth career: [entry 9 of the career history of the player][line break]"; say "Tenth career: [entry 10 of the career history of the player][line break]"; say "Eleventh career: [entry 11 of the career history of the player][line break]"; Otherwise if career length is 12: say "First career: [entry 1 of the career history of the player][line break]"; say "Second career: [entry 2 of the career history of the player][line break]"; say "Third career: [entry 3 of the career history of the player][line break]"; say "Fourth career: [entry 4 of the career history of the player][line break]"; say "Fifth career: [entry 5 of the career history of the player][line break]"; say "Sixth career: [entry 6 of the career history of the player][line break]"; say "Seventh career: [entry 7 of the career history of the player][line break]"; say "Eighth career: [entry 8 of the career history of the player][line break]"; say "Ninth career: [entry 9 of the career history of the player][line break]"; say "Tenth career: [entry 10 of the career history of the player][line break]"; say "Eleventh career: [entry 11 of the career history of the player][line break]"; say "Twelfth career: [entry 12 of the career history of the player]"; Otherwise if career length is 13: say "First career: [entry 1 of the career history of the player][line break]"; say "Second career: [entry 2 of the career history of the player][line break]"; say "Third career: [entry 3 of the career history of the player][line break]"; say "Fourth career: [entry 4 of the career history of the player][line break]"; say "Fifth career: [entry 5 of the career history of the player][line break]"; say "Sixth career: [entry 6 of the career history of the player][line break]"; say "Seventh career: [entry 7 of the career history of the player][line break]"; say "Eighth career: [entry 8 of the career history of the player][line break]"; say "Ninth career: [entry 9 of the career history of the player][line break]"; say "Tenth career: [entry 10 of the career history of the player][line break]"; say "Eleventh career: [entry 11 of the career history of the player][line break]"; say "Twelfth career: [entry 12 of the career history of the player][line break]"; say "Thirteenth career: [entry 13 of the career history of the player]"; Otherwise if career length is 14: say "First career: [entry 1 of the career history of the player][line break]"; say "Second career: [entry 2 of the career history of the player][line break]"; say "Third career: [entry 3 of the career history of the player][line break]"; say "Fourth career: [entry 4 of the career history of the player][line break]"; say "Fifth career: [entry 5 of the career history of the player][line break]"; say "Sixth career: [entry 6 of the career history of the player][line break]"; say "Seventh career: [entry 7 of the career history of the player][line break]"; say "Eighth career: [entry 8 of the career history of the player][line break]"; say "Ninth career: [entry 9 of the career history of the player][line break]"; say "Tenth career: [entry 10 of the career history of the player][line break]"; say "Eleventh career: [entry 11 of the career history of the player][line break]"; say "Twelfth career: [entry 12 of the career history of the player][line break]"; say "Thirteenth career: [entry 13 of the career history of the player][line break]"; say "Fourteenth career: [entry 14 of the career history of the player]"; Otherwise if career length is 15: say "First career: [entry 1 of the career history of the player][line break]"; say "Second career: [entry 2 of the career history of the player][line break]"; say "Third career: [entry 3 of the career history of the player][line break]"; say "Fourth career: [entry 4 of the career history of the player][line break]"; say "Fifth career: [entry 5 of the career history of the player][line break]"; say "Sixth career: [entry 6 of the career history of the player][line break]"; say "Seventh career: [entry 7 of the career history of the player][line break]"; say "Eighth career: [entry 8 of the career history of the player][line break]"; say "Ninth career: [entry 9 of the career history of the player][line break]"; say "Tenth career: [entry 10 of the career history of the player][line break]"; say "Eleventh career: [entry 11 of the career history of the player][line break]"; say "Twelfth career: [entry 12 of the career history of the player][line break]"; say "Thirteenth career: [entry 13 of the career history of the player][line break]"; say "Fourteenth career: [entry 14 of the career history of the player][line break]"; say "Fifteenth career: [entry 15 of the career history of the player]"; To say species selector: say "The species options are vrash, vashael, izerah, veserus, kalla, swaivshon, myrskor, myrghon, and vohntrai. There are a few hidden species options accessible through necromantic species reassignment later — no, not skeleton dragon — but the starting options are those. Clicking a name will set your species and take you back to the chargen overview menu."; say "[chargenlink Choosing Vrash]: The vrash are winged quadrupedal dragons. They walk on four legs, but their forelimbs are also dexterous hands. Such hand-feet are called 'pfods'. Vrash can walk three-legged to carry an object. One of the three abundant species of Theoma, vrash are the strongest dragons of all. They typically wear armor, but this is generally only a show of wealth, and expensive clothing sometimes takes the place of traditional vrash armor. Vrash have the most awesome innate magic, being the ability to pay only basic drain (ie, bodily fatigue) for the ability to reconfigure (though not transmute) objects that they are touching."; say "[chargenlink Choosing Vashael]: The vashael are winged theropod dragons. They walk on two legs, although they can drop and move on four instead if they chooose. One of the three abundant species of Theoma, vashael are strong enough to pull laden wagons. They have a perpetual breeze flowing about them and can manipulate the wind while paying only basic drain (ie, bodily fatigue). This ability is called the 'amicus breeze'. Vashael are instinctively the best flyers among dragonkind, flying faster than other dragons with less fatigue for distance, though this ability is difficult to use in trade without owning one of the very rare flying wagons."; say "[chargenlink Choosing Izerah]: The izerah are wingless theropod dragons. They are the smallest of the three abundant species of dragons. Izerah have no innate magic, but they do not tire. They have limitless stamina. They need to sleep only every other night, and nothing stops them from sprinting for two days straight before collapsing into slumber. They cannot fly, but their ability to sprint unceasingly means they are actually more mobile than the average vrash or vashael, who finds flying at least a little tiring. Izerah are stereotyped for their restless nomadism, but it isn't true of all of them. They are also stereotyped for always having energy, and that stereotype is generally accurate. Izerah are almost never strong enough to pull wagons designed for vrash and vashael, but they do often pull izerah carts."; say "[chargenlink Choosing Veserus]: The veserus are winged quadrupedal dragons. They are technically the fourth abundant species of Theoma, but most veserus live underwater such that their presence and cultural influence on the surface is limited. They are as strong as vrash and have more stamina. They may look like fish-dragons, cetacean-dragons, or just like vrash. They don't have gills, and in fact do not breathe for any purpose other than speaking. They have complex bioluminescent stripes which may be made to glow in any pattern, and while underwater they speak in glow-language. Their only innate magic is being unbreathing."; say "[chargenlink Choosing Kalla]: The kalla are wingless anthro hippogryphs. Stronger than humans, kalla are nonetheless smaller and weaker than most dragons. They cannot fly and are unlikely to be able to pull wagons. Your manual dexterity is superior to that of most dragons, and you have an innate intuition for the physical (but not magical) mechanisms of the world. Kalla are famous as inventorgons and craftsgons, and are said to have a natural affinity for Weld magics. You have the ability to summon lightning while paying only basic drain (ie, bodily fatigue), but this violent ability is famously useless. In general, they are considered a more limited and unfortunate kind of dragon, and this choice will make your game harder."; say "[chargenlink Choosing Swaivshon]: The swaivshon are winged furry quadrupedal dragons. They have the stature of vrash, but they're only about as strong as vashael, which is still sufficient to pull a wagon. Swaivshon are occasionally called 'saint souls' and it is considered expected that they never do any harm to anyone. This positive stereotyping makes their social lives easier as other dragons naturally trust swaivshon. Swaivshon naturally resist magic that they disapprove of, which makes them luckier as they resist negative Fates without knowing what they're resisting. They also resist temperature extremes, physical violence, poisons of all sorts, and even necromantic energies. Aside from this omni-resistance, they have no innate magic."; say "[chargenlink Choosing Myrskor]: The myrskor are wingless quadrupedal dragons. They have very large fins, particularly on their cheeks. They have pfods as vrash do, with similar dexterity and similar limitations, and they are almost as strong. Any part of a myrskor can be made to glow brightly, as often as the myrskor wishes to make it glow, and they can summon orbs that emit warm, bright sunlight at a minor temporary cost to their sanity (it is generally considered safe and desirable to summon one every week, as they are a saleable trade good). Myrskor can sense the distance and direction to every orb they've ever made. Myrskor can learn veserus glow-language."; say "[chargenlink Choosing Myrghon]: The myrghon are wingless anthro dragons. They are the smallest of dragons, shorter than vohntrai and kalla (though stronger than vohntrai), and their metabolisms run peculiarly; they tend to either pack on the pounds or find it impossible to gain weight. Their innate magic is a set of floating gems, two for every power of ten in their age, which they can control to a range of about twenty feet with very forceful telekinesis. Myrghon are said to share the dexterity and mechanical intuition of kalla, but they are rare on the surface as most myrghon live in the Deep-Under. Very few myrghon have ever been born in Theoma; their species is almost 100% composed of primordial dragons who were created by the greater divinities, and as such nearly all myrskor have exactly six gems. Being a myrghon locks the age selector at 15 careers."; say "[chargenlink Choosing Vohntrai]: The vohntrai are wingless anthro dragons. They are the weakest kind of dragon, but highly dexterous. Their innate magic is self-resurrection. A vohntrai who dies to any cause resurrects five years later in a safe location. However, the death rate in Theoma is so low, that vohntrai are generally considered cursed rather than blessed, because of their weakness and the fact that their memories extend only four hundred years into the past. They are also famously bad at necromancy. In general, they are considered a more limited and unfortunate kind of dragon, and this choice will make your game harder."; To reset the player's skills: let counters be the list of XP counters which relate to the player by the tallying relation; repeat with X running through counters: now the level of X is 0; now the XP of X is 0; To say select vrash: Now the species of the player is vrash; Now the aquatic semblance of the player is not fishy; Now the career history of the player is {}; now the strength of the player is 1; Now the strength of the player is the strength of the player + 40; Now the age of the player is 100; reset the player's skills; Clear the screen; say "[chargencore]"; To say select vashael: Now the species of the player is vashael; Now the aquatic semblance of the player is not fishy; Now the career history of the player is {}; now the strength of the player is 1; Now the strength of the player is the strength of the player + 29; Now the age of the player is 100; reset the player's skills; Clear the screen; say "[chargencore]"; To say select izerah: Now the species of the player is izerah; Now the aquatic semblance of the player is not fishy; Now the career history of the player is {}; now the strength of the player is 1; Now the strength of the player is the strength of the player + 11; Now the age of the player is 100; reset the player's skills; Clear the screen; say "[chargencore]"; To say select veserus: Now the species of the player is veserus; Now the aquatic semblance of the player is a random item from the list of veserus aquatic semblances; Now the career history of the player is {}; now the strength of the player is 1; Now the strength of the player is the strength of the player + 37; Now the age of the player is 100; reset the player's skills; Clear the screen; say "[chargencore]"; To say select kalla: Now the species of the player is kalla; Now the aquatic semblance of the player is not fishy; Now the career history of the player is {}; now the strength of the player is 1; Now the strength of the player is the strength of the player + 2; Now the age of the player is 100; reset the player's skills; Clear the screen; say "[chargencore]"; To say select swaivshon: Now the species of the player is swaivshon; Now the aquatic semblance of the player is not fishy; Now the career history of the player is {}; now the strength of the player is 1; Now the strength of the player is the strength of the player + 29; Now the age of the player is 100; reset the player's skills; Clear the screen; say "[chargencore]"; To say select myrskor: Now the species of the player is myrskor; Now the aquatic semblance of the player is not fishy; Now the career history of the player is {}; now the strength of the player is 1; Now the strength of the player is the strength of the player + 39; Now the age of the player is 100; reset the player's skills; Clear the screen; say "[chargencore]"; To say select myrghon: Now the species of the player is myrghon; Now the aquatic semblance of the player is not fishy; Now the career history of the player is {}; now the strength of the player is 1; Now the strength of the player is the strength of the player + 1; Now the age of the player is 1227; reset the player's skills; Clear the screen; say "[chargencore]"; To say select vohntrai: Now the species of the player is vohntrai; Now the aquatic semblance of the player is not fishy; Now the career history of the player is {}; now the strength of the player is 1; Now the strength of the player is the strength of the player + 0; Now the age of the player is 100; reset the player's skills; Clear the screen; say "[chargencore]"; To say career sanity check: Let career length be the number of entries in the career history of the player; If career length is less than 12: say "[chargenlink Enter Career Selector][line break]"; Otherwise if career length is less than 15: If the species of the player is myrghon: say "[chargenlink Enter Career Selector][line break]"; Otherwise: say "Career limit reached."; Otherwise if career length is 15: say "Career limit reached."; To calculate the age of (P - a person): Let career length be the number of entries in the career history of P; Let calculated age be 30; Repeat with counter running from 1 to career length: Let calculated age be calculated age plus 79; Let calculated age be calculated age plus a random number between 1 and 21; If career length is not 1: Let calculated age be calculated age minus a random number between 1 and 70; If the species of P is not myrghon: Now the age of P is the calculated age; Otherwise if the species of P is myrghon: Do nothing; To say career selector: say "Your character starts at age 30, but the first career is mandatory. Every career will add 79+1d21 years to your character's age."; say "[chargenlink Choosing Pottergon]: A pottergon is a dragon who made their way by creating clayware. Pots are a basic, ubiquitous trade good that are as old as the world. They are necessary for storage and transit, and they are often used as cooking vessels or tableware. Additionally, pottergons are responsible for making ceramic floor tiles. In addition to the savings from having worked this career, a former pottergon will have a skill bonus applicable to finding and evaluating claywares."; say "[haulergon check]"; say "[chargenlink Choosing Lumbergon]: A lumbergon practiced the harvesting and processing of wood for use in construction and manufacturing. Considered an unskilled trade, this brings with it some familiarity with the wilderness as well as a bonus to stamina (for non-izerah). It provides a bonus for finding and evaluating cargos of wood or woodworking tools."; say "[chargenlink Choosing Smithgon]: A smithgon is a metalworker. This is a skilled trade that will have included a lengthy apprenticeship including some books and skillgem usage. In Ethriel, this will have included working with the superior construction metal known as 'swaivshon alloy'. You will start with a Piety Fatecharm of Smithing. Taking this career again will increase the strength of its enchantment (up to 4 times)."; say "[chargenlink Choosing Huntgon]: A huntgon hunts for meat, hide, and other animal products, as well as producing a secondary intake of herbs, fungi, and edible plants. This career comes with an extensive familiarity with wilderness areas. You will start with a Piety Fatecharm of Hunting. Taking this career again will increase the strength of its enchantment (up to 4 times). Being a huntgon doesn't pay very well, but Theoma is not densely settled. You can make your way across most lands by hunting for food. If you're good at hunting, you can travel with no preparation. You can even generate shipments by sweat equity."; say "[chargenlink Choosing Farmgon]: A farmgon grows crops. Dragons can live by meat alone, but many of them are fond of baked goods. There's a bonus to evaluating crops, but the primary bonus is social. Theoman farmers are frequently tight-knit."; say "[chargenlink Choosing Authorgon]: Authorgons can be profitable in theory, but not you. That doesn't mean you're bad at what you do. It just means that you've struggled to find a market. Perhaps the problem is just how expensive distribution is. There's got to be a better way than copying texts by hand... You spend a lot of time copying your books for distribution, and a lot of your income getting your books copied by distributors. You're a fast, accurate writer in the literal sense, and you have a keen empathetic sense from studying literature and producing it. The land gods might favor you... Your piety is increased by this profession. You start with a collection of bookgems you've already read as well as a wagonload of books for every time you take this profession, to a maximum of five wagonloads of books, after which the surplus will be converted to savings. The five wagonloads limit is shared with philosophygon career terms."; say "[chargenlink Choosing Philosophygon]: Philosophygons have rarely ever been profitable. In this time period of this world, you have to be your own scribegon. That doesn't help. This career makes you respectable to dragons much richer than you, enough that they'll provide some amount of resources, but not enough that they'll make you rich. They see you as having no need of riches. Quite probably, you see yourself as having no need of riches, or you wouldn't have tried this. This career is the best way to learn to teach, and it will give you a wagonload of books every time you take it, up to five wagonloads, after which the surplus will be converted to savings. The five wagonloads limit is shared with authorgon career terms."; say "[sex pest check]"; say "[chargenlink Choosing Charitygon]: The protective embrace of Fate reduces the degree to which misfortune befalls dragonkind, but sometimes what the protective embrace of Fate does to protect dragons is to direct them towards dragons who stand ready to help them. Stepping in to provide free services is as benevolent here as it is in any world. Career terms spent on charity work will build up your influence and leadership potential, but not your wealth."; say "[chargenlink Choosing Rangergon]: Rangergons are huntergons who aren't serving a market. Hunting for enjoyment, pleasure, or even ranger, the rangergon studies the wilderness and takes only as much prey as they need to stay supplied. You will start with a Piety Fatecharm of Hunting. Terms in this career stack with terms in huntgon for determining the level of the Fatecharm (up to four terms). You also learn more as a rangergon, even picking up some magic."; say "[chargenlink Choosing Physical Dissolutionist]: Physical dissolutionists are hedonistic geomancers who are only concerned with finding what is most pleasurable, and who favor physical pleasures. They drink, play, and fuck. They learn physical games and music, but they differ from sportsgons and musicgons by lacking dedication. They learn sexual skills, but they differ from mere sex pests by studying magical abilities as well. Physical dissolutionists are probably the single least reputable kind of geomancer, but they are still geomancers, and they still learn holy spells. This career will provide a diverse range of entertainment skills and a little bit of magic. Even sex-positive asexuals will pick up sexual skills in this career, but it is possible to be a sex-repulsed physical dissolutionist, skipping those."; say "[chargenlink Choosing Mental Dissolutionist]: Mental dissolutionists are hedonistic geomancers who are only concerned with finding what is most pleasurable, and who favor mental pleasures. They study games and culture, and can often be quite refined individuals. This career provides some entertainment skills, a little bit of magic, and some influence. This career also slightly trains sexuality even for those disinclined to initiate sex, as long as the prospect doesn't repulse them."; say "[chargenlink Choosing Holygon]: Some dragons fall entirely into the contemplation of what is holy. Immortality in a pleasant world frees them to spend their lives in prayer and contemplation. This is usually a kind of geomantic dedication; holygons pick up Chime magic, and a smattering of spells from other principles. Dragons think this career provides them the information that they need to evaluate the social dynamics of the Consensus, the reigning body of greater divinities that controls Theoma."; say "[chargenlink Choosing Lutragon]: Lutragons love water, and they love the party culture of the tesams, who resemble otters. Tesams don't exist in Theoma (or do they?), but they existed in prior worlds and your home city of Ethriel is one of the places where their culture is preserved. This is one of the best ways to gain past world knowledge, but otherwise yields only entertainment skills and a modicum of hunting. Sexuality is quite favored among Lutragons, but not so obligatory that a sex-repulsed lutragon is an impossibility."; say "[petgon check]"; say "[chargenlink Choosing Musicgon]: A musicgon has dedicated themselves to pleasing the ear, or at least impressing it. 80-odd years of dedication to music will make you really quite good at it. Can you imagine what someone would be like if they had a thousand years to dedicate to music? Maybe practicality demands a limit, but how you distribute your careers is up to you. In any case, the lack of celebrity, imperial, or otherwise elite culture in Theoma limits the income potential."; say "[flygon check]"; say "[chargenlink Choosing Sportsgon]: A sportsgon dedicated decades of blessed eternal youth to maximizing their ability to play games of strength and agility. This career mostly develops your physical condition. It has the largest strength bonus of all careers, as well as a small piety bonus. There are some good group entertainment skills here if you gather together a group of sportsgons, or dragons willing to learn. Some dedicated mental dissolutionists put a career into being sportsgons just to maximize their ability to play every game in Theoma, covering both mind and body."; say "[chargenlink Choosing Kaimagon]: A kaimagon is a specialist in a kind of divination popularly practiced in the region of Ethriel, called Kaima. It is a distinctly regional system, with other systems predominating in other regions, but you can carry it with you. Kaima is primarily an entertainment skill whose predictive power is bluntly inferior to actual divination magic, but kaimagons say that it preserves their serenity while telling them what the Consensus wants them to know. Being a kaimagon will give you a tool to scrape up funds while in travel that is also good for entertaining dragons in your party."; To say haulergon check: If the species of the player is kalla or the species of the player is vohntrai: say "[species of the player] are almost never strong enough to haul wagons, and unlike myrghon, they do not have access to magitech wagons to take the place of physical strength."; Otherwise: say "[chargenlink Choosing Haulergon]: A haulergon is a a dragon who made their way by hauling goods in a local region. This is merchant work, if very repetitive merchant work, and ably develops the mercantile skill, slightly improving the ability to find and evaluate all cargos. It also promotes the development of stamina and teaches the reading of bookgems, which can be appreciated while walking. Myrghon and izerah are not strong enough to haul vashael wagons, but can drive myrghon wagons and haul izerah carts respectively." To say sex pest check: If the alloace spectrum of the player is allosexual: say "[chargenlink Choosing Sex Pest]: With no unplanned pregnancies, no STDs, and benevolent Fates protecting individual dragons from the majority of unpleasant encounters, sexuality is very open in Theoma, and a high libido is generally considered a positive trait. This is all some dragons need to decide that they dwell in paradise. This career will exaggerate your basic social skills and provide a bonus to finding and evaluating cargos of intimacy aids. The experience gained here can also help provide cheap entertainment while travelling."; Otherwise: say "Some dragons make a 'career' out of sexuality, but even sex-positive asexuals lack the necessary drive."; To say petgon check: If the alloace spectrum of the player is sex-repulsed asexual: say "[chargenlink Choosing Petgon]: A petgon is a dragon who has dedicated themselves to being someone else's live-in pet. The usual benefactor is someone wealthy. It is typical for petgons to be artists benefitting from the patronage of one person willing and able to support them. It is not strictly necessary that a 'petgon' is a submissive partner in their relationship. You might have deeply loved your benefactor, or you might have thought you'd get a share of their wealth, but either way it obviously didn't last forever considering that you're going adventuring without them or their money. These relationships are typically sexual, but it's possible in the absence of sex to pursue these relationships for love and/or artistic patronage."; Otherwise: say "[chargenlink Choosing Petgon]: A petgon is a dragon who has dedicated themselves to being someone else's live-in pet. The usual benefactor is someone wealthy. It is typical for petgons to be artists benefitting from the patronage of one person willing and able to support them. It is not strictly necessary that a 'petgon' is a submissive partner in their relationship. You might have deeply loved your benefactor, or you might have thought you'd get a share of their wealth, but either way it obviously didn't last forever considering that you're going adventuring without them or their money. These relationships are typically sexual, so some sexual skills training is included."; To say flygon check: If the species of the player is kalla or the species of the player is vohntrai or the species of the player is myrghon or the species of the player is myrskor: say "Your species is not capable of flight, and does not typically spend all day jogging just for fun."; Otherwise if the species of the player is izerah: say "[chargenlink Choosing Flygon]: Your species is not capable of flight, but some izerah are called flygons anyways. They're the ones who just run non-stop for the sheer pleasure of running. This is considered pretty dumb — popular opinion is that you ought to at least be carrying trade goods (working as a haulergon) while running long distances, and flygons are disparaged as bums — but there's a certain freedom in traveling places without needing to worry about market conditions. This career mostly develops your physical condition. It has the largest speed bonus of all careers. Be careful about overinvesting in speed. You'll be traveling with others at some point, won't you? You'll never be faster than the slowest member of your party. If you do ground travel with non-izerah, the base speed of the izerah will never be met by the mixed-species group, and all career speed bonuses will be wasted. Even with other izerah, being the most fly dragon in the party will mean slowing down for izerah who didn't take their species gift in the same direction."; Otherwise: say "[chargenlink Choosing Flygon]: A flygon is a dragon who has dedicated themselves to flight. You may have worked as a courier or traded small amounts of rare goods, or you may even have leaned on beggary, but your priority was always spending as much time as possible in the air. You fly faster with less fatigue and boredom than other dragons. This career mostly develops your physical condition. It has the largest speed bonus of all careers. Be careful about overinvesting in speed. You'll be traveling with others at some point, won't you? You'll never be faster than the slowest member of your party. If you do ground travel, the flight speed bonus will be wasted. Even if you stay in the air, being the most fly dragon in the party will mean slowing down for dragons who didn't lavish so much love upon their wings."; To say select pottergon: employ the player as a pottergon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select haulergon: employ the player as a haulergon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select lumbergon: employ the player as a lumbergon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select smithgon: employ the player as a smithgon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select huntgon: employ the player as a huntgon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select farmgon: employ the player as a farmgon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select authorgon: employ the player as an authorgon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select philosophygon: employ the player as a philosophygon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select sex pest: employ the player as a sex pest; calculate the age of the player; clear the screen; say "[chargencore]"; To say select charitygon: employ the player as a charitygon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select rangergon: employ the player as a rangergon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select physical dissolutionist: employ the player as a physical dissolutionist; calculate the age of the player; clear the screen; say "[chargencore]"; To say select mental dissolutionist: employ the player as a mental dissolutionist; calculate the age of the player; clear the screen; say "[chargencore]"; To say select holygon: employ the player as a holygon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select lutragon: employ the player as a lutragon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select petgon: employ the player as a petgon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select musicgon: employ the player as a musicgon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select flygon: employ the player as a flygon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select sportsgon: employ the player as a sportsgon; calculate the age of the player; clear the screen; say "[chargencore]"; To say select kaimagon: employ the player as a kaimagon; calculate the age of the player; clear the screen; say "[chargencore]"; A skill is a kind of value. The skills are lumbering, hunting, gathering, smithing, pottery, kaima, panhandling, physical games, mental games, teaching, influence, music, trophy hunter, ecology, theology, sex appeal, erotic art, bookgems, skillgems, past world knowledge, carousing, mercantile, farming, visual arts, and writing. An XP counter is a kind of object. An XP counter has a number called XP. An XP counter has a number called level. An XP counter has a skill called associated skill. The XP of an XP counter is usually 0. The level of an XP counter is usually 0. Tallying relates various XP counters to a person. The verb to tally means the tallying relation. A lumbering XP counter is a kind of XP counter. The associated skill of a lumbering XP counter is always lumbering. Every person is tallied by a lumbering XP counter. A hunting XP counter is a kind of XP counter. The associated skill of a hunting XP counter is always hunting. Every person is tallied by a hunting XP counter. A gathering XP counter is a kind of XP counter. The associated skill of a gathering XP counter is always gathering. Every person is tallied by a gathering XP counter. A smithing XP counter is a kind of XP counter. The associated skill of a smithing XP counter is always smithing. Every person is tallied by a smithing XP counter. A pottery XP counter is a kind of XP counter. The associated skill of a pottery XP counter is always pottery. Every person is tallied by a pottery XP counter. A kaima XP counter is a kind of XP counter. The associated skill of a kaima XP counter is always kaima. Every person is tallied by a kaima XP counter. A panhandling XP counter is a kind of XP counter. The associated skill of a panhandling XP counter is always panhandling. Every person is tallied by a panhandling XP counter. A physical games XP counter is a kind of XP counter. The associated skill of a physical games XP counter is always physical games. Every person is tallied by a physical games XP counter. A mental games XP counter is a kind of XP counter. The associated skill of a mental games XP counter is always mental games. Every person is tallied by a mental games XP counter. A teaching XP counter is a kind of XP counter. The associated skill of a teaching XP counter is always teaching. Every person is tallied by a teaching XP counter. An influence XP counter is a kind of XP counter. The associated skill of an influence XP counter is always influence. Every person is tallied by an influence XP counter. A music XP counter is a kind of XP counter. The associated skill of a music XP counter is always music. Every person is tallied by a music XP counter. A trophy hunter XP counter is a kind of XP counter. The associated skill of a trophy hunter XP counter is always trophy hunter. Every person is tallied by a trophy hunter XP counter. An ecology XP counter is a kind of XP counter. The associated skill of an ecology XP counter is always ecology. Every person is tallied by an ecology XP counter. A theology XP counter is a kind of XP counter. The associated skill of a theology XP counter is always theology. Every person is tallied by a theology XP counter. A sex appeal XP counter is a kind of XP counter. The associated skill of a sex appeal XP counter is always sex appeal. Every person is tallied by a sex appeal XP counter. An erotic art XP counter is a kind of XP counter. The associated skill of an erotic art XP counter is always erotic art. Every person is tallied by an erotic art XP counter. A bookgems XP counter is a kind of XP counter. The associated skill of a bookgems XP counter is always bookgems. Every person is tallied by a bookgems XP counter. A skillgems XP counter is a kind of XP counter. The associated skill of a skillgems XP counter is always skillgems. Every person is tallied by a skillgems XP counter. A past world XP counter is a kind of XP counter. The associated skill of a past world XP counter is always past world knowledge. Every person is tallied by a past world XP counter. A carousing XP counter is a kind of XP counter. The associated skill of a carousing XP counter is always carousing. Every person is tallied by a carousing XP counter. A mercantile XP counter is a kind of XP counter. The associated skill of a mercantile XP counter is always mercantile. Every person is tallied by a mercantile XP counter. A farming XP counter is a kind of XP counter. The associated skill of a farming XP counter is always farming. Every person is tallied by a farming XP counter. A visual arts XP counter is a kind of XP counter. The associated skill of a visual arts XP counter is always visual arts. Every person is tallied by a visual arts XP counter. A writing XP counter is a kind of XP counter. The associated skill of a writing XP counter is always writing. Every person is tallied by a writing XP counter. The base XP cost is always 100. The cost multiplier is always 1.33. To decide which number is required XP to level past (current level - a number): let the current XP multiplier be the cost multiplier to the power current level; let required XP be the base XP cost multiplied by the current XP multiplier; decide on required XP to the nearest whole number. To check for level-up on (X - an XP counter), quietly: let original level be the level of X; While the XP of X is at least the required XP to level past the level of X: decrease the XP of X by the required XP to level past the level of X; increase the level of X by 1; if not quietly and the level of X is not the original level: say "You have gained enough XP to level up your [associated skill of X] skill!"; say "Your [associated skill of X] skill is now at [level of X] level and you have [XP of X] XP remaining."; say "You need [required XP to level past the level of X] total [associated skill of X] XP to get to the next level."; To decide which XP counter is the (S - a skill) counter tallying (P - a person): let counters be the list of XP counters which relate to P by the tallying relation; repeat with X running through counters: if the associated skill of X is S, decide on X; say "[bold type]BUG:[roman type] I tried to find the [S] XP counter for [P], but I couldn't find it."; decide on nothing. [uh-oh] To decide which number is the (S - a skill) level of (P - a person): let X be the S counter tallying P; decide on the level of X. To give (N - a number) XP to (P - a person) in (S - a skill): If the alloace spectrum of P is sex-repulsed asexual: If S is sex appeal: do nothing; Otherwise if S is erotic art: do nothing; Otherwise: let X be the S counter tallying P; if X is nothing, stop; increase XP of X by N; if P is the player: check for level-up on X; otherwise: check for level-up on X, quietly; Otherwise: let X be the S counter tallying P; if X is nothing, stop; increase XP of X by N; if P is the player: check for level-up on X; otherwise: check for level-up on X, quietly; To decide which conveyance is the heaviest conveyance (P - a person) can use: If strength of P is at least 55: Decide on grandwagon; Otherwise if species of P is myrghon: Decide on myrghon gearwagon; Otherwise if strength of P is at least 35: Decide on wagon; Otherwise if strength of P is at least 10: Decide on izerah cart; Otherwise if strength of P is at least 5: Decide on flightpack; Otherwise if strength of P is at least 3: Decide on greatpack; Otherwise: Decide on backpack. A person has a list of careers called a career history. A deck of kaima cards is a thing. The description of a deck of kaima cards is "This is a fortune-telling and creativity tool. It's a 76 card deck depicting scenes and kinds of dragons. It's said that these cards are a way of foretelling the future without suffering serenity drain." To employ (P - a person) as a/an (C - a career): Add C to the career history of P; If C is lumbergon: now the coinsNum of P is the coinsNum of P + 42424; now strength of P is strength of P + 2; give 645 XP to P in lumbering; give 100 XP to P in physical games; give 100 XP to P in hunting; give 100 XP to P in gathering; If the alloace spectrum of the player is allosexual: give 100 XP to P in sex appeal; give 100 XP to P in erotic art; If C is huntgon: now the coinsNum of P is the coinsNum of P + 42424; now strength of P is strength of P + 1; give 645 XP to P in hunting; give 410 XP to P in gathering; give 100 XP to P in physical games; If the alloace spectrum of the player is allosexual: give 100 XP to P in sex appeal; give 100 XP to P in erotic art; If C is pottergon: now the coinsNum of P is the coinsNum of P + 42424; give 645 XP to P in pottery; give 233 XP to P in visual arts; give 100 XP to P in mental games; If the alloace spectrum of the player is allosexual: give 100 XP to P in sex appeal; give 100 XP to P in erotic art; If C is haulergon: now the coinsNum of P is the coinsNum of P + 42424; If species of P is myrghon: now strength of P is strength of P + 1; Otherwise: now strength of P is strength of P + 3; now the conveyance of P is the heaviest conveyance P can use; give 410 XP to P in mercantile; give 410 XP to P in bookgems; give 233 XP to P in music; give 100 XP to P in skillgems; If the alloace spectrum of the player is allosexual: give 100 XP to P in sex appeal; give 100 XP to P in erotic art; If C is smithgon: now the coinsNum of P is the coinsNum of P + 42424; now strength of P is strength of P + 1; give 645 XP to P in smithing; give 100 XP to P in physical games; give 100 XP to P in carousing; give 100 XP to P in skillgems; If the alloace spectrum of the player is allosexual: give 100 XP to P in sex appeal; give 100 XP to P in erotic art; If C is farmgon: now the coinsNum of P is the coinsNum of P + 42424; now strength of P is strength of P + 1; give 410 XP to P in farming; give 233 XP to P in music; give 233 XP to P in physical games; give 233 XP to P in mental games; give 100 XP to P in influence; If the alloace spectrum of the player is allosexual: give 100 XP to P in sex appeal; give 100 XP to P in erotic art; If C is authorgon: now the coinsNum of P is the coinsNum of P + 4554; give 645 XP to P in writing; give 645 XP to P in bookgems; give 233 XP to P in kaima; give 100 XP to P in skillgems; give 100 XP to P in mental games; give 100 XP to P in theology; give 100 XP to P in influence; give 100 XP to P in teaching; If P is not carrying a deck of kaima cards: now P is carrying a deck of kaima cards; If the alloace spectrum of the player is allosexual: give 100 XP to P in sex appeal; give 100 XP to P in erotic art; If C is philosophygon: now the coinsNum of P is the coinsNum of P + 4554; give 645 XP to P in teaching; give 410 XP to P in theology; give 410 XP to P in writing; give 233 XP to P in skillgems; give 100 XP to P in bookgems; give 100 XP to P in mental games; give 100 XP to P in kaima; give 100 XP to P in influence; give 100 XP to P in ecology; If P is not carrying a deck of kaima cards: now P is carrying a deck of kaima cards; If C is sex pest: now the coinsNum of P is the coinsNum of P + 4554; give 645 XP to P in sex appeal; give 645 XP to P in erotic art; give 233 XP to P in carousing; give 233 XP to P in panhandling; give 100 XP to P in mental games; give 100 XP to P in physical games; give 100 XP to P in music; If C is charitygon: now the coinsNum of P is the coinsNum of P + 4554; give 645 XP to P in influence; give 645 XP to P in panhandling; give 410 XP to P in teaching; give 233 XP to P in mental games; give 100 XP to P in theology; If the alloace spectrum of the player is allosexual: give 100 XP to P in sex appeal; give 100 XP to P in erotic art; If C is rangergon: now the coinsNum of P is the coinsNum of P + 4554; now strength of P is strength of P + 1; give 645 XP to P in hunting; give 410 XP to P in trophy hunter; give 410 XP to P in ecology; give 233 XP to P in gathering; give 100 XP to P in physical games; give 100 XP to P in bookgems; If the alloace spectrum of the player is allosexual: give 233 XP to P in sex appeal; give 100 XP to P in erotic art; If C is physical dissolutionist: now the coinsNum of P is the coinsNum of P + 4554; give 645 XP to P in carousing; If the alloace spectrum of the player is not sex-repulsed asexual: give 410 XP to P in erotic art; give 233 XP to P in sex appeal; give 233 XP to P in physical games; give 233 XP to P in hunting; give 233 XP to P in gathering; give 100 XP to P in theology; give 100 XP to P in trophy hunter; give 100 XP to P in music; If C is mental dissolutionist: now the coinsNum of P is the coinsNum of P + 4554; give 645 XP to P in mental games; give 410 XP to P in theology; give 233 XP to P in writing; give 100 XP to P in gathering; give 100 XP to P in farming; give 100 XP to P in ecology; give 100 XP to P in bookgems; give 100 XP to P in music; give 100 XP to P in teaching; give 100 XP to P in influence; give 100 XP to P in kaima; If P is not carrying a deck of kaima cards: now P is carrying a deck of kaima cards; If the alloace spectrum of the player is not sex-repulsed asexual: give 100 XP to P in sex appeal; give 100 XP to P in erotic art; If C is holygon: now the coinsNum of P is the coinsNum of P + 4554; give 645 XP to P in theology; give 645 XP to P in bookgems; give 410 XP to P in teaching; give 100 XP to P in influence; give 100 XP to P in kaima; If P is not carrying a deck of kaima cards: now P is carrying a deck of kaima cards; If the alloace spectrum of the player is allosexual: give 100 XP to P in sex appeal; give 100 XP to P in erotic art; If C is lutragon: now the coinsNum of P is the coinsNum of P + 4554; now strength of P is strength of P + 1; give 645 XP to P in carousing; give 410 XP to P in past world knowledge; give 233 XP to P in mental games; give 233 XP to P in physical games; If the alloace spectrum of the player is not sex-repulsed asexual: give 233 XP to P in sex appeal; give 233 XP to P in erotic art; give 100 XP to P in hunting; If C is petgon: now the coinsNum of P is the coinsNum of P + 4554; give 645 XP to P in visual arts; If the alloace spectrum of the player is not sex-repulsed asexual: give 410 XP to P in sex appeal; give 410 XP to P in erotic art; give 410 XP to P in mental games; give 233 XP to P in physical games; give 233 XP to P in writing; give 100 XP to P in theology; give 100 XP to P in bookgems; give 100 XP to P in skillgems; If C is musicgon: now the coinsNum of P is the coinsNum of P + 4554; give 645 XP to P in music; If the alloace spectrum of the player is not sex-repulsed asexual: give 410 XP to P in sex appeal; If the alloace spectrum of the player is allosexual: give 100 XP to P in erotic art; give 100 XP to P in panhandling; give 100 XP to P in carousing; give 100 XP to P in mental games; If C is flygon: now the coinsNum of P is the coinsNum of P + 4554; now strength of P is strength of P + 1; give 645 XP to P in panhandling; give 410 XP to P in physical games; give 233 XP to P in music; give 233 XP to P in bookgems; give 233 XP to P in gathering; give 100 XP to P in hunting; give 100 XP to P in mercantile; If the alloace spectrum of the player is allosexual: give 100 XP to P in sex appeal; give 100 XP to P in erotic art; If C is sportsgon: now the coinsNum of P is the coinsNum of P + 4554; now strength of P is strength of P + 3; give 645 XP to P in physical games; give 233 XP to P in mental games; give 233 XP to P in teaching; give 233 XP to P in hunting; give 233 XP to P in gathering; If the alloace spectrum of the player is allosexual: give 233 XP to P in sex appeal; give 100 XP to P in erotic art; Otherwise if the alloace spectrum of the player is sex-positive asexual: give 233 XP to P in sex appeal; If C is kaimagon: now the coinsNum of P is the coinsNum of P + 4554; give 645 XP to P in kaima; give 410 XP to P in theology; give 410 XP to P in panhandling; give 233 XP to P in teaching; give 100 XP to P in writing; give 100 XP to P in past world knowledge; give 100 XP to P in visual arts; give 100 XP to P in mental games; If P is not carrying a deck of kaima cards: now P is carrying a deck of kaima cards; If the alloace spectrum of the player is allosexual: give 233 XP to P in sex appeal; give 233 XP to P in erotic art; A person has some text called odor. Instead of smelling a thing that provides the property odor: say the odor of the noun; rule succeeds. Table of Body Odor species job odor undefined -- "You smell a strange lack of anything in particular." vrash merchantgon "Stone and incense." vrash laborgon "Stone and sweat." vrash servicegon "Stone and civilization." vrash wildgon "Stone and blood." vrash agrigon "Vegetables and healthy soil." vrash travelgon "Stone and the open sky." vrash craftsgon "Stone and wood." vrash unemployed "Stone and unmet, restless ambition." vashael merchantgon "Fresh air and incense." vashael servicegon "Fresh air and civilization." vashael travelgon "This dragon smells like nothing but the open sky." vashael laborgon "Fresh air and civilization." vashael wildgon "Fresh air and blood." vashael agrigon "Fresh air and healthy soil." vashael craftsgon "Fresh air and civilization." vashael unemployed "Fresh air and civilization." kalla merchantgon "Feathers and wealth." kalla servicegon "This dragon smells like a clean horse with a touch of ordinary civilization." kalla travelgon "Why did the game generate a kalla flygon? This is an error." kalla laborgon "Hard-working horse in an urban setting." kalla wildgon "This dragon smells like a bird of prey." kalla agrigon "Hard-working horse and healthy soil." kalla craftsgon "This dragon smells like a horse in a workshop." kalla unemployed "Horse, feathers, and poverty." vohntrai merchantgon "You smell a strange lack of anything in particular. Do vohntrai have no scent?" vohntrai laborgon "You smell a strange lack of anything in particular. Do vohntrai have no scent?" vohntrai servicegon "You smell a strange lack of anything in particular. Do vohntrai have no scent?" vohntrai travelgon "Why did the game generate a vohntrai flygon? This is an error." vohntrai wildgon "You smell a strange lack of anything in particular. Do vohntrai have no scent?" vohntrai agrigon "You smell a strange lack of anything in particular. Do vohntrai have no scent?" vohntrai craftsgon "You smell a strange lack of anything in particular. Do vohntrai have no scent?" vohntrai unemployed "You smell a strange lack of anything in particular. Do vohntrai have no scent?" izerah merchantgon "Izerah never smell like they're exerting themselves, but this one is wearing a drop of perfume." izerah servicegon "This izerah smells surprisingly like the city. It's a sedentary scent." izerah travelgon "Even though they can't fly, this izerah smells like the open sky. There's road dust in there too, of course." izerah laborgon "Izerah never smell like they're exerting themselves. This one smells like they spend their day around other dragons without that blessing." izerah wildgon "Blood and trees." izerah agrigon "Vegetables and healthy soil." izerah craftsgon "This izerah smells like the city and a workshop." izerah unemployed "Stone and unmet, restless ambition." veserus merchantgon "A mild fishiness masked with a bit of incense." veserus servicegon "A mild fishiness and an attempt to cover it with soap." veserus travelgon "A mild fishiness and the open sky." veserus laborgon "This veserus smells fishier than others of their kind. You can tell they work their body hard." veserus wildgon "This veserus smells fishier than others of their kind. There are traces of the wilderness twined into their scent." veserus agrigon "A mild fishiness and healthy soil." veserus craftsgon "A mild fishiness and the scent of workshops." veserus unemployed "This veserus smells fishier than others of their kind. They smell like they don't have better things to do than chase fish like a feral." myrskor merchantgon "Myrskor are normally scentless, but this one smells like they're wearing a little perfume." myrskor servicegon "Myrskor have very clean metabolisms... so much so that they shed virtually no scent." myrskor travelgon "Why did the game generate a myrskor flygon? This is an error." myrskor laborgon "Myrskor have very clean metabolisms, but this one just barely manages to smell like they're working their body hard." myrskor wildgon "Myrskor are normally scentless, but this one smells a little like blood." myrskor agrigon "Myrskor bodies are scentless, but nevertheless the stereotypical scent is more like soil and vegetables. They are famous for the farming economy, and this, apparently, is a farming myrskor." myrskor craftsgon "This myrskor has stone and metal smells clinging to their body." myrskor unemployed "Myrskor have very clean metabolisms... so much so that they shed virtually no scent." myrghon merchantgon "Myrghon are normally scentless, but this one smells like they're wearing a little perfume." myrghon servicegon "Myrghon have very clean metabolisms... so much so that they shed virtually no scent." myrghon travelgon "Why did the game generate a myrghon flygon? This is an error." myrghon laborgon "Myrghon have very clean metabolisms, but this one just barely manages to smell like they're working their body hard." myrghon wildgon "Myrghon are normally scentless, but this one smells a little like blood." myrghon agrigon "Myrghon are normally scentless, but this one smells a little like soil and vegetables." myrghon craftsgon "This myrghon has stone and metal smells clinging to their body." myrghon unemployed "Myrghon have very clean metabolisms... so much so that they shed virtually no scent." swaivshon merchantgon "This dragon's scent is strangely simple. They are a living being, but in a good way, and that is it. Do scents not cling to swaivshon?" swaivshon servicegon "This dragon's scent is strangely simple. They are a living being, but in a good way, and that is it. Do scents not cling to swaivshon?" swaivshon travelgon "This dragon's scent is strangely simple. They are a living being, but in a good way, and that is it. Do scents not cling to swaivshon?" swaivshon laborgon "This dragon's scent is strangely simple. They are a living being, but in a good way, and that is it. Do scents not cling to swaivshon?" swaivshon wildgon "This dragon's scent is strangely simple. They are a living being, but in a good way, and that is it. Do scents not cling to swaivshon?" swaivshon agrigon "This dragon's scent is strangely simple. They are a living being, but in a good way, and that is it. Do scents not cling to swaivshon?" swaivshon craftsgon "This dragon's scent is strangely simple. They are a living being, but in a good way, and that is it. Do scents not cling to swaivshon?" swaivshon unemployed "This dragon's scent is strangely simple. They are a living being, but in a good way, and that is it. Do scents not cling to swaivshon?" tesam merchantgon "This biped's scent is complex, musky, a bit fishy, and very potent. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." tesam servicegon "This biped's scent is complex, musky, a bit fishy, and very potent. Their natural scent overpowers anything that might cling to their body from their profession." tesam travelgon "Why did the game generate a tesam flygon? This is an error." tesam laborgon "This biped's scent is complex, musky, a bit fishy, and very potent. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." tesam wildgon "This biped's scent is complex, musky, a bit fishy, and very potent. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." tesam agrigon "This biped's scent is complex, musky, a bit fishy, and very potent. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." tesam craftsgon "This biped's scent is complex, musky, a bit fishy, and very potent. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." tesam unemployed "This biped's scent is complex, musky, a bit fishy, and very potent. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." esseri merchantgon "This biped's scent is complex, musky, and very potent. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." esseri servicegon "This biped's scent is complex, musky, and very potent. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." esseri travelgon "Why did the game generate an esseri flygon? This is an error." esseri laborgon "This biped's scent is complex, musky, and very potent. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." esseri wildgon "This biped's scent is complex, musky, and very potent. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." esseri agrigon "This biped's scent is complex, musky, and very potent. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." esseri craftsgon "This biped's scent is complex, musky, and very potent. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." esseri unemployed "This biped's scent is complex, musky, and very potent. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." chakocha merchantgon "This quadruped's scent is complex, musky, and strong. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." chakocha servicegon "This quadruped's scent is complex, musky, and strong. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." chakocha travelgon "Why did the game generate a chakocha flygon? This is an error." chakocha laborgon "This quadruped's scent is complex, musky, and strong. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." chakocha wildgon "This quadruped's scent is complex, musky, and strong. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." chakocha agrigon "This quadruped's scent is complex, musky, and strong. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." chakocha craftsgon "This quadruped's scent is complex, musky, and strong. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." chakocha unemployed "This quadruped's scent is complex, musky, and strong. It seems to fluctuate from moment to moment, too. Their natural scent overpowers anything that might cling to their body from their profession." To decide which K is a random item from (elements - list of values of kind K): if the number of entries in elements is 0: [Crash the game.] say "Cannot pick a random item from an empty list. [entry 9999 of elements]"; let n be a random number from 1 to the number of entries in elements; decide on entry n of elements. To decide which text is a randomly generated name: choose a random row in the Table of Name Fragments; decide on "[a random item from fore entry][a random item from aft entry]". The list of non-travelgon jobs is always {merchantgon, servicegon, laborgon, wildgon, agrigon, craftsgon, unemployed}. To decide which number is the count/number of (needle - value of kind K) entries in (haystack - list of Ks): let tally be 0; repeat with candidate running through haystack: if candidate is needle, now tally is tally + 1; decide on tally. To procgen (NPC - a genericNPC): [Credit to Kistaro for creating the procgen code!] now the description of NPC is a random item from the list of random NPC description templates; now the species of NPC is a random item from the list of random dragon species; If the species of NPC is kalla or the species of NPC is esseri or the species of NPC is vohntrai or the species of NPC is chakocha or the species of NPC is myrskor or the species of NPC is myrghon: now the job of NPC is a random item from the list of non-travelgon jobs; Otherwise: now the job of NPC is a random job; now the dominant color of NPC is a random color; now the minor color of NPC is a random color; while the minor color of NPC is the dominant color of NPC: [My canned descriptions don't work well with monochrome procgen NPCs!] now the minor color of NPC is a random color; now the marking pattern of NPC is a random marking pattern; now the odor of NPC is "The smell confuses you."; repeat through the Table of Body Odor: if the species entry is the species of NPC: if there is no job entry or the job entry is the job of NPC: now the odor of NPC is the odor entry; break; now the printed name of NPC is a randomly generated name; If the alloace spectrum of the player is sex-repulsed asexual: now the alloace spectrum of NPC is sex-repulsed asexual; now the libido of NPC is 0; Otherwise: now the alloace spectrum of NPC is allosexual; let sex num one be the number of sex pest entries in the career history of the player; let sex num two be the number of physical dissolutionist entries in the career history of the player; let sex bias be sex num one + sex num two; now sex bias is sex bias + 1; let libido conf be 1; let libido possibility be 1; repeat with counter running from 1 to sex bias: let libido possibility be a random number between 1 and 13; if libido possibility > libido conf: now libido conf is libido possibility; if libido conf is 13: break; now libido conf is libido possibility; now the libido of NPC is libido conf; If a random chance of 1 in 200 succeeds: now the alloace spectrum of NPC is sex-positive asexual; now the reserve of NPC is a random number between 1 and 25; Now the TheomaSex of NPC is a random number between 1 and 3; If a random chance of 9 in 10 succeeds: Now the TheomaGender of NPC is the TheomaSex of NPC; Otherwise: If a random chance of 9 in 10 succeeds: now the PostTFTrans of NPC is true; now the TheomaGender of NPC is the TheomaSex of NPC; Otherwise: Now the TheomaGender of NPC is a random number between 1 and 3; While TheomaSex is TheomaGender: Now the TheomaGender of NPC is a random number between 1 and 3; [todo: make sex and gender matter. 1 = male, 2 = female, 3 = herm] Let IntList be the list of personal interests; sort IntList in random order; now the first interest of NPC is entry 1 of IntList; while the first interest of NPC is Sex: sort IntList in random order; now the first interest of NPC is entry 1 of IntList; now the second interest of NPC is entry 2 of IntList; while the second interest of NPC is Sex: sort IntList in random order; now the second interest of NPC is entry 2 of IntList; let FI be the first interest of NPC; let SI be the second interest of NPC; Let CN be the culture of the current city; Let Result List be a list of careers; repeat through the Table of Interests: If Culture entry is not CN: next; If Personal Interest entry is not FI and Personal Interest entry is not SI: next; repeat with C running through career possibilities entry: add C to Result List; let career length be a random number between 1 and 12; repeat with N running from 1 to career length: let next career be a random item from Result List; employ NPC as a next career; now the age of NPC is a random number between 100 and 1227; [todo: fix the age generator so that it generates more valid numbers.] If a random chance of 1 in 100 succeeds: now the sleepinghour of NPC is 2; Otherwise if a random chance of 1 in 10 succeeds: now the sleepinghour of the NPC is 1; Otherwise if a random chance of 3 in 10 succeeds: now the sleepinghour of NPC is 0; Otherwise: now the sleepinghour of NPC is 3; If a random chance of 1 in 100 succeeds: now the workinghour of NPC is 3; Otherwise if a random chance of 1 in 10 succeeds: now the workinghour of NPC is 0; Otherwise if a random chance of 3 in 10 succeeds: now the workinghour of NPC is 2; Otherwise: now the workinghour of NPC is 1; While sleepinghour of NPC is workinghour of NPC: now workinghour of NPC is a random number between 0 and 2; To decide which text is the epidermis of (spe - a species): if spe is kalla, decide on "feathers and fur"; if spe is tesam or spe is esseri or spe is swaivshon, decide on "fur"; decide on "scales". The list of random NPC description templates is always {"The [epidermis of species] of this [species] [if species is swaivshon]is[otherwise]are[end if] [dominant color] with [marking pattern description]. You scent them as [interpretation of TheomaSex]."} to say interpretation of TheomaSex: If the TheomaSex of noun is 1: say "male"; If the TheomaSex of the noun is 2: say "female"; If the TheomaSex of the noun is 3: say "herm"; Table of Name Fragments culture fore aft Kelkaithian {"Stal", "Kanu", "Cha", "Vana", "To", "Ro", "Rew", "Su", "Suka", "Quel", "Ral", "Mera", "Mo", "Molo", "Mako", "Moko", "Quelno", "Saka", "Sak", "Hel", "Hev", "Nal", "Mal", "Ker", "Val", "Valnay"} {"bon", "van", "kar", "naffi", "itar", "en", "vold", "zold", "rold", "rol", "vo", "vol", "zo", "zol", "ul", "quan", "ley", "lee", "ria", "riz"} Tachamundi {"Va", "Ko", "We", "Til", "Tai", "Ro", "Thimo", "Dan", "Alei", "Indi", "Malu", "Met", "Raul", "Cha", "Daw", "Dau", "Moko", "Nalko", "E", "Ora", "Hon", "Lor", "Chatu", "Daub", "Dar", "Sei"} {"bon", "bold", "pare", "sei", "tios", "ziu", "sach", "tarn", "ria", "goli", "loave", "koave", "zin", "zau", "riara", "tis", "rezen", "hai", "lin", "chrak", "skeld", "riz", "ta", "rio", "rian", "kret"} Kanjamundi {"Cr", "Sp", "Sh", "Kr", "Tal", "N", "Tin", "Raul", "Yar", "Y", "Kel", "Ingr", "Indr", "Vul", "Nal", "W", "Qu", "Mol", "Molt", "Quir", "Yt", "Kish", "Riz", "Wr", "Vrek", "Dyl", "Zyr", "Sol", "Kaul"} {"inoi", "ailo", "eave", "amae", "inika", "alva", "ion", "ika", "ia", "ian", "alae", "amaino", "amaine", "onoko", "euven", "en", "imist", "osta", "imista", "atha", "eyen", "askal"} Memorian {"Tira", "Nor", "Kro", "Quan", "Vana", "Chan", "Quaru", "Ethru", "Mal", "Il", "Quel", "Quirra", "Mol", "Ri", "Rini", "Me", "Enderenu", "Va", "Val"} {"lista", "nista", "para", "tios", "konos", "molian", "laith", "ria", "drao", "nori", "vaskal", "dem", "mista", "vista"} Definition: a genericNPC (called The Dude) is ambiguously-named: let whereabouts be the location of The Dude; repeat with candidate running through the genericNPCs in whereabouts: if candidate is The Dude, next; if the printed name of candidate is the printed name of The Dude, decide yes; decide no. When You Are In Ethriel begins: repeat with dude running through the genericNPCs in Your Favorite Bathhouse in Ethriel: procgen dude; now the preferred hangout of dude is Your Favorite Bathhouse in Ethriel; repeat with dude running through the genericNPCs in Skakel's Games: procgen dude; now the preferred hangout of Dude is Skakel's Games; GameHasBegun is a scene. GameHasBegun begins when chargencondition is false. When GameHasBegun begins: now every CommonLink is held by the player; You Are In Ethriel is a scene. You Are In Ethriel begins when current city is Ethriel and chargencondition is false. You Are In Ethriel ends when current city is not Ethriel. When You Are In Ethriel begins: now every EthrielLink is held by the player; A CommonLink is a kind of link. CommonLinks are defined by the Table of All CommonLinks. To say CommonLink (nextCommonLink - a CommonLink): hyperlink "[Displayname of nextCommonLink]" as "zzxvm [nextCommonLink]" Understand "zzxvm [any CommonLink]" as common linking. Common linking is an action applying to one thing. Carry out common linking: if the noun is a CommonLink listed in the Table of All CommonLinks: say "[reply entry]"; Otherwise: say "[bold type]BUG:[roman type] Tried to carry out common linking with [italic type][the noun][roman type] but that does not appear to be a common link:"; showme the noun; Table of All CommonLinks CommonLink Displayname reply Sleeping ActionLink "sleep" "[Sleeping ActionLink]" Theatre ActionLink "theatres" "[Theatre ActionLink]" Theatre SecondLink "theatres" "[Theatre ActionLink]" Bathhouse ActionLink "visit bathhouse" "[Bathhouse VisitLink]" Bathhouse SecondLink "bathhouses" "[Bathhouse VisitLink]" Relaxing in a Bathhouse ActionLink "relax" "[Relaxing in a Bathhouse ActionLink]" Fantasizing ActionLink "fantasize" "[Fantasizing ActionLink]" Cardhouses VisitLink "cardhouses" "[Cardhouses VisitLink]" Buy Membership ActionLink "buy membership" "[Buy Membership ActionLink]" Visit Canteen ActionLink "visit canteen" "[Visit Canteen ActionLink]" Querent-Querent Link One "Temple-Library of Querent-Querent" "[QQ VisitLink]" Querent-Querent Link Two "QQ" "[QQ VisitLink]" PWA Link One "Past Worlds Alliance" "[PWA VisitLink]" PWA Link Two "PWA" "[PWA VisitLink]" Naturewandering ActionLink "wander" "[Naturewandering ActionLink]" Sanctity VisitLink "seek sanctity" "[Sanctity VisitLink]" Playing Games ActionLink "play games" "[Playing Games ActionLink]" Random Reading ActionLink "pick a random book" "[random reading ActionLink]" Look Up Worlds ActionLink "look up worlds" "[Look Up Worlds ActionLink]" Look Up Cities ActionLink "look up cities" "[Look Up Cities ActionLink]" An EthrielLink is a kind of link. EthrielLinks are defined by the Table of All EthrielLinks. To say EthrielLink (nextEthrielLink - an EthrielLink): hyperlink "[Displayname of nextEthrielLink]" as "zzxvm [nextEthrielLink]" Understand "zzxvm [any EthrielLink]" as ethriel linking. Ethriel linking is an action applying to one thing. Carry out ethriel linking: if the noun is an EthrielLink listed in the Table of All EthrielLinks: say "[reply entry]"; otherwise: say "[bold type]BUG:[roman type] Tried to carry out ethriel linking with [italic type][the noun][roman type] but that does not appear to be an ethriel link:"; showme the noun; Table of All EthrielLinks EthrielLink Displayname reply Going Home in Ethriel "seek rest" "[seeking rest in Ethriel]" Seeking Entertainment in Ethriel "seek entertainment" "[seeking entertainment in Ethriel]" Seeking Food in Ethriel "Seek food" "[seeking food in Ethriel]" Eatin at Taigahane's "Taigahane's" "[Food at Taigahane's]" Eatin at Korloave's Greenhouse "Korloave's Greenhouse" "[Food at Korloave's Greenhouse]" Eatin at Cakeshapes "Cakeshapes" "[Food at Cakeshapes]" Eatin at S&S in Ethriel "S&S Flatbreads" "[Food at S&S Flatbreads in Ethriel]" Seeking Nature in Ethriel "seek nature" "[seeking nature in Ethriel]" Seeking Work in Ethriel "seek work" "[seeking work in Ethriel]" 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]" Library VisitLink One "visit library" "[Library VisitLink One]" To say PWA VisitLink: try visiting PWA. To say QQ VisitLink: try visiting QQ. To say Library VisitLink One: try visiting a library; To say Cardhouses VisitLink: try visiting a cardhouse. To say seeking rest in Ethriel: If the location is Your Sort-Of Home in Ethriel: stop the action; Otherwise if the location is Your Room in an Ethriel Inn: stop the action; Otherwise if a home in Ethriel is true: playerport to Your Sort-Of Home in Ethriel; Otherwise: playerport to Your Room in an Ethriel Inn; To say seeking food in Ethriel: if the location is Food Options in Ethriel: stop the action; Otherwise: playerport to Food Options in Ethriel; To say Theatre ActionLink: try visiting a theatre. To say Bathhouse VisitLink: try visiting a bathhouse; To say seeking nature in Ethriel: If the location is Beyond the Domes: Stop the action; Otherwise: playerport to Beyond the Domes. To say Naturewandering ActionLink: try wandering; To say farmin in Ethriel: try visiting farms; To say metalworkin in Ethriel: try visiting metalworks. To say knockin dose trees in Ethriel: try visiting lumberyards. To say Sanctity VisitLink: Try seeking sanctity. To say Look Up Worlds ActionLink: try looking up worlds. To say Look Up Cities ActionLink: try looking up cities. Wandering is an action applying to nothing. Understand "wander" as wandering. Instead of wandering when the location is Beyond the Domes: If CurrentInclemency is 6: say "Too many dragons never think to wander during a necromantic storm... but they're perfect. There's no temperature here. The weather is an illusion. Reality is in flux. You might be able to pluck things straight out of your imagination... but you might hurt yourself if you try, too. What you definitely can do is wander through a possible reality, a nature as you imagine it to be, where all the paths lead where you want them to and nature gives you exactly what you want. You pluck fruits and veggies that aren't in season, that may be rare as can be, and you do it in perfect confidence. You watch animals flicker in and out of existence as you wander the forest, the land god's uncertainty kicking in as Indarian reworks the forest. If you'd hunted, you could've been pulling meat and hides nearly out of thin air. You get glimpses of possible worlds in other respects, too. Portals occasionally open up showing scenes of distant places... You'd die if you stepped through. They teach you that in school. Don't walk through portals in necromantic storms. You can get lost to Theoma. You won't fall through accidentally, but you can't go through intentionally. What you can do is look, watch, and think about what you see. Reality is soft right now, and it hurts to just exist, but it's fascinating in every second. There's only one way to forget an experience like this, and that's to do it again every time you get an opportunity, until you lose count of how many times you've done it."; give 10 XP to the player in gathering; give 10 XP to the player in hunting; give 10 XP to the player in ecology; give 10 XP to the player in trophy hunter; give 10 XP to the player in writing; give 10 XP to the player in visual arts; give 10 XP to the player in past world knowledge; give 10 XP to the player in theology; now hungerNum of the player is hungerNum of the player - 3; now the entertainNum of the player is the entertainNum of the player + 8; if a random chance of 1 in 2 succeeds: now the securityNum of the player is the securityNum 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; let PerfectAssurance be the theology level of the player; if a random chance of PerfectAssurance in 10 succeeds: now the securityNum of the player is the securityNum of the player + 2; follow the turnpass rule; Otherwise: If DateSeason is 1 or DateSeason is 4: If CurrentInclemency is at least 3 and CurrentInclemency is at most 5: if the species of the player is not swaivshon and the isaghost of the player is not true: say "The weather is bad enough right now that going out wandering might hurt you, or necessitate that you use necromancy to stay safe, which amounts to the same thing. Either way, you're liable to stress your health. Do you want to continue?"; If player consents: If RainingToday is true: now the entertainNum of the player is the entertainNum of the player + 1; now the securityNum of the player is the securityNum of the player - 1; now the geomInterface of the player is the geomInterface of the player - 1; say "You can barely see the forests for all the snow. Speaking of which, the snow is awesome, but you'd have to be a swaivshon to safely play in this kind of weather. You don't let it stop you, but you get frostbitten for your troubles despite attempts to channel fire magic enough to stay safe. It'll heal clean if you give it time... everything heals clean if you give it time. [player grazes]"; Otherwise: If a random chance of 1 in 2 succeeds: now the entertainNum of the player is the entertainNum of the player + 1; now the securityNum of the player is the securityNum 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; If a random chance of 1 in 3 succeeds: now the geomInterface of the player is the geomInterface of the player - 1; say "Coming out here in this nasty cold weather was probably a mistake. There's some thrill in coming out here in the snowy forests of Ethriel, maybe, but you have to resort to a Hydra channeling to keep yourself warm. Shivering and frostbitten, you eventually come back to Ethriel wondering what possessed you to go out into the forest without even a purpose in mind. [player grazes]"; follow the turnpass rule; Otherwise: stop the action; Otherwise: If RainingToday is true: now the entertainNum of the player is the entertainNum of the player + 2; now the securityNum of the player is the securityNum of the player + 1; say "Extreme weather can't scare you. Ghosts and swaivshon are immune. You wander blissfully in the storm, barely feeling the cold. The land is a small, ethereal world with short sight-lines. [player grazes]"; Otherwise: If a random chance of 1 in 2 succeeds: now the 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; say "Extreme weather can't scare you. Ghosts and swaivshon are immune. The extreme cold makes the forest deserted of other dragons, and untouched snow crunches under[lowest extremity of player] as you walk down forest trails. Given the population density of Ethriel, such solitude isn't always something you can take for granted. [player grazes]"; follow the turnpass rule; Otherwise: If RainingToday is true: now the entertainNum of the player is the entertainNum of the player + 1; say "You enjoy the gentle precipitation and relatively temperate weather. You're hardy enough to wander comfortably in this, and the forest welcomes you as you get away from the hustle and bustle of densely populated Ethriel. The snow crunches under[lowest extremity of player] and the forest is full of life despite the cold season. You spot a velk in the distance, and both squirrels and bushes in the trees. You're not hunting, so all the animals are safe from you, at least right now. [player grazes]"; give 1 XP to the player in ecology; Otherwise: if a random chance of 1 in 2 succeeds: now the entertainNum of the player is the entertainNum of the player + 1; if a random chance of 1 in 4 succeeds: now the securityNum of the player is the securityNum of the player + 1; say "You wander through the crisp forests, enjoying the [The Current Season] forests. The bare or evergreen trees, the coat of colorful leaves on the ground, the occasional hardy bush... There are also squirrels and birds in the trees, and when you've gone far enough out, the fun of slipping around on a frozen pond. The layer of snow on the ground gives the environment a cleanliness and a crunch under[lowest extremity of player]. [player grazes]"; follow the turnpass rule; Otherwise if DateSeason is 2 or DateSeason is 3: if CurrentInclemency is at least 4 and CurrentInclemency is at most 5: if the species of the player is not swaivshon and the isaghost of the player is not true: say "The weather is bad enough right now that going out wandering might hurt you, or necessitate that you use necromancy to stay safe, which amounts to the same thing. Either way, you're liable to stress your health. Do you want to continue?"; If player consents: If RainingToday is true: now the entertainNum of the player is the entertainNum of the player + 2; now the securityNum of the player is the securityNum of the player + 1; if a random chance of 1 in 4 succeeds: now the geomInterface of the player is the geomInterface of the player - 1; say "You watch the storms, excited by every flash of lightning. The cold chills you, but it can't turn you away. You play in the wind and stomp in the puddles, and run through the forest as only a dragon can, unstopped by the stormy weather. [player grazes]"; Otherwise if the most recently decided weather is "rippling distortions falling from the sky and breaking when they hit solid objects": now the entertainNum of the player is the entertainNum of the player + 4; now the geomInterface of the player is the geomInterface of the player - 1; say "The distortions reward your curiosity with weird, pleasant sensations as they break over you. You dance in the rippling air and feel your body rippling with it. Somehow, you distort without breaking, and it makes you wonder about the nature of reality. However, your body kind of aches afterwards. [player grazes]"; Otherwise if the most recently decided weather is "gloomy black fog": now the entertainNum of the player is the entertainNum of the player + 1; now the securityNum of the player is the securityNum of the player + 1; say "As you wander through the black fog banks, they show you images! You see things drawn from your own mind, and you play with your imagination. Perhaps even cooler though, you see things you don't recognize, things from other worlds! Devices, games, buildings, machines, and dragons of species you don't recognize! You feel like you're gaining fundamental insights from this."; give 10 XP to the player in Past World Knowledge; give 5 XP to the player in Visual Arts; give 5 XP to the player in Writing; Otherwise if the most recently decided weather is "a day far hotter than the local climate usually generates": If a random chance of 1 in 3 succeeds: now the entertainNum of the player is the entertainNum of the player + 1; If a random chance of 1 in 3 succeeds: now the entertainNum of the player is the entertainNum of the player - 1; If a random chance of 1 in 3 succeeds: now the securityNum of the player is the securityNum of the player + 1; say "There's not much to say about hot weather. It's not entirely pleasant, but you and nature can handle it. It's not really an exceptional day. You wander the forest watching the squirrels and birds. [player grazes]"; Otherwise: If a random chance of 1 in 2 succeeds: now the securityNum of the player is the securityNum of the player - 1; If a random chance of 1 in 4 succeeds: now the geomInterface of the player is the geomInterface of the player - 1; now the entertainNum of the player is the entertainNum of the player + 1; say "The unseasonably cold weather can't turn you away. You play in the wind. It's strong today! It chills you to the bone, and your body aches with it, but you stick it out, determined to have fun and exhilarated by the exposure. [player grazes]"; follow the turnpass rule; Otherwise: stop the action; Otherwise: If RainingToday is true: now the entertainNum of the player is the entertainNum of the player + 2; now the securityNum of the player is the securityNum of the player + 1; if a random chance of 1 in 4 succeeds: now the geomInterface of the player is the geomInterface of the player - 1; say "You watch the storms, excited by every flash of lightning. The cold means nothing to you; it's delightful to be immune to this weather. You play in the wind and stomp in the puddles, and run through the forest as only a dragon can, unstopped by the stormy weather. [player grazes]"; Otherwise if the most recently decided weather is "rippling distortions falling from the sky and breaking when they hit solid objects": now the entertainNum of the player is the entertainNum of the player + 4; say "The distortions reward your curiosity with weird, pleasant sensations as they break over you. You dance in the rippling air and feel your body rippling with it. Somehow, you distort without breaking, and it makes you wonder about the nature of reality. [player grazes]"; Otherwise if the most recently decided weather is "gloomy black fog": now the entertainNum of the player is the entertainNum of the player + 1; now the securityNum of the player is the securityNum of the player + 1; say "As you wander through the black fog banks, they show you images! You see things drawn from your own mind, and you play with your imagination. Perhaps even cooler though, you see things you don't recognize, things from other worlds! Devices, games, buildings, machines, and dragons of species you don't recognize! You feel like you're gaining fundamental insights from this."; give 10 XP to the player in Past World Knowledge; give 5 XP to the player in Visual Arts; give 5 XP to the player in Writing; Otherwise if the most recently decided weather is "a day far hotter than the local climate usually generates": If a random chance of 1 in 2 succeeds: now the 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; say "There's not much to say about hot weather. It's not entirely pleasant, but you and nature can handle it. It's not really an exceptional day. You wander the forest watching the squirrels and birds. [player grazes]"; Otherwise: If a random chance of 1 in 2 succeeds: now the securityNum of the player is the securityNum of the player - 1; now the entertainNum of the player is the entertainNum of the player + 1; say "The unseasonably cold weather can't turn you away. You play in the wind. It's strong today! The chill is meaningless to swaivshon and ghosts, lucky you, and you're exhilarated by the exposure. [player grazes]"; follow the turnpass rule; Otherwise: If RainingToday is true: now the 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; say "The rainy forests of Ethriel smell wonderful in the warm and gentle weather. The green trees are flourishing, and the rattle and shush of rain and wind are a beautiful music. Most of the flowers are not blooming, closed against the rain with no welcome for pollinators, but you can smell Ethriel Nepenthe still trying to lure in pollinators (and eat them). It's the world's most cold-tolerant nepenthe, and the only one that grows in Kelkaith. There are a few rain-loving plants that are still wide open, too. While this region freezes hard in winter, it does also get ample precipitation. The well-kept lumbering trails make exploring easy and delightful, although the selective harvest has made the forest a bit sparser than natural growth would have done. [player grazes]"; Otherwise: if a random chance of 1 in 2 succeeds: now the entertainNum of the player is the entertainNum of the player + 1; if a random chance of 1 in 3 succeeds: now the securityNum of the player is the securityNum of the player + 1; say "The weather is pretty good, by Ethriel's standards. It's what you're familiar with, at least. The [The Current Season] forest welcomes you with green trees and the gentle sussurus of branches waving in the breeze. It's a beautiful music. You can smell the blooming forest flowers and appreciate the splashes of color. There are lots of little blue flowers in this forest, and some big brushy blue flowers, too. There are weedy tall clusters of pink flowers, and orange paintbrush flowers, and hanging pink bell flowers, and many other kinds. The sparseness created by centuries of selective harvest forestry has enabled a flourishing underbrush, since light reaches much of the forest floor. Volunteer labor by Vrash soil-tenders has also contributed to the profusion of forest wildflowers. [player grazes]"; follow the turnpass rule; To say lowest extremity of player: If the species of the player is kalla: say "hoof"; Otherwise: say "foot". To say player grazes: let grazing be the gathering level of the player; If grazing > 0: give 1 XP to the player in gathering; If a random chance of 10 in 11 succeeds: If a random chance of grazing in 9 succeeds: If the hungerNum of the player > 1: now hungerNum of the player is hungerNum of the player - 1; If CurrentInclemency is at least 3: say "[paragraph break]Despite the weather, you find some edible leaves and berries that require no preparation while wandering in the forest near Ethriel. It's not enough to carry to market, but you snack on your findings. Some say dragons shouldn't eat like this, so herbivorously and passively. More's the fool are they; they're missing out. It's tasty and free!"; Otherwise if CurrentInclemency is not 1: say "[paragraph break]You find some edible leaves and berries that require no preparation while wandering in the forest near Ethriel. It's not enough to carry to market, but you snack on your findings. Some say dragons shouldn't eat like this, so herbivorously and passively. More's the fool are they; they're missing out. It's tasty and free!"; Otherwise: now hungerNum of the player is hungerNum of the player - 1; say "[paragraph break]The good weather makes it easy to gather a fair haul of edible leaves and berries that require no preparation. This isn't why you went out here, and arguably it's still not enough to carry to market, but you get a good meal. Some say dragons shouldn't eat like this, so herbivorously and passively. More's the fool are they; they're missing out. It's tasty and free!" Relaxing is an action applying to nothing. Understand "relax" as relaxing. Instead of relaxing when the player is in a bathhouse: say "You find somewhere calm and comfortable, and just rest. The warm water is soothing. The land gods favor you with a basic spell of cleanliness. The world is pure, good, and gentle."; now securitynum of the player is securitynum of the player + 1; follow the turnpass rule. To say Relaxing in a Bathhouse ActionLink: 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), '[CommonLink Sanctity VisitLink]' will bring you to the local religious options (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]'. '[CommonLink Sleeping ActionLink]' 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]". Understand "seek rest" as going home. Going home is an action applying to nothing. Instead of going home when current city is Ethriel and chargencondition is false: If the location is Your Sort-Of Home in Ethriel: stop the action; Otherwise if the location is Your Room in an Ethriel Inn: stop the action; Otherwise if a home in Ethriel is true: playerport to Your Sort-Of Home in Ethriel; Otherwise: playerport to Your Room in an Ethriel Inn; Understand "seek entertainment" as seeking entertainment. Seeking entertainment is an action applying to nothing. Instead of seeking entertainment when current city is Ethriel and chargencondition is false: If the location is Entertainment Options in Ethriel: Stop the action; Otherwise: playerport to Entertainment Options in Ethriel. Understand "seek food" as seeking food. Seeking food is an action applying to nothing. Instead of seeking food when current city is Ethriel and chargencondition is false: If the location is Food Options in Ethriel: Stop the action; Otherwise: playerport to Food Options in Ethriel; Understand "seek nature" as seeking nature. Seeking nature is an action applying to nothing. Instead of seeking nature when Current City is Ethriel and chargencondition is false: If the location is Beyond the Domes: Stop the action; 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 Options in Ethriel: stop the action; Otherwise: playerport to Religious Options in Ethriel. To say seeking entertainment in Ethriel: If the location is Entertainment Options in Ethriel: Stop the action; Otherwise: playerport to Entertainment Options in Ethriel. To say Sleeping ActionLink: try sleeping; To say seeking work in Ethriel: If the location is Work Options in Ethriel: Stop the action; Otherwise: playerport to Work Options in Ethriel. Understand "seek work" as seeking work. Seeking work is an action applying to nothing. Instead of seeking work when Current City is Ethriel and chargencondition is false: If the location is Work options in Ethriel: stop the action; Otherwise: playerport to Work Options in Ethriel. To say panhandle in Ethriel: try panhandling; Your Favorite Bathhouse in Ethriel is a room. Your Favorite Bathhouse in Ethriel is a bathhouse. "Ethriel is on the short, prestigious list of theomes renowned for its public bathhouses, having twenty five in all to serve the five city-domes in which its dragons dwell. Most of the bathhouses in Theoma have separated sex-positive and sex-negative baths. The hot water is delightful either way, but the vibe is very different. [if the alloace spectrum of the player is sex-repulsed asexual]You, of course, are in the sex-negative side of your favorite bathhouse. You're allowed to flirt here, but you'll never see anything more explicit than a kiss.[otherwise]You are in the sex-positive side of your favorite bathhouse. Public displays of sexuality are acceptable but never compulsory here.[end if] Off to the side, you see a [if the alloace spectrum of the player is sex-repulsed asexual]vrash lounging with a small vrash who is almost certainly their child.[otherwise]trio of vrash groping each other. One of them is out of the water with her tail raised over the pool, and another has his nose pushed forward to take advantage.[end if] This kind of scene is pretty normal here. Local commands: You can '[CommonLink Relaxing in a Bathhouse ActionLink]' 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]". There are 2 privately-named proper-named genericNPCs in Your Favorite Bathhouse in Ethriel. The gold ring is a tangible in Your Favorite Bathhouse in Ethriel. The bulk of the gold ring is 1. The description of the gold ring is "Someone has lost a gold ring here... or so it seems. A quick divination tells you that the land god Indarian created this ring here for you to find." 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 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]" To say random gender hisherzir: let G be a random number between 1 and 3; If G is 1: say "his"; If G is 2: say "her"; If G is 3: say "zir". To say random gender himherzir: let G be a random number between 1 and 3; If G is 1: say "him"; If G is 2: say "her"; If G is 3: say "zir". Understand "panhandling" as panhandling. Panhandling is an action applying to nothing. Understand "panhandle" as panhandling. To fail at panhandling: 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; Check panhandling: If TimeKeepingVar is 3: say "It's the middle of the night. The few nocturnal dragons aren't enough of a crowd to appeal to, and you're in more danger than usual of getting complaints. This isn't the time."; Stop the action; Let MusiSk be the music level of the player; Let kaimSk be the kaima level of the player; 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 the player consents: now the forcePanhandling of the player is the forcePanhandling of the player + 1; Otherwise: stop the action; If panhandlingStyle is begging: 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 the player consents: 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 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; now the panhandlingStyle of the player is begging; continue the action. Carry out panhandling: 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 strategy be the panhandlingStyle 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; Let busktastic be a random number between -1 and MusiSk; Let musiccheck be charisma + busktastic; Let divitastic be a random number between -1 and kaimSk; Let divicheck be charisma + divitastic; If strategy is busking: say "You set up to busk for a few hours on a promising corner in Ethriel."; give 5 XP to the player in music; 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; give 1 XP to the player in music; follow the turnpass rule; Otherwise if generosity is 1: fail at panhandling; Otherwise if musiccheck < 0: fail at panhandling; Otherwise if generosity is 2: if musiccheck < 5: 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 coinsNum of the player is coinsNum of the player + 2; follow the turnpass rule; otherwise: say "You get four coins. That would pay for a meal at Taigahane's, at least."; now coinsNum of the player is coinsNum of the player + 4; follow the turnpass rule; Otherwise if generosity is 3: if musiccheck < 5: say "You get six coins. That's your next inn stay covered, and for much easier than a day of hard labor."; now coinsNum of the player is coinsNum of the player + 6; follow the turnpass rule; otherwise: say "You get nine coins. That's a great day for just playing music on the street."; now coinsNum of the player is coinsNum of the player + 9; follow the turnpass rule; Otherwise: if musiccheck < 5: let stunned crowd coins be a random number between 10 and 20; now coinsNum of the player is coinsNum of the player + stunned crowd coins; say "You attract a small crowd who just seem excited to have a busker on their street. Some of them even dance. They wish you well and drop a total of [stunned crowd coins] into your donation bowl while you're out there performing."; follow the turnpass rule; otherwise: let stunned crowd coins be a random number between 30 and 60; 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; now securityNum of the player is the securityNum of the player + 1; give 1 XP to the player in music; say "You attract a small crowd who seem really into your music. Some of them even dance. The crowd stomps their feet in applause and flings a total of [stunned crowd coins] into your donation bowl while you're out there performing."; follow the turnpass rule; If strategy is divination: say "You set up with a kaima deck for a few hours on a promising corner in Ethriel."; give 2 XP to the player in kaima; 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; give 1 XP to the player in kaima; 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; follow the turnpass rule; Otherwise if generosity is 1: fail at panhandling; Otherwise if divicheck < 0: fail at panhandling; Otherwise if generosity is 2: if divicheck < 5: say "You do four readings, but only one of them pays you... a single coin. How rude!"; now coinsNum of the player is coinsNum of the player + 1; now securityNum of the player is the securityNum of the player - 1; follow the turnpass rule; Otherwise: say "You do four readings, and three of them pay you one coin each. Ah, well. At least you got enough for a meal."; now coinsNum of the player is coinsNum of the player + 3; give 1 XP to the player in kaima; follow the turnpass rule; Otherwise if generosity is 3: if divicheck < 5: say "You sit out there for several hours and secure ten customers, over half of whom pay you. You bring in seven coins."; now coinsNum of the player is coinsNum of the player + 7; give 3 XP to the player in kaima; follow the turnpass rule; otherwise: let stunned crowd coins be a random number between 9 and 20; say "You do enough business that at one point a line develops for your readings. You bring in [stunned crowd coins] coins."; now coinsNum of the player is coinsNum of the player + stunned crowd coins; give 3 XP to the player in kaima; follow the turnpass rule; Otherwise: if divicheck < 5: say "You only get one customer, but it's a geomancer who pays twenty coins for the reading, saying you're saving [random gender himherzir] a lot of trouble."; now coinsNum of the player is coinsNum of the player + 20; now securityNum of the player is securityNum of the player + 1; give 1 XP to the player in theology; give 1 XP to the player in kaima; follow the turnpass rule; Otherwise: let stunned crowd coins be a random number between 15 and 30; let stunned crowd coins be stunned crowd coins times two; say "An anonymous geomancer runs a precognitive advertisement for you! You double your price, insist on payment up front, and rake in [stunned crowd coins] coins from a day of business."; now coinsNum of the player is coinsNum of the player + stunned crowd coins; now securityNum of the player is securityNum of the player + 1; give 1 XP to the player in theology; give 4 XP to the player in kaima; follow the turnpass rule; If strategy is begging: say "You set up to beg for a few hours on a promising corner in Ethriel."; If generosity is 1: fail at panhandling; Otherwise if charisma is -1: fail at panhandling; 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 meal 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: 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. Maybe you really can get by this way."; 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: If TimeKeepingVar is 3: say "It's the middle of the night. They're closed."; Stop the action; let lumberskill be the lumbering level of the player; If a random chance of lumberskill in 2 succeeds: now coinsNum of the player is coinsNum of the player + 5; give 1 XP to the player in lumbering; If species of player is kalla or species of player is myrghon or species of player is vohntrai: say "Since you're a biped, they arm you with an axe. You head out into the forest with a chop team of kalla. Part of the work is taking notes on the health of the trees and performing divinations to double-check, and although it'd be a waste of paper to actually write them all out, the lumbergons are familiar with the life histories of many individual trees in the forest. The lowest quality lumber is actually chopped out of the forest first, and top-quality specimens are only taken after they're confirmed to have spawned healthy descendants. Even as a dayworker, you're expected to support these practices."; say "For your work, you gain 5 coins."; Otherwise: say "Since you're a quadruped, you join a team heading out into the forest with cordsaws and ropes. Part of the work is taking notes on the health of the trees and performing divinations to double-check, and although it'd be a waste of paper to actually write them all out, the lumbergons are familiar with the life histories of many individual trees in the forest. The lowest quality lumber is actually chopped out of the forest first, and top-quality specimens are only taken after they're confirmed to have spawned healthy descendants. Even as a dayworker, you're expected to support these practices."; say "For your work, you gain 5 coins."; follow the turnpass rule; Otherwise: say "The lumbergons regard you with skepticism, and you don't swiftly convince them. They offer to let you join them for two coins, but since you're not here for an apprenticeship, they won't pay you. They don't believe you know what you're doing. Do you accept?"; If player consents: now coinsNum of the player is coinsNum of the player - 2; give 10 XP to the player in lumbering; If species of player is kalla or species of player is myrghon or species of player is vohntrai: say "Since you're a biped, they arm you with an axe. They show you which trees to cut and critique your methods. You have to cut notches into trees and then chop them through, knocking them down. Several strong kalla in the lumbergon crews show you how. If you were working steadily, you'd do this all day long, but since you're a student they have you go back to the sawmill and learn the machines there as well. You're watched like a hawk around the cutters. There are steps that benefit from dexterity, and you're not expected to take a turn in the walking circle that powers the machinery, since you're a biped. More complicated than any of the work is the ecology lecture you get; the forests are not managed to produce the highest quality lumber in the short-term, but to produce the highest quality lumber in the long-term, and that means more than just pulling down prime trees. The seed tree method tries to ensure that healthy trees produce saplings before they're cut down. You learn a lot, and you can probably get through this accelerated apprenticeship in two weeks."; Otherwise: say "There are tools that are used to handle wood despite difficulties with the body shapes of most dragons. You cannot swing an axe. What you can do is be lashed to a cordsaw along with another dragon, and use alternately advancing and retreating to bite deep into the wood. When the tree is weak enough, it can be taken down by a pull team. You're put into both roles. After that, you're shown around the sawmill to learn the machines there, then hooked into the walking circle to power the machinery for a while. More complicated than any of the work is the ecology lecture you get; the forests are not managed to produce the highest quality lumber in the short-term, but to produce the highest quality lumber in the long-term, and that means more than just pulling down prime trees. The seed tree method tries to ensure that healthy trees produce saplings before they're cut down. The work seems pretty unskilled. You just need to learn to talk like these guys and they'll be paying you in two weeks time."; follow the turnpass rule; Understand "visit metalworks" as visiting metalworks. Visiting metalworks is an action applying to nothing. Instead of visiting metalworks when Current City is Ethriel and chargencondition is false: If TimeKeepingVar is 3: say "It's the middle of the night. They're closed."; Stop the action; Let metalskill be the smithing level of the player; Let randmult be a random number between 1 and 4; Let randmod be a random number between -3 and 2; Let metalyield be metalskill times randmult plus randmod; give 1 XP to the player in smithing; If metalyield < 0: let coincost be the absolute value of metalyield to the nearest whole number; say "You try to spend the day involved in metalworking, but you mess up your materials. You must pay [coincost] coins towards repair of tools and/or replenishment of wasted materials."; now coinsNum of the player is coinsNum of the player + metalyield; give 1 XP to the player in smithing; now securityNum of the player is securityNum of the player - 1; Otherwise if metalyield is 0: say "You try to spend the day involved in metalworking, but you only break even. The coins you spend on supplies are equal to the coins you get from selling piecework."; If a random chance of 2 in 3 succeeds: now securityNum of the player is securityNum of the player - 1; Otherwise: say "You do piecework with metal, occupying yourself with short tasks and small creations for local employers. You earn [metalyield] in coins."; now coinsNum of the player is coinsNum of the player + metalyield; follow the turnpass rule; Understand "visit farms" as visiting farms. Visiting farms is an action applying to nothing. Instead of visiting farms when Current City is Ethriel and chargencondition is false: If TimeKeepingVar is 3: say "It's the middle of the night. They're closed."; Stop the action; Let farmskill be the farming level of the player; If a random chance of farmskill in 3 succeeds: now the coinsNum of the player is the coinsNum of the player + 2; give 1 XP to the player in farming; If DateSeason is 1: If species of player is vrash: say "The only farms near Ethriel that work all through the winter are the spice, herb, and incense farms that use magic heating to keep their cash crops alive. You spend a day among fragrant plants, getting your claws into the earth. You cleanse and revitalize the earth with vrash magic, and you break up weeds to return their nutrients to the soil with more of the same. Most of the farming in Theoma is actually done by vrash, as the value of vrash magic to farming was established early on, and the farmers are willing to pay you a little extra. You earn 3 coins."; now the coinsNum of the player is the coinsNum of the player + 1; Otherwise if species of player is vashael: say "The only farms near Ethriel that work all through the winter are the spice, herb, and incense farms that use magic heating to keep their cash crops alive. You spend a day among fragrant plants, manipulating the earth and weeding through the use of what are known as vashael dancing implements. Designed to interface with the amicus breeze and act as an extension of your will, the vashael dancing implements permit you to do farmwork in an almost meditative way, with very little bodily motion. Most of the work is done by self-swinging tools guided by invisible fluctuations in the wind. Since you work like several dragons, you get paid a little extra. You earn 3 coins."; now the coinsNum of the player is the coinsNum of the player + 1; Otherwise: say "The only farms near Ethriel that work all through the winter are the spice, herb, and incense farms that use magic heating to keep their cash crops alive. You spend a day among fragrant plants. It's no easier to tend these plants than any others, and they're actually a bit delicate. It's hard work, and it doesn't pay well. You earn 2 coins."; Otherwise if DateSeason is 2: If species of player is vrash: say "The planting season is ongoing and there are always plants to be placed, and, of course, some of the farms using magic heating have crops being planted or harvested all year round. As a vrash, you're also supposed to optimize the soil. The texture and nutrient profile of the soil can be rendered perfect with vrash magic, and the farmers are willing to pay you a little extra. You earn 3 coins."; now the coinsNum of the player is the coinsNum of the player + 1; Otherwise if species of player is vashael: say "The planting season is ongoing and there are always plants to be placed, and, of course, some of the farms using magic heating have crops being planted or harvested all year round. You use vashael dancing implements to break up the earth and place seeds six at a time. Designed to interface with the amicus breeze and act as an extension of your will, the vashael dancing implements permit you to do farmwork in an almost meditative way, with very little bodily motion. Most of the work is done by self-swinging tools guided by invisible fluctuations in the wind. Since you work like several dragons, you get paid a little extra. You earn 3 coins."; now the coinsNum of the player is the coinsNum of the player + 1; Otherwise: say "The planting season is ongoing and there are always plants to be placed, and, of course, some of the farms using magic heating have crops being planted or harvested all year round. It's hard work, and it doesn't pay well. You earn 2 coins."; Otherwise if DateSeason is 3: If species of player is vrash: say "The short growing season of Ethriel places the harvest season in the summer rather than in the autumn. Early in summer there are plants that started growing early in spring; late in summer there are plants that started growing late in spring, and, of course, some of the farms using magic heating have crops being planted or harvested all year round. As a vrash, you're also supposed to optimize the soil. The texture and nutrient profile of the soil can be rendered perfect with vrash magic, and the farmers are willing to pay you a little extra. You earn 3 coins."; now the coinsNum of the player is the coinsNum of the player + 1; Otherwise if species of player is vashael: say "The short growing season of Ethriel places the harvest season in the summer rather than in the autumn. Early in summer there are plants that started growing early in spring; late in summer there are plants that started growing late in spring, and, of course, some of the farms using magic heating have crops being planted or harvested all year round. As a vashael, you cut the plants with vashael dancing implements. Designed to interface with the amicus breeze and act as an extension of your will, the vashael dancing implements permit you to do farmwork in an almost meditative way, with very little bodily motion. Most of the work is done by self-swinging tools guided by invisible fluctuations in the wind. Since you work like several dragons, you get paid a little extra. You earn 3 coins."; now the coinsNum of the player is the coinsNum of the player + 1; Otherwise: say "The short growing season of Ethriel places the harvest season in the summer rather than in the autumn. Early in summer there are plants that started growing early in spring; late in summer there are plants that started growing late in spring, and, of course, some of the farms using magic heating have crops being planted or harvested all year round. It's hard work, and it doesn't pay well. You earn 2 coins."; Otherwise if DateSeason is 4: If species of player is vrash: say "Given the climate, the only farms near Ethriel that work all through the autumn are the spice, herb, and incense farms that use magic heating to keep their cash crops alive. You spend a day among fragrant plants, getting your claws into the earth. You cleanse and revitalize the earth with vrash magic, and you break up weeds to return their nutrients to the soil with more of the same. Most of the farming in Theoma is actually done by vrash, as the value of vrash magic to farming was established early on, and the farmers are willing to pay you a little extra. You earn 3 coins."; now the coinsNum of the player is the coinsNum of the player + 1; Otherwise if species of player is vashael: say "Given the climate, the only farms near Ethriel that work all through the autumn are the spice, herb, and incense farms that use magic heating to keep their cash crops alive. You spend a day among fragrant plants, manipulating the earth and weeding through the use of what are known as vashael dancing implements. Designed to interface with the amicus breeze and act as an extension of your will, the vashael dancing implements permit you to do farmwork in an almost meditative way, with very little bodily motion. Most of the work is done by self-swinging tools guided by invisible fluctuations in the wind. Since you work like several dragons, you get paid a little extra. You earn 3 coins."; now the coinsNum of the player is the coinsNum of the player + 1; Otherwise: say "Given the climate, the only farms near Ethriel that work all through the autumn are the spice, herb, and incense farms that use magic heating to keep their cash crops alive. You spend a day among fragrant plants. It's no easier to tend these plants than any others, and they're actually a bit delicate. It's hard work, and it doesn't pay well. You earn 2 coins."; follow the turnpass rule; Otherwise: say "The farmer rejects you after a brief skill-test, but offers to give you a few hours of instruction in exchange for a coin."; If player consents: give 3 XP to the player in farming; now the coinsNum of the player is the coinsNum of the player - 1; say "The farmer leads you through the field describing the plants and having you perform the tasks of the farm under supervision. Eventually, you're encouraged to work on your own, but you're still not paid for the day."; follow the turnpass rule; Otherwise: Stop the action; Religious Options 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 [CommonLink Querent-Querent Link One] is probably the biggest holy structure in the city. The Illuminated Order maintains temples with morning and afternoon services every Skansday. The [CommonLink PWA Link One] maintains a library and a small lutragon otherworld with ceremonies every evening. The Uttermost Darkness maintains a collection of underground meditation cells in each dome. The Ranakanthists maintain a temple with midnight services on Niesday, Gwensday, and Ryesday. The Ascending Path maintains several reading rooms. There isn't really a religious quarter, but the religious structures are sprinkled across the five domes of Ethriel. Local commands: You can 'visit' one of the faiths, referring to it by its name. [CommonLink Querent-Querent Link Two] and the [CommonLink PWA Link Two] 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]" Understand "visit PWA" or "visit Past Worlds Alliance" as visiting PWA. Visiting PWA is an action applying to nothing. Instead of visiting PWA when Current City is Ethriel and chargencondition is false: If the location is Past World Alliance in Ethriel: stop the action; Otherwise: playerport to Past World Alliance in Ethriel. A PWA guildhall is a kind of room. Past World Alliance in Ethriel is a room. The printed name of Past World Alliance in Ethriel is "PWA in Ethriel". Past World Alliance in Ethriel is a PWA guildhall. "The Past Worlds Alliance looks like a business crossed with unreality. The signage out front is in a vibrantly red, glistening, expensive material that only exists when summoned into Theoma. Inside, a lobby with a big smoothly curving counter greets you, a vrash behind the counter guarding the hinged doors in the counter itself that lead deeper into the structure. 'Welcome to the Past Worlds Alliance. What can the PWA do for you?' she asks. There's a library, a canteen, and teaching instruction available here, but those services are members-only. There's also a gate to a lutragon otherworld, a tropical paradise maintained by local necromancers, which is basically a bathhouse with a more outdoor theme and a near-certainty of containing at least one tesam. It's definitely the place to go if you're an otter chaser. Local commands: You can '[CommonLink Buy Membership ActionLink]'. If you're a member of the PWA, you can '[EthrielLink Library VisitLink]', '[CommonLink Visit Canteen ActionLink]', or 'attend classes'. Even if you're not a member, you can 'visit otherworld' to go to the lutragon otherworld. [line break]Area Change Commands: [Location Command Block in Ethriel] [line break]Personal Commands: [Personal Command Block in Ethriel]" Understand "buy membership" as buying a membership. Buying a membership is an action applying to nothing. To say Buy Membership ActionLink: try buying a membership; Plastic PWA Card is a thing. Plastic PWA Card is tangible. Plastic PWA Card has bulk 0. The description of Plastic PWA Card is "This white business card of exotic material identifies itself as a Plastic-Tier Past World Alliance Membership Card. It has your name, your image (sans color), and an expiration date of 'infinity' engraved on it. This card is a symbol of staggering wealth." Gold PWA Card is a thing. Gold PWA Card is tangible. Gold PWA Card has bulk 0. The description of Gold PWA Card is "This golden business card identifies itself as a Gold-Tier Past World Alliance Membership Card. It has your name, your image (sans color), and an expiration date engraved on it. It expires in [PWAMembershipTimer of player] days." Check buying a membership when the location is a PWA Guildhall: If the PWAPlasticMember of the player is true: say "You're already a plastic-tier member of the Past World Alliance! You can't upgrade or extend this membership; it's the top level and it'll last forever."; Stop the action. Carry out buying a membership when the location is a PWA Guildhall and the PWAMembershipTimer of the player > 0 and the PWAJustBoughtMembership of the player is false: say "The vrash behind the counter says, 'Welcome back to the PWA. Would you like to upgrade to a plastic membership?'"; If coinsNum of the player < 30000000: say "You cannot afford that."; say "The clerkgon asks, 'Would you like to buy another year of gold membership?'"; If player consents: say "You each mark the transaction in books of account, and then the clerkgon takes your membership card and focuses for a moment. The engraved expiration date updates itself to reflect another year of membership. She hands back the card."; now PWAMembershipTimer of the player is PWAMembershipTimer of the player + 364; Otherwise: If player consents: now coinsNum of the player is coinsNum of the player - 30000000; now PWAPlasticMember of the player is true; Now Plastic PWA Card is held by the player; If Gold PWA Card is held by the player: now Gold PWA Card is nowhere; now the PWAJustBoughtMembership of the player is true; say "You show your accounts book and the vrash behind the counter studies it for a moment, then gets up saying, 'Sorry, I need to confirm this with our staff geomancer.' She departs into the facility, leaving you sitting in the front. A few minutes later, she comes back bearing an ornately gemmed treasure box. She sets it on the counter before you and opens it, revealing a stiff, shiny card of an unknown white material. The vrash staffing the counter touches it and focuses for a moment, and then it reshapes itself to bear your name, an engraving of your image, and an infinity symbol under the text 'expiry date'. She tells you, 'Welcome to the Past World Alliance. The joining of a plastic member is quite momentous. You've laced your Fate with the Past World Alliance for likely tens of thousands of years, and you'll probably panic a manager at your bank when you next reconcile accounts. I hope we serve you well.'"; Carry out buying a membership when the location is a PWA Guildhall and the PWAMembershipTimer of the player is 0 and the PWAPlasticMember of the player is false and the PWAJustBoughtMembership of the player is false: say "The vrash behind the counter says, 'A plastic membership in the Past World Alliance will cost thirty million coins and will never degrade. It's good in all cities with PWA offices, but there's admittedly only a few: Kyvisveiln, Ethriel, Galrien, Nowhere, Edge of Paradise, the Three Memories, and Korjek. It comes with a permanent stipend of 8 coins per day that can be collected at any PWA guildhall, and will probably pay off before the land gods terminate this world to move on to the next.'"; If coinsNum of the player < 30000000: say "You do not have that many coins in your accounts."; say "Seeing you shake your head, the clerkgon asks, 'Do you want to buy a gold membership? It will cost eight thousand coins and last for one year. It's good in the same cities as the plastic membership. We offer the same stipend for gold members, though obviously, this still results in paying us more than you receive. It's meant as travel aid for journeys within our zone of operations, though some members never collect it until they're renewing their membership, in which case it's more of a loyalty discount for continued membership.'"; If player consents: say "You get a golden card. The vrash staffing the counter touches it and focuses for a moment, and then it reshapes itself to bear your name, an engraving of your image, and an expiry date. She tells you, 'You can buy more years at any time, to any number of years, at 5,000 coins per year. If you lose your card, please visit the Archive of Lost Things to retrieve it from Indarian. Be aware that plastic membership, should you later decide to upgrade, is not discounted by your current gold membership's value. We hope you enjoy our library, our discounted fish cafeteria, our discounts with associated businesses, and our free-to-members instructional offerings.'"; now coinsNum of the player is coinsNum of the player - 8000; now PWAMembershipTimer of the player is PWAMembershipTimer of the player + 364; Now Gold PWA Card is held by the player; now the PWAJustBoughtMembership of the player is true; Otherwise: say "Do you want to buy a plastic membership?"; If player consents: now coinsNum of the player is coinsNum of the player - 30000000; now PWAPlasticMember of the player is true; Now Plastic PWA Card is held by the player; If Gold PWA Card is held by the player: now Gold PWA Card is nowhere; now the PWAJustBoughtMembership of the player is true; say "You show your accounts book and the vrash behind the counter studies it for a moment, then gets up saying, 'Sorry, I need to confirm this with our staff geomancer.' She departs into the facility, leaving you sitting in the front. A few minutes later, she comes back bearing an ornately gemmed treasure box. She sets it on the counter before you and opens it, revealing a stiff, shiny card of an unknown white material. The vrash staffing the counter touches it and focuses for a moment, and then it reshapes itself to bear your name, an engraving of your image, and an infinity symbol under the text 'expiry date'. She tells you, 'Welcome to the Past World Alliance. The joining of a plastic member is quite momentous. You've laced your Fate with the Past World Alliance for likely tens of thousands of years, and you'll probably panic a manager at your bank when you next reconcile accounts. I hope we serve you well.'"; Otherwise: say "Seeing you shake your head, the clerkgon asks, 'Do you want to buy a gold membership? It will cost eight thousand coins and last for one year. It's good in the same cities as the plastic membership. We offer the same stipend for gold members, though obviously, this still results in paying us more than you receive. It's meant as travel aid for journeys within our zone of operations, though some members never collect it until they're renewing their membership, in which case it's more of a loyalty discount for continued membership.'"; If player consents: say "You get a golden card. The vrash staffing the counter touches it and focuses for a moment, and then it reshapes itself to bear your name, an engraving of your image, and an expiry date. She tells you, 'You can buy more years at any time, to any number of years, at 5,000 coins per year. If you lose your card, please visit the Archive of Lost Things to retrieve it from Indarian. Be aware that plastic membership, should you later decide to upgrade, is not discounted by your current gold membership's value. We hope you enjoy our library, our discounted fish cafeteria, our discounts with associated businesses, and our free-to-members instructional offerings.'"; now coinsNum of the player is coinsNum of the player - 8000; now PWAMembershipTimer of the player is PWAMembershipTimer of the player + 364; Now Gold PWA Card is held by the player; now the PWAJustBoughtMembership of the player is true. Report buying a membership when the location is a PWA Guildhall: now the PWAJustBoughtMembership of the player is false. Understand "visit canteen" as visiting a canteen. Visiting a canteen is an action applying to nothing. To say Visit Canteen ActionLink: Try visiting a canteen. Check visiting a canteen when the location is a PWA Guildhall: If the PWAPlasticMember of the player is false and the PWAMembershipTimer of the player is 0: say "You're not a member. The cheap fish at the PWA is members-only."; stop the action; If the hungerNum of the player < 1: say "You're not hungry at all. You can't go out to eat like this."; stop the action; If the eatingCooldown of the player is not 0: say "You just ate; if you haven't eaten in a long time, you might still need more food, but you can't eat more right now."; stop the action; Carry out visiting a canteen when the location is a PWA Guildhall: say "That will cost 1 coin. Do you want to?"; If player consents: choose row 5 in the Table of Restaurant Foods; say "[a random item from Description of Food entry]"; now the hungerNum of the player is the hungerNum of the player - 4; If a random chance of 1 in 3 succeeds: now the entertainNum of the player is the entertainNum of the player + 1; If a random chance of 1 in 8 succeeds: now the securityNum of the player is the securityNum of the player + 1; now the eatingCooldown of the player is 1; Otherwise: Stop the action. A PWA library is a kind of room. Past World Library in Ethriel is a room. Past World Library in Ethriel is a PWA library. "The PWA library in Ethriel is plush and brightly colored. The shelves are made of stout brown wood. The floor is a thick, cushiony pile in red. The seating areas are a mix of big puffy kalla/vohntrai duffans and the even bigger cushioned nests that vrash and vashael prefer, with the cushions upholstered in vibrantly colorful fabrics. The shelves are completely laden, and the stoutly constructed books feature colorful covers with pictures fanciful or suited to their contents. There are two basic kinds of books in the library. They are past world novels and reference texts about past worlds. The reference texts are rather fantastical themselves (there have been many thousands of worlds), but most of the reading focuses on the past world novels. It's impossible to spend time here without learning about past worlds... and usually gaining something of theology as well. To go back to the PWA annex, type in 'visit [CommonLink PWA Link Two]', or click that link. Local commands: You can '[CommonLink Random Reading ActionLink]' here to spend a time studying a random book in the collection, which will ignore reference texts. To get at the reference texts, '[CommonLink Look Up Worlds ActionLink]' to get the list of worlds, and then 'look up ' to get information on a specific world (will require a keyboard). [line break]Area Change commands: [Location Command Block in Ethriel] [line break]Personal Commands: [Personal Command Block in Ethriel]" Understand "visit library" as visiting a library. Visiting a library is an action applying to nothing. Check visiting a library when the location is a PWA Guildhall: If the PWAPlasticMember of the player is false and the PWAMembershipTimer of the player is 0: say "You're not a member. The library at the PWA is members-only."; stop the action; Carry out visiting a library when the location is a PWA Guildhall and current city is Ethriel: If location is Past World Library in Ethriel: Stop the action; Otherwise: Playerport to Past World Library in Ethriel. Understand "pick a random book" as reading at random. Reading at random is an action applying to nothing. Carry out reading at random when the location is a PWA library: say "You browse the shelves at the PWA library and select a book to carry off to one of the [PWA cushion choice] to read. Picking a book at random, you pull one off the shelf."; Let local books list be the list of the long books in the location; Now the noun is a random item from local books list; Try reading the noun; To say PWA cushion choice: If species of player is kalla or species of player is vohntrai or species of player is myrghon: say "plush duffans"; Otherwise: say "soft nests". The list of past worlds is always {"Ord", "Guntave", "Owotaro", "Itemonin", "Lamatan"}. Understand "look up worlds" as looking up worlds. Looking up worlds is an action applying to nothing. Carry out looking up worlds when the location is a PWA library: say the list of past worlds. Understand "look up Ord" as looking up Ord. Looking up Ord is an action applying to nothing. Carry out looking up Ord when the location is a PWA library: say "Sequence: Ord was the mythical first world. It ran for 1,073 years before being ended. Theme: Ord was before the worlds had distinct themes. The original land god — Kraska — created Ord merely to find two souls capable of underpinning reality the way his own could. All of Ord existed within Kraska's will. Many nations existed in Ord, and power often transferred between the nations in wars. It's said that Kraska despaired of maintaining the peace of his world, and gave up, focusing solely on the cultivation of the specific talents he was trying to harvest. Those two souls were the first Apotheotic yields of the Infinite Story Project. Structure: Ord was a great slanting world which ascended from an 'oceanward' or 'swampward' that we may helpfully think of as south, to a 'riseward' that we may think of as north. At the extreme swampward, there was an ocean that extended into the flux. At the extreme riseward, the land broke up into flying islands before extended into the flux. The other two directions were 'coldward' or east and 'blastward' or west. Coldward was cold; blastward was hot. The terms 'north', 'south', 'east', and 'west' are technically anachronistic, being later inventions unknown in the time of Ord. Misc: Ord had an unusually high density of flying wagons, which were known as levicarriers (small) and airships (large)." Understand "look up guntave" as looking up Guntave. Looking up Guntave is an action applying to nothing. Carry out looking up Guntave when the location is a PWA library: say "Sequence: Guntav was the world four worlds prior to Theoma, roughly thirty seven thousand years ago. It ran for 631 years before being ended. Theme: The Consensus was trying to see if they could actually make a war-like population happy. They used the most violent souls in the Infinite Story Project and tried to keep them happy without necessarily keeping them peaceful. Guntav developed into a world of large nations vying for control over land, many of them wracked by internal dissension as dragons sought power and/or vengeance over past slights. Structure: As revealed during its runtime, Guntave was a single, roughly circular, immensely large island bounded on all sides by water. The surrounding oceans were shallow and lush with life, but going out from the continent crossed over into flux. Guntave had several inland seas and several segmental ranges: mountain ranges so broad and impassable that they created distinct geographic barriers to expansion and control of territory. A single gigantic portal in the center-north of Guntav linked to the Firelands, and climates cooled as one got more distant from the Firelands portal. Guntav appears to have been a flat world with no call for naval development. It had a moon. It is unknown what the stars above the world signified; it is thought that Guntave had further structure which was not revealed due to its short extant period. Misc: Guntave never invented guns, or at least did not do so to the knowledge of the Past World Alliance. It is actually thought to have been called to an end when a Guntavian sage began to manufacture and distribute fireworks." Understand "look up Owotaro" as looking up Owotaro. Looking up Owotaro is an action applying to nothing. Carry out looking up Owotaro when the location is a PWA library: say "Sequence: Owotaro was the world three worlds prior to Theoma. It lasted 2,647 years before being ended. Theme: Owataro attempted rapid industrialization to focus on the later stages of civilizational development according to a secular stagnation ideal point theory then-popular among the lands gods. It was supposed to achieve maximal cultural development within a specific scope of civilizational development, being a satellite-era service economy with little to no space settlement. Unfortunately, it stank with pollution, it was rude and alienating to many dragons, it had high rates of homicide and suicide, it had economies and governments rotted with corruption... and after struggling through for many centuries at its high-but-stuck level of technology, it unified into a semi-individuated hive mind. Like most relatively brief worlds, Owotaro was generally considered by the Consensus as a failure. Structure: Owataro was a single large 'planet' with a moon and stars that were generally out of reach. A few of its dragons eventually settled its moon in late Owataro. Owataro's biomes were diverse and its gravity was low. The planet was riddled with otherworlds, further expanding its diversity and available space to expand into. Misc: Owotaro culture presumes that anyone can talk to anyone at any time. The mind-linked consensus that the planet approached in its end-state was deeply disappointing to the Consensus, but has produced a particularly alien strain of past world fiction." Understand "look up Itemonin" as looking up Itemonin. Looking up Itemonin is an action applying to nothing. Carry out looking up Itemonin when the location is a PWA library: say "Sequence: Itemonin was the world two worlds prior to Theoma. It lasted 13,576 years. Theme: Itemonin was one of the periodic Unrestricted Reproduction (UR) worlds. The theme of these worlds is largely all the same; the land gods try their best to manage the chaos of an ever-expanding population. Things are good for a long time, but resource constraints and their concomitant edge-case optimizations gradually kill joy and potential in the world. The land gods perform these worlds as a way of gathering new souls and expanding the potential of the ones they already have, so although the Apotheotic yield is not that great, the Redemptive Sub-Apotheotic (RSA) yield is spectacular enough to justify periodic UR worlds. Structure: Itemonin was a 'star cluster' setting with many subworlds, called 'planets'. It implemented fifty-eight star systems, of which about two dozen initially contained habitable planets. The worlds were initially deeply isolated from one another by the immense distances of space, and developed strongly distinctive cultures with only a faint awareness of each other generated by necromantic past-life analysis. Fast travel between systems was not invented for nearly eight thousand years, leading to the formation of an imperial administration from the advanced star system of Skirelo. The Skireloans held onto Itemonin for almost nine hundred years through a series of rebellions before the Mutual Support Secessionist Movement (MSSM) created a much less interventionist League of Independent Worlds that survived to the end of the world. Misc: Itemonin's space-borne population eventually greatly exceeded its planet-borne population. Accordingly, fictions preserved from Itemonin often focus on artificial settings." Understand "Look up Lamatan" as looking up Lamatan. Looking up Lamatan is an action applying to nothing. Carry out looking up Lamatan when the location is a PWA library: say "Sequence: Lamatan was the world prior to Theoma. It lasted 20,098 years before the Consensus ended it. Theme: Like the vast majority of worlds occurring directly after a UR world, Lamatan was a traditional paradise world meant to utilize and further develop the RSA yield from the UR world. It was generally successful and produced a large A yield for the Infinite Story Project. Structure: Lamatan was a 'portal-linked' setting with many subworlds, called 'planets'. It implemented seventy-eight star systems, of which about thirty five initially contained habitable planets on which dragons were created. Passage between the initial inhabited planets was possible via portals that were permanently maintained by the land gods. This free and ubiquitous portal system encouraged the formation of a unified meta-culture across the many star systems, with a free travel agreement binding all nations in most eras. The development of space travel some thirteen millennia into Lamatan revealed more star systems for settlement. Despite long traditions of freedom of travel, some wars occurred in the history of Lamatan, most awesomely being the Time Wars of the twentieth millennia. Misc: Time travel novels in Theoma are often set in 'Late Lamatan', which invested a great deal into time travel." 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 (will require a keyboard), or use 'look up cities' to find the names of cities which have had QQ files entered into the game already. You can also '[CommonLink Random Reading ActionLink]' 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" or "visit Querent Querent" 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 ActionLink: 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" 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", "traveling with only a backpack", "the journey of a traveling busker", "a polycule who traveled Theoma together"}. 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 '[CommonLink Playing Games ActionLink]' 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]" There is a privately-named proper-named genericNPC in Skakel's Games. Your Sort-Of Home in Ethriel is a room. "This isn't really your home anymore, now that you've quit your job and resolved to go adventuring. You'll be gone for years, so you imagine. This traveling is going to be your new career. Are you going to come back to Ethriel at the end of your journey? If you're just going to move away, you should probably sell your home. Otherwise, it'll sit here gathering dust in your absence. Local commands: You have some books and bookgems in the home (potentially quite a lot if you've been an authorgon or philosophygon). 'Check library' will yield a list of notable titles. You can try to amuse yourself with the power of your mind alone using the '[CommonLink Fantasizing ActionLink]' command, but it'll get old pretty quick. If anyone is traveling with you and staying in your room as they do, you may 'talk to' them. [line break]Area Change commands: [Location Command Block in Ethriel] [line break]Personal Commands: [Personal Command Block in Ethriel]" To say Playing Games ActionLink: try playing games; Fantasizing is an action applying to nothing. Understand "fantasize" as fantasizing. Instead of fantasizing when current city is Ethriel and chargencondition is false: If the entertainNum of the player is 10: say "You feel way too good to waste time sitting around lost in thought."; Otherwise: try silently going home; If the fantasizeCooldown of the player is 0: say "[daydreaming]"; now entertainNum of the player is entertainNum of the player + 1; now the fantasizeCooldown of the player is 56; If a random chance of 1 in 100 succeeds: say "You come back to reality holding a coin stamped with a lantern symbol. The land gods very rarely use these for paying dragons. Neat."; now geomInterface of the player is the geomInterface of the player + 1; now coinsNum of the player is the coinsNum of the Player + 1; follow the turnpass rule; Otherwise: say "You've been doing that a lot lately. Are you sure you want to?"; If player consents: let fantasizechance be a random number between 1 and the fantasizeCooldown of the player; let creativity be the writing level of the player plus a random number between 1 and 26; If a random chance of creativity in fantasizechance succeeds: say "[daydreaming]"; now entertainNum of the player is entertainNum of the player + 1; now the fantasizeCooldown of the player is 56; Otherwise: say "You try to focus yourself on a fantasy about [a random item from the list of daydreams]. It works, kind of, you think about it... you waste time... it stings. Ugh. You're so bored. Sitting around doing nothing like this is dreadful."; now entertainNum of the player is entertainNum of the player - 1; If a random chance of 1 in 100 succeeds: say "You come back to reality holding a coin stamped with a lantern symbol. The land gods very rarely use these for paying dragons. Neat."; now geomInterface of the player is the geomInterface of the player + 1; now coinsNum of the player is the coinsNum of the Player + 1; follow the turnpass rule; Otherwise: stop the action; To say Fantasizing ActionLink: try fantasizing A check sleeping rule: If the TirednessVar of the player is less than 3: say "You're not sleepy."; Stop the action; Carry out sleeping (this is the standard carry out sleeping rule): try silently going home; say "[Dream]"; follow the resting rule; This is the resting rule: Now the TirednessVar of the player is 0; follow the turnpass rule; To say Dream: If a random chance of 1 in 9 succeeds: choose row 4 in the Table of Dreams; say "You have a nightmare about [a random item from subject entry]."; now the securityNum of the player is the securityNum of the player - 1; If a random chance of 1 in 2 succeeds: now the entertainNum of the player is the entertainNum of the player - 1; If a random chance of 1 in 20 succeeds: now the securityNum of the player is the securityNum of the player + 2; Otherwise if a random chance of 3 in 9 succeeds: choose row 3 in the Table of Dreams; say "You have a confusing dream about [a random item from subject entry]."; If a random chance of 1 in 4 succeeds: now the entertainNum of the player is the entertainNum of the player - 1; If a random chance of 1 in 4 succeeds: now the securityNum of the player is the securityNum of the player - 1; If a random chance of 1 in 5 succeeds: now the entertainNum of the player is the entertainNum of the player + 1; If a random chance of 1 in 10 succeeds: now the securityNum of the player is the securityNum of the player + 1; Otherwise if a random chance of 8 in 9 succeeds: choose row 2 in the Table of Dreams; say "You have a pleasant dream about [a random item from subject entry]."; now the securityNum of the player is the securityNum of the player + 1; If a random chance of 1 in 2 succeeds: now the entertainNum of the player is the entertainNum of the player + 1; If a random chance of 1 in 3 succeeds: now the securityNum of the player is the securityNum of the player - 1; Otherwise: choose row 1 in the Table of Dreams; say "You have a boring dream about [a random item from subject entry]."; now the entertainNum of the player is the entertainNum of the player - 1; If a random chance of 1 in 4 succeeds: now the securityNum of the player is the securityNum of the player + 1; Table of Dreams valence subject "boring" {"phoenixes", "talking with your parents", "studying a simple pattern", "doing math", "watching shadow puppets", "watching a dull play", "meditating", "nothing you can remember", "an illimitable void, safe and empty", "a gentle snowfall", "boring, simple music", "a nearly-featureless flat plane with a few houses, widely separated", "a dark, quiet place", "listening to an interminable sermon", "walking along an endless road", "going out to eat at a restaurant that serves only bland foods", "arguing with a dragon who speaks in a monotone voice with no urgency", "staffing a charitable collections booth at a fairground", "reading a book", "listening to someone you don't know well as they ramble endlessly about an interest you don't share", "watching grass grow", "watching paint dry", "a simple, fluctuating pattern", "being snowed in with nothing to do", "being rained on while walking a long distance", "things that should've been exciting, but inexplicably weren't", "attending a banquet of bland food", "resting somewhat uncomfortably, but not so uncomfortably that you actually get up", "being so safe that nothing ever happens", "a static, blank landscape of grey rocks", "a cloud of twinkling stars", "exploring a hot, dry landscape where nothing lives", "wandering an endless cityscape without the money to enjoy any of the amenities or buy anything in the shops", "flipping through a book of illustrations drawn from unexceptional moments in your own life", "exploring a museum that has no connection to your interests", "studying abstract art", "attending a party where nothing particularly happens", "a perfectly ordinary day that happened decades ago", "working a cordsaw in a forest", "a quiet place of perfect safety", "a stream of nonsensical text that doesn't actually hold your attention, but from which you find you somehow cannot look away", "being menaced by threats that you absolutely know cannot harm you in any way"} "good" {"phoenixes", "friendly vrash-like beings", "stinky but amicable chakocha, tesam, and esseri", "exploring a ruined city while feeling oddly serene", "being a fantastic musician", "being a fantastic artgon", "cuddling someone you like", "resting in a beautiful place", "counting an endless pile of treasure", "playing a game", "exploring an endless temple", "flying over a metal cityscape", "sunning yourself", "swimming in a coastal lagoon", "eating in a fancy restaurant", "playing in a treasure vault", "bells", "cute otters", "being a ghost", "running endlessly without fatigue", "an infinite forest", "an infinite swamp", "vacationing in a place with beautiful clifftop vistas", "talking to a raven", "talking to a friend", "talking to your parents", "contemplating a beautiful, shifting pattern", "sleeping in a comfortable, safe place", "a vrash in beautiful armor", "the greater tube-like shape of Theoma", "your own geomantic interface", "flying over a herd of prey animals in a fertile plains", "eating an endless meal of your favorite foods", "a strangely familiar vohntrai", "the Archive of Lost Things", "writing a story", "resting in a quiet, silent cave", "shopping with an unlimited budget", "playing a game with dragons you like", "reading a book", "talking to a snake", "nothing you can remember", "watching a play", "dismantling a complicated machine", "listening to a choir of dragons", "music", "a symphony", "painting a picture of a landscape", "painting a picture of a familiar dragon", "looking out over the landscape from a mountain peak", "writing a letter to a childhood friend", "cooking", "watching a large structure be built at a pace of a day every four seconds", "a quiet place of perfect safety", "roasting marshmallows over a campfire with friends", "swimming in a forest river", "attending a campfire party with a bunch of stinky, friendly tesams", "hunting", "eating sweets bigger than you are", "exploring a landscape of candy", "visiting a mountaintop monastery", "just being an izerah", "dancing under a lightning storm", "a band performing with a kalla lead singer who calls down lightning bolts at exciting moments in their songs", "a temple ground redolent with incense and the sound of gentle music", "a fairground full of games of strength and skill", "attending a free drinks night at a bar", "flying", "wrestling with a friendly vrash who is slightly smaller and weaker than you are", "exploring a museum", "playing cards with dragons you like", "resting under a starry sky", "raising a Kelkaithian city-dome", "flying between cities at unnatural speed, passing countless dragons along the way", "a gentle snowfall", "playing in the snow", "dancing in the rain", "being too comfortable to move", "studying a bizarre creature", "exploring a hot, dry landscape with beautiful rock formations", "flying over an infinite tundra", "visiting a city so vast that it could contain the famous megacity Polser many times over", "flipping through a book of illustrations drawn from happy moments in your own life", "studying abstract art", "attending a festival of handpies with unlimited free samples", "discovering a sacred truth about reality that, unfortunately, no longer makes sense after you wake up", "hunting", "visiting a spa", "creating a world", "running a citystate", "getting a kaima reading from an attractive dragon"} "confusing" {"phoenixes", "friendly bugs", "eating in a fancy restaurant where you don't recognize any of the food items", "dancing with a weird thing", "tracing a complicated knot", "cutting the world apart with your claws", "getting lost in an endless temple", "getting lost in a ruined city", "chasing something between several different worlds", "time travel", "playing an extremely complicated game", "a chaotic mishmash of images", "a friendly being whose shape changes constantly", "being too drunk to function", "performing in a play whose lines you don't know", "reciting a nonsensical poem", "doing math", "an otter the size of Theoma", "meditating in a land of endless fire", "contemplating a beautiful, shifting pattern", "dragons who can't say anything directly, but who can only speak in jokes, puns, and innuendo", "being a hive-mind", "being a thing made of lightning that cannot see or speak, yet interacts with the world nonetheless", "nothing you can remember", "trying to solve a shifting puzzle", "watching a poorly written play", "trying to assemble a complicated machine", "navigating a crowded space while blind", "struggling to wake up from a series of harmless dreamspaces", "studying a bizarre creature", "flipping through a book of illustrations drawn from moments in your life when you were baffled", "an endless stream of nonsensical text", "disjointed mathematical equations", "trying to solve a riddle featuring three scammergons and an honest merchantgon", "an impossible city where the direction of gravity changes from surface to surface", "getting lost in an infinite city", "running a citystate", "studying nonsensical equations that someone has assured you are key to creating entire worlds out of magic", "trying to write a story, but changing your mind every few sentences about what the story is about", "being threatened in comically implausible ways", "an infinite city", "an infinite maze", "a chaotically structured and electrified mesh that you can't touch without being jolted, but which you feel compelled to study intently", "talking to a fire", "being lectured by shadows", "exploring a pale forest inhabited by ghosts"} "bad" {"bugs", "not having wings", "fleshy pink things"," demonic entities", "phoenixes", "scenes of tremendous violence", "ruined cities", "giant dragon-eating predators", "babbling nonsense every time you try to talk", "useless legs", "paralysis", "hurting a friend", "snoutless dragons", "toothy monstrosities", "meat moss", "fire", "drowning", "hearing voices", "being wounded", "burying a loved one", "a great calamity", "a vile deception from someone you trusted", "flooding", "a blizzard", "salad", "an otter the size of Theoma", "doing math", "burning in a land of endless fire", "being attacked by a mad ghost", "trying to interact with other dragons while having a stiff, emotionless face", "nothing you can remember", "fighting for your life", "watching a play designed to personally insult you", "falling", "yourself as a zombie", "exploring a landscape of candy where everything is half-eaten, sticky, and stinky with decay", "being ravenous in a world where all the food is rotten", "your teeth falling out", "repeatedly waking up from a nightmare only to discover it is still ongoing", "flipping through a book of illustrations drawn from unpleasant moments in your own life", "having to write a self-insulting sentence many times over with a pen that draws your own blood to convert it into ink", "running a citystate amidst disaster", "discovering a horrifying truth about reality that, thankfully, no longer makes sense after you wake up", "trying to create a world, but the dragons of your world are impossibly evil", "trying to create a world, but everything you attempt goes wrong", "exploring a pale forest inhabited by mad ghosts", "being a destitute wanderer dependent on handouts and hunting to get by"} To say daydreaming: say "You find yourself thinking about [a random item from the list of daydreams]. The flight of fancy gets complicated and occupies your spare moments, entertaining you." The list of daydreams is always {"phoenixes", "talking with a friend", "a complex ever-expanding pattern", "talking with someone famous", "beautiful snowy weather", "a beautiful rainstorm", "a dramatic landscape of cliffs and vistas", "a forest", "going hunting", "eating your favorite foods", "a dream-like chaos of images", "a painting you really like", "a song you heard someone singing", "an instrumental piece apparently composed by your subconscious", "the city of Polser in Midwestern Kelkaith, largest city in the world", "the city of Zyrine in Central Tachamund, with its great flaming sigil in the sky above it", "the city of Mosdenechrak in Central Tachamund, where amazing food is nearly free", "Ethriel", "the former Marim League in the northern reaches of Tachamund", "the Three Memories in far-eastern Kelkaith, where the ancient ghosts of prior worlds have created a fantastically wealthy economy", "Baunt, a city in Midwestern Kelkaith that's said to have bathhouses as nice as those of Ethriel", "the winter sports league in Ztornaranth, on the western edge of midwestern Kelkaith", "the city of Suvkeyanin in Western Tachamund, the world's second largest city (after Polser)", "the city of Shibanyet in Northern Kanjamund, said to be the world's happiest city", "the city of Korjek in Northern Kanjamund, said to be the most tourist-oriented necromantic economy in the world", "Edge of Paradise, directly north of Ethriel on the edge of the world, said to have roads leading out of the world into small, wealthy demiplanes", "the philosopher kingdom of Isoss in far-western Kelkaith, Theoma's only monarchy", "the city of Theoma's Limit in the extreme south of Reytas, said to exist partially in the Firelands and to be perpetually covered in flames that repair dragons and objects rather than consuming them", "the city of Onayraye, the only city in the vast Ormerian interior, where vashael live wild and hunt", "the city of Rodrimor, on the southern coast of Ormeri, a city of cosmopolitan spice-farmers who grow an astonishing range of high-value crops for worldwide export", "the holy city of Ediveyrm, high in the mountains of the Serhin Range in Midwestern Kelkaith, where benevolent ghosts teach of religions from this world and the worlds preceding it", "a beautiful, shifting pattern", "a story you enjoyed", "writing a story", "snatches of a poem you remember so poorly that you suspect you're composing it anew", "a complex pattern of interlocking clockworks", "shopping with an unlimited budget", "sacred architecture", "fighting a mad ghost", "a landscape made of candy", "mentally creating a world", "getting into a snowball fight", "performing aerobatic tricks in the sky", "running a citystate", "trying to interact with other dragons while having a stiff, emotionless face", "a city catching fire", "watching a play designed to personally insult you", "watching a performance of your favorite play, with the actors ad-libbing replacements for some of the scenes", "designing a puzzle for other dragons to solve", "getting lost in an endless temple", "getting lost in a city", "innuendo", "being a shapeshifter", "the city-domes of Ethriel", "kalla fashion", "the process of thinking itself", "some theology you heard once", "crystals", "the city of Raldrani in Midwestern Kelkaith, famous for its glassworks", "the city of Xanasal in Midwestern Kelkaith, famous for the land god who lives there in a mountain-sized form", "the city of Phoenix Sea in the extreme south of Theoma, on the subcontinent known as The Embassy, which connects to a body of 'water' in the Firelands and has tons of phoenixes in residence", "being able to casually summon food the way land gods and ghosts can", "the things you'd do if you had the world-warping powers available to advanced necromancers", "one of the many times your school took you to a casino in youth, helping you to master probabillity control with geomancy", "some of the geomantic theory you invoke in your daily divinations", "things you wish you could do with necromancy", "dancing in a windstorm", "a foundry", "a place that you've never seen before which nonetheless feels like home", "loverdragons twining tails", "hyperbolic insults", "hyperbolic descriptions of places you've been", "the best street busker performance you ever saw"}. Your Room in an Ethriel Inn is a room. "You've lived in Ethriel for years, but now you've no home here. The inn charges nightly... Your room is nice, but small. It's just one of many. You've got a blue-padded nest to sleep in and some art on the wall to appreciate, if you like a painting of a rare steak and some fruit. Local commands: You can 'sleep' or 'read a book' here. If you want to read a specific book or bookgem, 'read ' will focus on it. If anyone is traveling with you and staying in your room as they do, you may 'talk to' them. [line break]Area Change commands: [Location Command Block in Ethriel] [line break]Personal Commands: [Personal Command Block in Ethriel]" Entertainment Options in Ethriel is a room. "Ethriel has a lot of pilgrimgons visiting the Archive of Lost Things, which gives it a touristgon economy. It has many options for entertainments. Really, it's no wonder you lived here for so long. There are [CommonLink Theatre SecondLink], bowling alleys, [CommonLink Bathhouse SecondLink], [CommonLink Cardhouses VisitLink], and of course the most famous museum in Theoma: The Archive of Lost Things. You can also visit a master artgon to try to view recent paintings and potentially commission a new one, or a book shop to try to pick up a book or bookgem that might just be your new favorite. Local commands: The 'visit <type of venue> command will go to specific places. '[CommonLink Theatre ActionLink]' to see a play, '[CommonLink Bathhouse ActionLink]' to visit a bathhouse, and so on. 'Visit a theatre' will also be recognized. Of special note in this location is the 'visit museum' command, which would ordinarily visit a theatre, but in this location will visit the Archive of Lost Things, the most notable landmark of Ethriel. [line break]Area Change commands: [Location Command Block in Ethriel] [line break]Personal Commands: [Personal Command Block in Ethriel]" Understand "visit cardhouse" or "visit a cardhouse" or "visit card house" or "visit a card house" as visiting a cardhouse. Visiting a cardhouse is an action applying to nothing. Instead of visiting a cardhouse while current city is Ethriel: playerport to Skakel's Games. Understand "play games" as playing games. Playing games is an action applying to nothing. Instead of playing games when the player is in Skakel's Games: say "This will cost 2 coins. Do you want to do it?"; If the player consents: let card skill check be the mental games level of the player + 2; now hungerNum of the player is hungerNum of the player - 1; If the cardhouseCooldown of the player is 0: now the coinsNum of the player is the coinsNum of the player - 2; If a random chance of 1 in 10 succeeds: say "You have a run of excellent luck at the cardhouse. Nobody's playing for stakes — that just provokes geomantic cheating — but you still get that rush of turning up the right cards at the right times to make your clever strategies work out. You're looking forward to your next session. (Cardhouse cooldown reset!)"; now entertainNum of the player is entertainNum of the player + 2; now cardhouseCooldown of the player is 0; give 4 XP to the player in mental games; Otherwise: If a random chance of 1 in card skill check succeeds: say "You get stomped at the cardhouse. The more experienced players know the odds and they know the decks. It doesn't matter which card game you play. It's just not your day. And it's petty, because you did still have fun, but it does hit your confidence to get nowhere like this."; now entertainNum of the player is entertainNum of the player + 1; now securityNum of the player is securityNum of the player - 1; If the mental games level of the player > 9: say "You're GOOD at these games, so it's worth it to meet players who can show you the floor like this. The cardhouse isn't usually this hot. There's some real legends stopping by today. You're raring to get back into the scene. (Cardhouse cooldown reset!)"; give 20 XP to the player in mental games; give 4 XP to the player in carousing; now entertainNum of the player is entertainNum of the player + 4; now cardhouseCooldown of the player is 0; Otherwise: give 2 XP to the player in mental games; now cardhouseCooldown of the player is 20; If the mental games level of the player is 0: say "This is kind of what you have to expect when you don't know how to play the games. It'll take some tolerance for defeat to actually get good at cards."; Otherwise if a random chance of card skill check in 150 succeeds: say "You're the star of the cardhouse. You know the decks, you know your strats, and your bets always land... Well, so to speak. You're not playing for stakes. Geomantic manipulation of the odds is too easy for dragons to play for stakes. Still, it's a ton of fun, and quite cheap. Cardhouses don't charge that much and they have decks for dozens of games."; now entertainNum of the player is entertainNum of the player + 2; now securityNum of the player is securityNum of the player + 1; now cardhouseCooldown of the player is 12; give 10 XP to the player in mental games; Otherwise: say "You play competent games with several decks at the cardhouse. You win some, you lose some, and the hours pass quickly. Since you're not here 'with' someone, you miss out on the personal connection with another dragon, but on the other hand nothing stops you from dropping in on whatever game is gathering. Cardhouses are a good time. They don't charge that much and they have decks for dozens of games."; now entertainNum of the player is entertainNum of the player + 1; now cardhouseCooldown of the player is 16; give 4 XP to the player in mental games; follow the turnpass rule; Otherwise: say "You feel like your last visit to the cardhouse was pretty recent. Are you sure you want to go again already?"; if player consents: now the coinsNum of the player is the coinsNum of the player - 2; if a random chance of card skill check in 30 succeeds: If a random chance of 1 in 10 succeeds: say "You have a run of excellent luck at the cardhouse. Nobody's playing for stakes — that just provokes geomantic cheating — but you still get that rush of turning up the right cards at the right times to make your clever strategies work out. You're looking forward to your next session. (Cardhouse cooldown reset!)"; now entertainNum of the player is entertainNum of the player + 2; now cardhouseCooldown of the player is 0; give 4 XP to the player in mental games; Otherwise: If a random chance of 1 in card skill check succeeds: say "You get stomped at the cardhouse. The more experienced players know the odds and they know the decks. It doesn't matter which card game you play. It's just not your day. And it's petty, because you did still have fun, but it does hit your confidence to get nowhere like this."; now entertainNum of the player is entertainNum of the player + 1; now securityNum of the player is securityNum of the player - 1; If the mental games level of the player > 9: say "You're GOOD at these games, so it's worth it to meet players who can show you the floor like this. The cardhouse isn't usually this hot. There's some real legends stopping by today. You're raring to get back into the scene. (Cardhouse cooldown reset!)"; give 20 XP to the player in mental games; give 4 XP to the player in carousing; now cardhouseCooldown of the player is 0; now entertainNum of the player is entertainNum of the player + 4; Otherwise: give 2 XP to the player in mental games; now cardhouseCooldown of the player is 20; If the mental games level of the player is 0: say "This is kind of what you have to expect when you don't know how to play the games. It'll take some tolerance for defeat to actually get good at cards. You might also consider buying a book on card strategies."; Otherwise if a random chance of card skill check in 150 succeeds: say "You're the star of the cardhouse. You know the decks, you know your strats, and your bets always land... Well, so to speak. You're not playing for stakes. Geomantic manipulation of the odds is too easy for dragons to play for stakes. Still, it's a ton of fun, and quite cheap. Cardhouses don't charge that much and they have decks for dozens of games."; now entertainNum of the player is entertainNum of the player + 2; now securityNum of the player is securityNum of the player + 1; now cardhouseCooldown of the player is 12; give 10 XP to the player in mental games; Otherwise: say "You play competent games with several decks at the cardhouse. You win some, you lose some, and the hours pass quickly. Since you're not here 'with' someone, you miss out on the personal connection with another dragon, but on the other hand nothing stops you from dropping in on whatever game is gathering. Cardhouses are a good time. They don't charge that much and they have decks for dozens of games."; now entertainNum of the player is entertainNum of the player + 1; now cardhouseCooldown of the player is 16; give 4 XP to the player in mental games; Otherwise: If a random chance of 1 in 10 succeeds: say "You have a run of excellent luck at the cardhouse. Nobody's playing for stakes — that just provokes geomantic cheating — but you still get that rush of turning up the right cards at the right times to make your clever strategies work out. You're looking forward to your next session. (Cardhouse cooldown reset!)"; now entertainNum of the player is entertainNum of the player + 2; give 4 XP to the player in mental games; now cardhouseCooldown of the player is 0; Otherwise if a random chance of 1 in card skill check succeeds: say "The regulars at the cardhouse step all over you. You can't get anything right in the games you play. The other gamesgons make sympathetic noises at you, but it doesn't help. You feel boredom with a tinge of despair as you push yourself through hopeless game after hopeless game."; now cardhouseCooldown of the player is 28; now securityNum of the player is securityNum of the player - 2; now entertainNum of the player is entertainNum of the player - 2; give 2 XP to the player in mental games; if the mental games level of the player < 2: say "Even if you want to learn the games, maybe you should wait a week before you come back in, just to recover emotionally and be ready to lose. You might also consider buying a book on card strategies."; Otherwise if a random chance of card skill check in 120 succeeds: say "You do well. Really well. You pick familiar strategies in familiar games, and find your opponents falling into predictable, exploitable patterns. The other gamesgons acknowledge your skill graciously and you bask in a bit of praise. Still, it's all a little too familiar. It passes the hours tolerably well — and rather cheaply, given the cost structure at a cardhouse."; now securityNum of the player is securityNum of the player + 1; now entertainNum of the player is entertainNum of the player + 1; give 6 XP to the player in mental games; now cardhouseCooldown of the player is 16; Otherwise: say "You play competent games with several decks at the cardhouse. You win some, and you lose some. The hours pass a bit slowly. You're not suffering per se, but maybe you need a more varied range of entertainments."; give 4 XP to the player in mental games; now cardhouseCooldown of the player is 16; follow the turnpass rule; Otherwise: stop the action; Understand "visit theatre" or "visit a theatre" as visiting a theatre. Visiting a theatre is an action applying to nothing. Instead of visiting a theatre while current city is Ethriel and chargencondition is false: If the coinsNum of the player < 12: say "You haven't the money to visit the theatre!"; Stop the action; If the theatreCooldown of the player is 0: say "This will cost 12 coins. Are you sure?"; If the player consents: now the hungerNum of the player is the hungerNum of the player - 1; sort the Table of Ethriel Plays in random order; If there is a playyear of DateYear in the Table of Ethriel Plays: say "You attend [the play corresponding to a playyear of DateYear in the Table of Ethriel Plays]"; Otherwise: choose row 1 in the Table of Ethriel Plays; say "You attend [play entry]"; say "You spend a few hours hanging out in cafes, picking up some snacks and chatting about the play you saw with others who attended the showing. [if TimekeepingVar is 3]Ethriel is spectacular. It's still alit and active all night long.[end if]"; Now the entertainNum of the player is the entertainNum of the player + 2; give 2 XP to the player in writing; follow the turnpass rule; now the theatreCooldown of the player is 28; Otherwise: say "You've already attended the theatre this week. Are you sure you want to go again?"; If player consents: now the hungerNum of the player is the hungerNum of the player - 1; sort the Table of Ethriel Plays in random order; If there is a playyear of DateYear in the Table of Ethriel Plays: say "You attend [the play corresponding to a playyear of DateYear in the Table of Ethriel Plays]"; Otherwise: choose row 1 in the Table of Ethriel Plays; say "You attend [play entry]"; say "You spend a few hours hanging out in cafes, picking up some snacks and chatting about the play you saw with others who attended the showing. [if TimekeepingVar is 3]Ethriel is spectacular. It's still alit and active all night long. [end if][theatre overuse]"; Now the entertainNum of the player is the entertainNum of the player + 2; give 2 XP to the player in writing; follow the turnpass rule; now the theatreCooldown of the player is 28; To say theatre overuse: If a random chance of 1 in 3 succeeds: say "This time at least, packing your theatre visits has left you inspired. You find yourself picking apart tropes and archetypes in conversation with others, and really getting into the details of [the playtitle corresponding to a playyear of DateYear in the Table of Ethriel Plays]."; now the entertainNum of the player is the entertainNum of the player + 1; give 2 XP to the player in writing; Otherwise if a random chance of 1 in 3 succeeds: say "As much as you enjoy watching plays, spending too much time bumming around the theatres makes you feel like a non-person whose own story is uninteresting. If you can't live an interesting life, maybe you could at least write one."; Now the securityNum of the player is the securityNum of the player - 1; Otherwise if a random chance of 2 in 3 succeeds: say "Unfortunately, there are only so many plays going on in [current city]. Maybe you'd see something more exciting if you at least left to a different city. Seeing plays here is a waste of your money."; now the entertainNum of the player is the entertainNum of the player - 3; Otherwise: say ""; Table of Ethriel Plays playyear playtitle play 1227 "Fear the Firelands" "Fear the Firelands. It's a decent drama about an expedition to the firelands that separates a formerly loving couple who were on the expedition. One of the two develops a god complex when exposed to the ever-burning lands, and refuses to return to Theoma!" 1227 "Nura's Abyss" "Nura's Abyss. It's a fantastical adventure with wild sets and costumes, and a bunch of staged fights with fake blood and illusions. It's one of the showiest plays in local theatres and a big hit, but expensive to perform. You've seen it before, but it retains its imaginative character." 1227 "Fiddling Lizards" "Fiddling Lizards. This romantic comedy romp features a failed polyamorous romance and several energetic musical numbers. The actual story is tell-y and obvious, but the musical numbers make the whole performance worthwhile." Food Options in Ethriel is a room. "Ethriel's touristgon economy gives it a thriving food culture as well. Locals often eat at [EthrielLink Eatin at Taigahane's], which offers cheap spiced reindeer, cabbage, and bread. More popular with visitors, at least if they can afford it, is [EthrielLink Eatin at Korloave's Greenhouse], a hot restaurant with an herbacious menu. Also famous, if not exactly a place for a balanced meal, is Cakeshapes in the third dome. [EthrielLink Eatin at Cakeshapes] sells sweets in unusual shapes. It is, as far as you know, the only place in Theoma where you can buy a meal in which the plate and cutlery are intended to be eaten as well. Lastly, there's [EthrielLink Eatin at S&S in Ethriel], which is a chain restaurant with outlets in many Kelkaithian cities that sells flatbreads topped with cheese plus tomato or cream sauce, and then a variety of specific options. There's also several grocery stores around the city. Local commands: The 'visit <name of venue>' or 'eat at <name of venue>' commands will order food from specific places. This does not consume a time block unless you're attending with someone. 'Visit grocery store' will instead move to a grocery store. If using keyboard, omit apostraphes in place names. [line break]Area Change commands: [Location Command Block in Ethriel] [line break]Personal Commands: [Personal Command Block in Ethriel]" Table of Restaurant Foods Eatery Description of Food Taigahane's {"the default meal option without modifications. Spiced reindeer, cabbage, and bread. It's filling, if basic. It comes with unlimited small beer to wash it down. Well, they say unlimited, but if you actually try to get drunk on the low-alcohol brew, they'll cut you off before you get there", "the spiced reindeer alone. This way, you can better appreciate the sweet spicy rub applied to the meat. It's really the only part of Taigahane's menu that stands out. It comes with unlimited small beer to wash it down", "a savory reindeer stew, a thick, rich brown stew, served in a bread bowl that is quite delicious when it's soaked in these flavors. It comes with unlimited small beer to wash it down. Well, they say unlimited, but if you actually try to get drunk on the low-alcohol brew, they'll cut you off before you get there", "a reindeer sandwich. It's not that different from the default meal option, but the meat is chopped up so it's easier to shear through the sandwich without so much pressure that it falls apart, and on the whole it's a little faster and more convenient to eat as a result. The unlimited small beer is the same with every item from Taigahane's, and decent though mostly just meant for hydration rather than flavor"} Korloave's Greenhouse {"a chickpea and kale salad with sun-dried tomato vinaigrette. The crisp, roasted chickpeas offer a nutty flavor while the cilantro, mint, and scallions give it a cool herbal spice, an impression magnified by the fact that the dish is served cool. It actually comes to the table quite quickly. Good restaurants use divinations to start preparing food before it's ordered, but in this case you suspect the speed was because these salads are left to sit in the cooler overnight. That's no insult, but recommended handling for the recipe. The dish comes with a crystal glass bowl of white wine to drink", "a citrus noodle salad with tofu and fresh herbs. This intense, complex dish comes in with sweet tartness from its fruit, salt and a touch of smoke from its thin dark sauce, and a bright herbaciousness from the large leaves of minimally processed herbs. You're not a vegetarian, but vegetarians in Ethriel know that Korloave's is a good place to get a professionally prepared vegetarian meal. The dish comes with a crystal glass bowl of grapefruit juice to drink", "a sliced steak salad. The tomato, scallion, mint, and basil is all very welcome, but there are two stars to this dish. The first is the meat, thin-sliced but ample in quantity. The second is the spicy dressing, derived of fish sauce and livened up with a bit of lime, garlic, and sugar. The scallion in the salad is specifically the white parts of the scallion, making the ingredient function as a stand-in for onion. The dish comes with a crystal glass bowl of a tannic red wine", "onion basil beef. The name of the dish elides the heavy dose of chilies in the recipe. This extremely spicy dish does not come with a salad. It's mostly meat, and is particularly popular with kalla attending at Korloave's, even though by a quirk of the kalla tongue they can't taste the raw heat of the dish. To a kalla, this is a sweet onion beef. To any other dragon, this is a meat and onion dish served with basil and fire adorning it. The chilis are imported all the way from Reytas"} Cakeshapes {"a set of blunt woodworking tools, you pay at the counter, buying a glossy edible plate and its associated softening sauce while you're there. Despite superficially convincing appearances, the tools are shells of recolored locuseen with cream and candyfloss inside of them. When you've finished your tools, you break the plate apart and dip it in the sweet softening sauce that is provided, then drink the remaining sauce and eat the waxy-sweet bowl in which it was provided.", "a realistic dragon's egg and an edible spoon, you pay at the counter. Taking your egg back to a table in the mall, you break it open and scoop out the sweet paste inside it. The egg is empty; the semblance of cannibalism is not taken to the extent of including a fetal dragon sculpture inside the egg. You crunch up the pieces of the shell [beakcheck 1] and lick them apart with your tongue, then you finish by manually breaking up the spoon and holding the pieces in your [beakcheck 2] until they likewise dissolve away. It's all very sweet.", "a small treasure chest full of coins. Each coin is a sweet that melts in your [beakcheck 2], and the treasure chest itself is a brittle sweet that functions only until you strain it with your fingers.", "a cake shaped like a heavy tome and an edible fork. Sitting open to a double-spread of illuminated pages, you spend a few moments reading about a land made of sweets in which life is easy and everything is delicious, then you dig in. The brittle tines of the fork break partway through, so you go up and buy another one; it's not the expensive part of this meal.", "an arid rocky landscape and a bowl of softening sauce. The 'rocks' would melt in your mouth if you were very patient, and you could well break up this whole dish and eat it that way, but the softening sauce starts them dissolving on contact, which is much faster. The 'rocks' fizz and melt in your mouth, revealing a mix of caramel or cream flavors depending on the color of the 'rock'. When you're done, you lick out the last drops of softening sauce (there isn't much left), then bite into the slightly waxy bowl itself."} S&S Flatbreads {"cheese, garlic, spinach, and a heavy cream sauce. The flatbread is assembled before your eyes and slid into the oven. You wait ten minutes in the sitting area outside of the establishment, until they call your name and you come forward to pick up your plated flatbread. The rich, creamy, savory thing is still hot and ever so slightly sweet in crust and sauce, with the creamy sauce muting the bitterness of the spinach", "tomato sauce, pork, and cheese. The flatbread is assembled before your eyes and slid into the oven. You wait ten minutes in the sitting area outside of the establishment, until they call your name and you come forward to pick up your plated flatbread. The rich, savory thing is still hot and ever so slightly spicy from something in the meat, with a bright and tangy taste from the sauce and a gooey, salty flavor contributed by the cheese", "olives, pork, and tomato sauce. The flatbread is assembled before your eyes and slid into the oven. You wait ten minutes in the sitting area outside of the establishment, until they call your name and you come forward to pick up your plated flatbread. The rich, salty thing is still hot and ever so slightly spicy from something in the meat, with a piquant and luxurious flavor from the imported olives. The pricetag on this is surprisingly good for using so many olives", "fish, broccoli, garlic, cheese, corn, and tomato sauce. The flatbread is assembled before your eyes and slid into the oven. You wait ten minutes in the sitting area outside of the establishment, until they call your name and you come forward to pick up your plated flatbread. The only fish used at S&S Flatbreads is a small, salty fish with an intensely flavored oil whose flavor is not moderated at all from the preservation process it goes through before being shipped inland. It's a bit challenging to come up with a dish that uses the fish at this place and still tastes good, but it's rewardingly different from the other flavors you consume. The broccoli and corn have a moderating influence on the flavor. The flatbread as a whole is still rich and savory as every flatbread from S&S flatbreads is", "shredded quema, a salting of crumbled fatty pork, spinach, cheese, and a heavy cream sauce. The flatbread is assembled before your eyes and slid into the oven. You wait ten minutes in the sitting area outside of the establishment, until they call your name and you come forward to pick up your plated flatbread. The richness of the cream and pork is mediated by the gentle bitterness of the spinach and the gooey savoriness of the cheese. The cream and the crust contribute a little bit of sweetness", "a giant cookie. If you want to eat a giant cookie, you can. This kind of dissolute meal scandalizes flux worlders, but where are those on Theoma? Immortality has its rewards. The cookie is put into the oven as though it were a flatbread, and a few minutes later it is pulled back out and plated for you. Gooey chips of melted locuseen candy are only the start; when you dig into the cookie, you discover it contains a thin, molten layer of locuseen in it. The cookie is dense and flavorful, very sweet and slightly bitter, with vanilla and caramel notes coming from the locuseen"} Ethriel PWA Guildhall {"Fried fish, grilled fish, fish stew, even fish served raw... The PWA is the place to go for fish! Lutragons love the PWA if they can afford the membership fees. The PWA canteen in Ethriel is mostly just a fish bar. You get a grilled fish and a glass of white wine. The white wine is light bodied, easy to drink, and served cold. You follow the meal with some chocolates from the dessert bar. No locuseen here; they have actual chocolate.", "Fried fish, grilled fish, fish stew, even fish served raw... The PWA is the place to go for fish! Lutragons love the PWA if they can afford the membership fees. The PWA canteen in Ethriel is mostly just a fish bar. You get fried fish and a beer. It isn't even a small beer, and it's top-quality, clean and refreshing with a rich bready taste. The fish is pretty good, too! You follow the meal with some peanut butter brownies from the dessert bar.", "Fried fish, grilled fish, fish stew, even fish served raw... the PWA is the place to go for fish! Lutragons love the PWA if they can afford the membership fees. The PWA canteen in Ethriel is mostly just a fish bar. You get a spicy fish bowl and a... beverage. It's diamond green and sour. The spicy fish bowl is actually raw cubed fish tossed with a spicy sauce and served over rice and shredded lettuce, with a side of cubed atetu. The little green atetu cubes are soft enough to crush with your tongue, and the fish is pretty tender, too. You follow the meal by snatching a little round lime tart from the dessert bar."} To say beakcheck 1: If species of the player is kalla: say "with the tip of your beak"; Otherwise: say "in your teeth". To say beakcheck 2: If species of the player is kalla: say "beak"; Otherwise: say "mouth". Understand "visit Taigahanes" as visiting Taigahane's. Visiting Taigahane's is an action applying to nothing. Instead of visiting Taigahane's when current city is Ethriel and chargencondition is false: If the hungerNum of the player < 1: say "You're not hungry at all. You can't go out to eat like this."; stop the action; Otherwise if the eatingCooldown of the player is not 0: say "You just ate; if you haven't eaten in a long time, you might still need more food, but you can't eat more right now."; stop the action; Otherwise: say "That will cost 3 coins. Do you want to?"; If player consents: choose row 1 in the Table of Restaurant Foods; say "Taigahane's is a very modest place with homely decor, kept clean and faintly comical with its insistence on a fake half-timbered look despite being buried deep inside a metallic swaivshon city dome. There's a nice open fireplace around which the dining area is set. You take a seat, finding a short woodblock menu on the table you pick. A servergon soon approaches. Reviewing the block of wood with the menu burned onto it, you opt for [a random item from Description of Food entry]."; now the hungerNum of the player is the hungerNum of the player - 3; If a random chance of 1 in 3 succeeds: now the entertainNum of the player is the entertainNum of the player + 1; If a random chance of 1 in 35 succeeds: now the securityNum of the player is the securityNum of the player + 1; now the eatingCooldown of the player is 1; Otherwise: stop the action. To say Food at Taigahane's: Try visiting Taigahane's. Understand "visit Korloaves Greenhouse" or "visit Korloaves" or "visit greenhouse" as visiting Korloave's Greenhouse. Visiting Korloave's Greenhouse is an action applying to nothing. Instead of visiting Korloave's Greenhouse when current city is Ethriel and chargencondition is false: If the hungerNum of the player < 1: say "You're not hungry at all. You can't go out to eat like this."; stop the action; Otherwise if the eatingCooldown of the player is not 0: say "You juse ate; if you haven't eaten in a long time, you might still need more food, but you can't eat more right now."; stop the action; Otherwise: say "That will cost 15 coins. Do you want to?"; If player consents: choose row 2 in the Table of Restaurant Foods; say "Korloave's Greenhouse greets you with a tropical heat. The main eating area is two stories tall and covered in glass. Surrounding it is a small park likewise surrounded by a second shell of glass. The open kitchen in the middle is abuzz with roasting meat and the rapid chopping of a knife in the hands of a muscular kalla chefgon as an endless supply of vegetable and herbal ingredients is prepared to feed the dragons flocking to the warm green restaurant. Above the two floors holding the seating and kitchen, a fat three-floored building clings to the ceiling of this level of the dome. The proprietors, being the eponymous Korloave the Herbgon for whom the place was named as well as zir three mates, live up there above their restaurant. [line break]You are met at the entrance by a waitgon who guides you to an open seat and hands you a paper menu. Reviewing the options, you select [a random item from Description of Food entry]."; now the hungerNum of the player is the hungerNum of the player - 3; now the entertainNum of the player is the entertainNum of the player + 1; If a random chance of 1 in 35 succeeds: now the securityNum of the player is the securityNum of the player + 1; Otherwise if a random chance of 1 in 35 succeeds: now the securityNum of the player is the securityNum of the player - 1; now the eatingCooldown of the player is 1. To say Food at Korloave's Greenhouse: Try visiting Korloave's Greenhouse. Understand "visit Cakeshapes" as visiting Cakeshapes. Visiting Cakeshapes is an action applying to nothing. Instead of visiting Cakeshapes when current city is Ethriel and chargencondition is false: If the hungerNum of the player < 1: say "You're not hungry at all. You can't go out to eat like this."; stop the action; Otherwise if the eatingCooldown of the player is not 0: say "You just ate; if you haven't eaten in a long time, you might still need more food, but you can't eat more right now."; stop the action; Otherwise: say "That will cost 12 coins. Do you want to?"; If player consents: choose row 3 in the Table of Restaurant Foods; say "Cakeshapes has a smooth white aesthetic with curving lines and glass cases holding an eclectic range of inedible-looking things on pedestals with price cards and descriptions next to them talking about the flavors of their cake and icing components, or else specifying what kind of sweet they're actually made of (and what texture that implies). Each card says how long the item will keep. Most of them say they'll last only two weeks, but a few of them claim they'll remain edible for years if kept clean and cool. One entire wall is lined with shelves behind glass bearing still more of these dubiously-appetizing delicacies. If you wanted to buy tools and eat them, this place offers several flavors for that fantasy. A counter with a servergon behind it waits for you to make a selection, and a small eating area in the surrounding mall is there to provide eating arrangements if you want to eat your acquisition immediately. [line break]You browse the shelves looking for something that would be appealing right now. Picking out [a random item from Description of Food entry]. You are left with no sign of your meal and the energized sensation of having eaten way too much sugar in one sitting."; now the hungerNum of the player is the hungerNum of the player - 6; If a random chance of 2 in 3 succeeds: now the entertainNum of the player is the entertainNum of the player + 2; If a random chance of 1 in 35 succeeds: now the securityNum of the player is the securityNum of the player - 1; now the eatingCooldown of the player is 1. To say Food at Cakeshapes: Try visiting Cakeshapes. Understand "visit S&S" or "visit S&S Flatbreads" or "visit S&S" as visiting S&S Flatbreads. Visiting S&S Flatbreads is an action applying to nothing. Instead of visiting S&S Flatbreads when current city is Ethriel and chargencondition is false: If the hungerNum of the player < 1: say "You're not hungry at all. You can't go out to eat like this."; stop the action; Otherwise if the eatingCooldown of the player is not 0: say "You just ate; if you haven't eaten in a long time, you might still need more food, but you can't eat more right now."; stop the action; Otherwise: say "That will cost 5 coins. Do you want to?"; If player consents: choose row 4 in the Table of Restaurant Foods; say "S&S Flatbreads is a simple lunch counter outlet with portions so big you only have to eat there every other day. It's some of the most cost-effective food in the whole city, and there's one in each of Ethriel's five city-domes. Boxes of ingredients sit open behind a glass front along the counter, a large oven behind the counter has topping-laden flatbreads cooking in it, and a platter of sandwich cookies stands next to the check-out register. S&S offers good prices and ample serving sizes. Although they're a large, impersonal organization, some dragons are obsessed with them. The food is very tasty. [line break]You approach the counter after standing in line briefly, and put in an order for a flatbread topped with [a random item from Description of Food entry]. The serving size of the main dish is customized for your species, but it's still sized to be a lot of food. Nevertheless, it's so palatable that your appetite holds until you've finished it."; now the hungerNum of the player is the hungerNum of the player - 6; If a random chance of 2 in 3 succeeds: now the entertainNum of the player is the entertainNum of the player + 1; If a random chance of 1 in 5 succeeds: now the entertainNum of the player is the entertainNum of the player - 1; If a random chance of 1 in 35 succeeds: now the securityNum of the player is the securityNum of the player + 1; now the eatingCooldown of the player is 1. To say Food at S&S Flatbreads in Ethriel: Try visiting S&S Flatbreads. Beyond the Domes is a room. "There are five massive city-domes in Ethriel, arranged at five of the points of a hexagon with the north point occupied only by a nature reserve. With all five domes under the same citystate government, Ethriel is the fourth largest city in Theoma, behind Polser (1st), Suvkeyanin (2nd), and Mosdenechrak (3rd). It's just a little larger than Zyrine (5th). It has the third most monumental construction, or the fifth, depending on whether the three underpopulated, overbuilt cities of Jiasote are considered one challenger or three. From outside of the city, you can see all this clearly. The domes absolutely dominate the landscape. They're taller than the trees. They're taller than the hills. Dragon-made mountains containing layer upon layer of buildings, and every individual layer five stories tall... Around most sides of the city, there's a sparse ruralia with farms interspersed by forests. Some of the farms operate year-round with magical heating to keep the plants healthy, while others are only active from late spring to early autumn. Snow falls even in summer sometimes, but by the grace of the land god Indarian, the local plants are very cold-hardy, and the farmgons who insist on growing things from other regions have invested in the heat runes needed to keep the plants alive. The north side of the city is unfarmed, but leads directly into a vast semi-wilderness, with footroads that ran to lumbering operations to supply Ethriel with wood for its furnaces and baths. Looking at the weather, you see [the most recently decided weather]. Local commands: You can '[CommonLink Naturewandering ActionLink]' or 'hunt' here. Wandering in nature is free entertainment. Hunting is a free, but unreliable, means of gaining food. If it works, hunting is likely to yield several days of food as well as some bone and hide, also known as goods to sell. [line break]Area Change commands: [Location Command Block in Ethriel] [line break]Personal Commands: [Personal Command Block in Ethriel]" Table of Weather City Inclemency Season RainOrSnow Weather Description Ethriel 1 1 True {"a mostly-harmless drizzle with temperatures that aren't too cold", "a very gentle snowfall, flakes hanging in the air", "a very gentle snowfall, flakes hanging in the air", "a very gentle snowfall, flakes hanging in the air"} Ethriel 1 1 False {"a clear, chill sky", "a chill blank sky, but not too bad a temperature"} Ethriel 2 1 True {"a gentle snowfall, silencing the world"} Ethriel 2 1 False {"a cold sky with some wind chill"} Ethriel 3 1 True {"a snowfall with significant accumulation"} Ethriel 3 1 False {"a clear, bitterly cold temperature", "a cold temperature with significant wind chill", "a blank cloudy sky with no warmth"} Ethriel 4 1 True {"a heavy snowfall, limiting visibility", "snow and blowing wind, limiting visibility"} Ethriel 4 1 False {"a blustery air with extremely low temperatures"} Ethriel 5 1 True {"a horrible blizzard, making the world a wall of white"} Ethriel 5 1 False {"a temperature where your breath crackles in the air as it snap-freezes", "a day with frigid air and dangerously strong winds"} Ethriel 6 1 True {"a necromantic storm, blackening the world and making reality feel rotten and soft"} Ethriel 6 1 False {"a necromantic storm, blackening the world and making reality feel rotten and soft"} Ethriel 1 2 True {"a faint dripping rain from a grey sky"} Ethriel 1 2 False {"a dreary grey-sky", "a chill spring air, clear and brisk", "a chill spring air, clear and brisk"} Ethriel 2 2 True {"a chill drizzle"} Ethriel 2 2 False {"a clear, cold sky", "a nippy temperature, but no precipitation", "a blank cloudy sky amidst cold temperatures"} Ethriel 3 2 True {"a heavy, cold rain", "a crackling spring storm", "a rousing spring storm"} Ethriel 3 2 False {"a windy, near-freezing sky", "an unpleasant cold snap"} Ethriel 4 2 True {"a heavy, wet snowfall, defying the spring and clinging to everything"} Ethriel 4 2 False {"an unseasonably cold temperature, which is to say it is absolutely freezing", "weather in which snow, if there were any accumulated, would surely not melt"} Ethriel 5 2 True {"a crashing thunderstorm with strong winds and low temperatures", "a crackling thundersnow, with thunder crashing and high winds blowing snow everywhere, but little accumulation as the weather is a little too warm and wet for the snow to build up"} Ethriel 5 2 False {"an aberrantly cold air in which your breath crackles in the air as it snap-freezes", "a freezing windstorm"} Ethriel 6 2 True {"a necromantic storm, blackening the world and making reality feel rotten and soft"} Ethriel 6 2 False {"a necromantic storm, blackening the world and making reality feel rotten and soft"} Ethriel 1 3 True {"a mostly-harmless drizzle with temperatures that aren't too cold", "a blank grey sky that seems to be less raining and more occasionally dripping"} Ethriel 1 3 False {"a warm-ish summer temperature", "an air as warm as it usually gets in Ethriel, which isn't very", "the kind of weather beloved of dragons who hate to ever be too hot", "a breezy air with a tolerable chill", "a pleasant clear sky and nothing to report", "a blank cloudy sky, but a basically warm air beneath it"} Ethriel 2 3 True {"a gentle summer rain, with tolerable temperatures and no excess of wind chill", "proof that the land gods don't like droughts", "too much rain for a picnic, but not so much rain that one must hide from it"} Ethriel 2 3 False {"A slightly chilly air", "a sky offering decent temperatures but a biting wind", "a reminder that Ethriel is too far north to have proper warm summers"} Ethriel 3 3 True {"a significant rainfall", "a cold temperature and too much rain"} Ethriel 3 3 False {"a clear air, but a temperature that doesn't feel like summer", "too cold a wind to be quite comfortable", "grey skies that threaten storms"} Ethriel 4 3 True {"a drenching storm, complete with lightning", "a spring storm received in summer", "a cold and stormy air"} Ethriel 4 3 False {"an unseasonally cold day", "too much wind and a chilly day"} Ethriel 5 3 True {"a furious downpour with blowing wind and thunder crashing", "a hailstorm", "a day set to inflict hypothermia on dragons with the great cold wetness that it offers"} Ethriel 5 3 False {"rippling distortions falling from the sky and breaking when they hit solid objects", "a day far hotter than the local climate usually generates", "gloomy black fog"} Ethriel 6 3 True {"a necromantic storm, blackening the world and making reality feel rotten and soft"} Ethriel 6 3 False {"a necromantic storm, blackening the world and making reality feel rotten and soft"} Ethriel 1 4 True {"a mostly-harmless drizzle with temperatures that aren't too cold", "a mostly-harmless drizzle with temperatures that aren't too cold", "a mostly-harmless drizzle with temperatures that aren't too cold", "a very gentle snowfall, flakes hanging in the air"} Ethriel 1 4 False {"a clear, chill sky", "a chill blank sky, but not too bad a temperature"} Ethriel 2 4 True {"a gentle snowfall, silencing the world"} Ethriel 2 4 False {"a cold sky with some wind chill", "a gentle reminder that autumn winds can be quite cold"} Ethriel 3 4 True {"a snowfall with significant accumulation"} Ethriel 3 4 False {"a clear, bitterly cold temperature", "a cold temperature with significant wind chill", "a blank cloudy sky with no warmth"} Ethriel 4 4 True {"a heavy snowfall, limiting visibility", "snow and blowing wind, limiting visibility"} Ethriel 4 4 False {"a blustery air with unseasonably wintry temperatures"} Ethriel 5 4 True {"a horrible blizzard, making the world a wall of white"} Ethriel 5 4 False {"an aberrantly cold air in which your breath crackles in the air as it snap-freezes", "a day with frigid air and dangerously strong winds"} Ethriel 6 4 True {"a necromantic storm, blackening the world and making reality feel rotten and soft"} Ethriel 6 4 False {"a necromantic storm, blackening the world and making reality feel rotten and soft"} Table of Interests Personal Interest Culture Career Possibilities Conversations Economics Kelkaithian {haulergon, haulergon, haulergon, haulergon, philosophygon, mental dissolutionist, smithgon, authorgon, farmgon, charitygon} {"the price of hogs", "the price of sheep", "the price of vegetables", "food prices", "vrash armor", "the weather", "the economy the local land god wants to see built", "their daily divinations", "a book of production technologies", "the difficulty of making the latest goods available even to the poor", "exotic luxuries available in distant places", "the importance of the general savings rate", "cheap, resilient architecture", "their long-term investments", "other, very wealthy dragons", "the importance of long-term planning", "how and why prices vary between cities in the region", "the origins of common local goods", "the design of irrigation systems", "economics", "the virtue of stoicism", "the value of a calm attitude", "the importance of boredom-tolerance to haulergons", "a controversial theory of economics", "the divine principle of Weld", "the divine principle of Garden", "the divine principle of Chains", "damages from the last necromantic storm to pass through the area"} Art Kelkaithian {pottergon, pottergon, petgon, petgon, authorgon, mental dissolutionist, musicgon, kaimagon} {"the plays running in local theatres this year", "the latest masterpiece of a famous artgon", "their envy of the beloved pet of a very rich dragon", "the latest masterpice of a famous artgon", "an obscure artgon they wish was more known", "an infamous actorgon", "the villain of a popular play", "a short story they once wrote", "a fictional character they invented", "the way archetypes interact", "a famous old piece of artwork", "exotic luxuries available in distant places", "the inherent piety of play", "a fun dream they once had", "the way the world was made to promote the ethical development of dragonkind", "the way that art promotes empathy", "art", "the divine principle of Hydra"} Playing Kaima Kelkaithian {pottergon, haulergon, lumbergon, smithgon, huntgon, farmgon, authorgon, holygon, holygon, mental dissolutionist, flygon, kaimagon, kaimagon} {"the meaning of different kaima cards", "the weather", "the nature of the consensus of the land gods", "their daily divinations", "the art of cold-reading dragons", "an exciting kaima reading they gave to someone once", "a game that can be played with kaima cards", "the dread of drawing The Firestorm in a kaima draw", "the implications of universal benevolence", "the way the consensus of the land gods talks to dragons in every moment", "the divine principle of Chime", "the inherent piety of play", "a fun dream they once had", "an emotionally significant dream they once had", "the way the world was supposedly made to make dragons happy", "playing kaima", "the basic pleasure of a walk in nature"} Vegetarianism Kelkaithian {farmgon, farmgon, farmgon, rangergon, philosophygon, holygon, physical dissolutionist} {"vegetarian recipes", "the price of vegetables", "rare vegetables", "rare fruits", "exotic vegetarian recipes", "the pleasure of a good meal", "the difficulty of getting most kalla to eat plants", "edible plants that can be gathered in the wilderness", "dandelion wine", "cheap edible plants", "a particularly savory species of mushroom with a meaty flavor", "the ethical problems with hunting and raising meat animals", "bean-based meat substitutes", "tofu", "the way the world was made to promote the ethical development of dragonkind", "vegetarianism", "the basic pleasure of a walk in nature"} Carnivory Kelkaithian {huntgon, huntgon, rangergon, rangergon, farmgon, physical dissolutionist, holygon} {"meaty recipes", "Woodwall-style sausage gravy", "the price of beef", "the price of mutton", "exotic game", "the pleasure of a good meal", "a particularly savory species of mushroom with a meaty flavor", "the best kinds of bread to pair with different meats", "meat-frying", "gravy recipes", "bread recipes with meat baked into them", "a fantasy of hunting", "a book starring a great huntgon", "the way the world was supposedly made for meat-eating", "a dream they once had of an endless feast", "carnivory", "the basic pleasure of a walk in nature"} Fine Foods Kelkaithian {farmgon, farmgon, huntgon, huntgon, rangergon, rangergon, mental dissolutionist, physical dissolutionist, physical dissolutionist, petgon} {"fancy foods", "food prices", "rare vegetables", "rare fruits", "the pleasure of a good meal", "exotic luxuries available in distant places", "a dream they once had of an endless feast", "Woodwall-style sausage gravy", "a particularly savory species of mushroom with a meaty flavor", "their opinions about the finest kind of bread", "kinds of cake", "kinds of candy", "unusual foods", "fine foreign liquors", "non-alcoholic spirits, which are beverages that emulate the flavor of spirits while having no alcohol content", "the best kinds of wine to pair with various meals", "edible plants that can be gathered in the wilderness", "dandelion wine", "fine foods"} Books Kelkaithian {authorgon, authorgon, authorgon, philosophygon, philosophygon, philosophygon, mental dissolutionist, mental dissolutionist, petgon} {"a popular novel", "an obscure novel", "their favorite novel", "a random philosophy text", "a popular philosophy text", "their favorite polemic", "their least-favorite polemic", "a piece of past-world fiction", "the price of books", "a book of production technologies", "a popular authorgon", "an infamous fictional dissolutionist", "a dissolutionist who has produced a famous story", "an account of the life of an inventor", "a fictional villain", "a surprisingly bloody description of a fictional battle", "a fictional family", "the way archetypes interact", "a fictional character they invented", "a fun dream they once had", "an emotionally significant dream they once had", "a dream they once had of visiting a fictional world", "the way the world was made to promote the ethical development of dragonkind", "the way that reading promotes empathy", "books"} Religion Kelkaithian {holygon, holygon, holygon, holygon, charitygon, physical dissolutionist, mental dissolutionist, mental dissolutionist, philosophygon, kaimagon} {"the preferences of the local land god", "the weather", "the correlations between theome climates and the kinds of land gods", "the implications of universal benevolence", "the economy the local land god wants to see built", "the way archetypes interact", "controversial decisions of the land gods", "the nature of the consensus of the land gods", "the inherent piety of play", "the divine principle of Chime", "the divine principle of Weld", "the divine principle of Rift", "the divine principle of Dissolution", "the divine principle of Garden", "the divine principle of Chains", "the divine principle of Hydra", "the Ascending Path theology", "the faith of Uttermost Dark", "the faith of the Illuminated Order", "the duty to try to make others happy", "a fun dream they once had", "an emotionally significant dream they once had", "the way the world was supposedly made to promote the ethical development of dragonkind", "the way the world was supposedly made to make dragons happy", "the doctrine of universal divinity", "religion", "the basic pleasure of a walk in nature", "a prayer said to protect from necromantic storms"} Sex Kelkaithian {sex pest, sex pest, sex pest, sex pest, mental dissolutionist, petgon, sportsgon, lutragon, physical dissolutionist, physical dissolutionist} {"inventive sex positions", "inventive sex positions", "a sexual dream they once had", "the infamous vrash-myrghon problem in sexuality", "a book about sex", "Baunt, a city known for its bathhouses", "Wyranine, a Tachamundi city known for its bathhouses", "Ethriel, a city known for its bathhouses", "a myth about the exploits of the otter-like tesam", "an amusing anecdote of something that happened at an orgy", "a description of a weird species said to have existed in a prior world", "fetishes", "the way the world was supposedly made to make dragons happy", "an uncomfortable sexual experience they once had", "sex", "the basic pleasure of a walk in nature", "the sexiness of confident dragons", "the divine principle of Hydra", "the divine principle of Chains"} Necromancy Kelkaithian {holygon, authorgon, philosophygon, haulergon, mental dissolutionist, rangergon, flygon, huntgon, farmgon} {"gossip about material summoners in the city", "controversial decisions of the land gods", "the nature of the consensus of the land gods", "sexual reassignment magics", "past world divinations", "past life divinations", "the importance of balancing piety and independence when studying necromancy", "the divine principle of Hydra", "the divine principle of Rift", "the divine principle of Dissolution", "a grandiose dream they once had", "a fun dream they once had", "a personal desire to be a ghost", "necromancy", "damages from the last necromantic storm to pass through the area", "a prayer said to protect from necromantic storms", "reasons why the land gods might unleash necromantic storms"} Plants Kelkaithian {farmgon, farmgon, farmgon, huntgon, rangergon, rangergon, rangergon, haulergon} {"common flowers", "popular flowers", "rare flowers", "the parts of flowers", "the price of vegetables", "the weather", "rare fruits", "rare vegetables", "the effects of climate on plantlife", "the crops of a distant place", "glowing plants", "edible plants that can be gathered in the wilderness", "the difficulty of getting most kalla to eat plants", "a fun dream they once had", "the use of plants in adornment", "garden ornaments", "the design of irrigation systems", "botany", "a plant kaiju from a novel", "the basic pleasure of a walk in nature", "the value of a calm attitude", "the function of necromantic storms in renewing the wilderness"} Sports Kelkaithian {sportsgon, sportsgon, sportsgon, sportsgon, smithgon, farmgon, huntgon, rangergon, haulergon, physical dissolutionist, lutragon, flygon, sex pest} {"a common local sport", "A common local sport", "an aerobatic trick", "endurance-maintenance strategies for heavy exertion", "a sport played in a distant place", "a sport from a prior world", "the difficulty of wrangling dragons to play a game together", "a strong local dragon", "a fast local dragon", "the inherent piety of play", "the divine principle of Hydra", "a fun dream they once had", "cheap entertainments", "a sports team", "a renowned sportgon", "rumors of necromantic cheating in local sports", "sports", "swimming", "a sport said to exist in prior worlds"} Technology Kelkaithian {smithgon, smithgon, smithgon, smithgon, smithgon, authorgon, philosophygon, mental dissolutionist, charitygon} {"a clock they once bought", "welding", "welding", "smithing", "smithing", "metallurgy", "metallurgy", "common tools", "a book of production technologies", "past world divinations", "the divine principle of Weld", "models of printing press", "the history of pens", "the importance of advanced tools in providing even the most basic assets of modern life", "the difficulty of making the latest goods available even to the poor", "the importance of trying new things", "neophilia", "a daydream they once indulged at length", "a work of past-world fiction depicting a more advanced world", "a fun dream they once had", "an account of the life of an inventor", "an account of the life of a wealthy and neophilic dragon", "a mayorgon in a distant town who is a renowned modernizer", "cheap, resilient architecture", "the design of irrigation systems", "mansion architecture", "an exotic theory about causality", "technology", "a technology said to have been invented in prior worlds"} Accumulating Wealth Kelkaithian {pottergon, haulergon, haulergon, haulergon, lumbergon, lumbergon, smithgon, smithgon, farmgon, farmgon, huntgon} {"food prices", "living cheaply", "past experiences at work", "cheap entertainments", "the importance of living humbly", "the price of beef", "the price of mutton", "the price of vegetables", "the importance of advanced tools in providing even the most basic assets of modern life", "the difficulty of making the latest goods available even to the poor", "the weather", "a daydream they once indulged at length", "their favorite card game", "cheap recipes", "the divine principle of Chime", "efficiency", "the importance of saving money", "a fantasy of being ludicrously wealthy", "mansion architecture", "cheap, resilient architecture", "minimizing maintenance costs", "a fun dream they once had", "cheap edible plants", "the importance of savings", "other, very wealthy dragons", "a daydream they once indulged at length", "a personal desire to be a ghost", "accumulating wealth", "the value of a calm attitude", "the importance of boredom-tolerance in saving money", "the virtue of stoicism", "the basic pleasure of a walk in nature", "a prayer said to protect from necromantic storms"} [Ideas for further interests: Freedom, status, and prior worlds.] Understand "visit bathhouse" or "visit a bathhouse" as visiting a bathhouse. Visiting a bathhouse is an action applying to nothing. Instead of visiting a bathhouse in Entertainment Options in Ethriel: If the location is Your Favorite Bathhouse in Ethriel: stop the action; Otherwise: playerport to Your Favorite Bathhouse in Ethriel; An NPClink is a kind of link. NPCLinks are defined by the Table of NPC Menu Options. To say NPCLink (nextNPCLink - an NPCLink) for (NPC - a person): hyperlink "[DisplayName of nextNPCLink]" as "zzxvm [nextNPCLink] [NPC]" Understand "zzxvm [any NPCLink] [a person]" as NPC linking. NPC linking is an action applying to two things. Carry out NPC linking: if the noun is an NPCLink listed in the Table of NPC Menu Options: abide by behavior entry for the second noun; otherwise: say "[bold type]BUG:[roman type] Tried to carry out NPC linking with [italic type][the noun][roman type] but that does not appear to be an NPC link:"; showme the noun; Instead of examining a person: try talking to the noun; Talking to is an action applying to one visible thing. Understand "talk to [someone]" or “converse with [someone]” or "talk [someone]" or "converse [someone]" as talking to. Carry out talking to a person: say "[description of the noun]"; let the NPC be the noun; If current city is Ethriel: Now the player is carrying the relax together link; say "[line break]You could [NPCLink relax together link for the NPC] to try to hang out in the local bathhouse."; say "[line break]Until you talk to someone else or leave the room, these links will continue to work. This feature is in debug." After playerporting rules is a rulebook. To playerport to (place - a room): move the player to place; follow the after playerporting rules. An after playerporting rule: now all NPClinks are nowhere. Table of NPC Menu Options NPCLink DisplayName Behavior relax together link "relax together" relax together rules game together link "game together" game together rules Relax together rules is an object based rulebook. Game together rules is an object based rulebook. A relax together rule for a person (called The NPC): now the current NPC variable is the NPC; If bathhouses is listed in the Local Amenities of the current city: let active barrier be the reserve of the NPC; If the NPC is in a bathhouse: say "[the NPC] rests with you in the bathhouse. You talk lightly about [conversation topics bathhouse]. It's a placid few hours. Nothing terribly exciting happens, but the world seen from the bathhouse is clean and safe."; now the entertainNum of the player is the entertainNum of the player + 1; now the securityNum of the player is the securityNum of the player + 1; now the flightyRel of the NPC is the flightyRel of the NPC + 6; now the firmRel of the NPC is the firmRel of the NPC + 3; If the flightyRel of the NPC > 12: now the flightyRel of the NPC is 12; If the firmRel of the NPC > 100: now the firmRel of the NPC is 100; follow the turnpass rule; Otherwise if active barrier < flightyrel of the NPC or active barrier < firmrel of the NPC: say "[the NPC] rests with you in the bathhouse. You talk lightly about [conversation topics bathhouse]. It's a placid few hours. Nothing terribly exciting happens, but the world seen from the bathhouse is clean and safe."; now the entertainNum of the player is the entertainNum of the player + 1; now the securityNum of the player is the securityNum of the player + 1; now the flightyRel of the NPC is the flightyRel of the NPC + 6; now the firmRel of the NPC is the firmRel of the NPC + 3; If the flightyRel of the NPC > 12: now the flightyRel of the NPC is 12; If the firmRel of the NPC > 100: now the firmRel of the NPC is 100; follow the turnpass rule; Otherwise: let hotness be the sex appeal level of the player + a random number between 5 and 20; let funness be the carousing level of the player + a random number between 5 and 20; If hotness > active barrier or funness > active barrier: say "[the NPC] rests with you in the bathhouse. You talk lightly about [conversation topics bathhouse]. It's a placid few hours. Nothing terribly exciting happens, but the world seen from the bathhouse is clean and safe."; now the entertainNum of the player is the entertainNum of the player + 1; now the securityNum of the player is the securityNum of the player + 1; now the flightyRel of the NPC is the flightyRel of the NPC + 6; now the firmRel of the NPC is the firmRel of the NPC + 3; If the flightyRel of the NPC > 12: now the flightyRel of the NPC is 12; If the firmRel of the NPC > 100: now the firmRel of the NPC is 100; follow the turnpass rule; Otherwise: say "[the NPC] isn't interested in moving to the bathhouse with you."; say "(Debug Text) 'Hi! I'm [the NPC]. My flightyRel is [flightyRel of the NPC] and my firmRel is [firmRel of the NPC]. My libido is [Libido of the NPC] and my reserve is [Reserve of the NPC].'"; Otherwise: say "There are no bathhouses in this city. How did you get this message?" To say conversation topics bathhouse: Let C1 be "text"; Let C2 be "text"; Let C3 be "text"; Let CList be a list of texts; Let CN be the culture of the current city; Let FI be the first interest of the current NPC variable; Let SI be the second interest of the current NPC variable; repeat through the Table of Interests: If Culture entry is not CN: next; If Personal Interest entry is not FI and Personal Interest entry is not SI: next; repeat with C running through conversations entry: add C to CList; Now C1 is a random item from CList; Now C2 is a random item from CList; Now C3 is a random item from CList; While C2 is C1 or C3 is C1 or C2 is C3: Now C2 is a random item from CList; Now C3 is a random item from CList; say "[C1], and when that topic runs out, you end up chatting about [C2] instead. Somehow, that tangents into an invigorating talk about [C3]". [A game together rule for a person (called The NPC): If cardhouse is listed in the Local Amenities of the current city: let active barrier be the reserve of the NPC; let funness be the mental games level of the player + a random number between 0 and 100; If the NPC is in a cardhouse: Now active barrier is active barrier - 5; If active barrier > funness: say "[The NPC] refuses apologetically, saying they want to play with other dragons." Otherwise: ] Volume 4 - Books A long book is a kind of tangible. A long book has bulk 2. A long book has a list of text called the full contents. A long book has some text called the author. A long book has some text called the genre. A long book has some text called the origin. A long book has a table name called the XP table. The XP table of a long book is usually the table of I Forgot To Specify. A long book has a number called the readability. [Credit to Kistaro for the book-reading code!] Table of I Forgot To Specify Bad Worse "whoops" "oops" Table of Reading Progress Title bookmark AlreadyRead text a number a truth state with 300 blank rows Understand the command "read" as something new. Understand "read [something]" as reading. Reading is an action applying to one thing, requiring light. Instead of reading something that is not a long book, try examining the noun. Check reading a long book: let booklen be the number of entries in the full contents of the noun; Let bookname be the printed name of the noun; let progressmarker be 0; If there is a title of bookname in the Table of Reading Progress: Choose the row with title of bookname from the Table of Reading Progress; Otherwise: choose a blank row from the Table of Reading Progress; now title entry is bookname; now bookmark entry is 0; now AlreadyRead entry is false; now progressmarker is the bookmark entry; if progressmarker is at least booklen: say "You've finished reading [the noun]. Would you like to start it over?"; If the player consents: now the bookmark entry is 0; make no decision; Otherwise: say "You put [the noun] back down and look for something else to do." instead. Carry out reading a long book: Let bookname be the printed name of the noun; If there is a title of bookname in the Table of Reading Progress: Choose the row with title of bookname from the Table of Reading Progress; Otherwise: choose a blank row from the Table of Reading Progress; now title entry is bookname; now bookmark entry is 0; now AlreadyRead entry is false; If the AlreadyRead entry is true: Tabulate the skills of the player; Choose row 1 from the XP table of the noun; Let holdmark be skill entry; Repeat with N running from 1 to 3: Choose row N in the Table of Extracted Skills; If Skill entry is holdmark: now the securityNum of the player is the securityNum of the player + 1; If there is a title of bookname in the Table of Reading Progress: Choose the row with title of bookname from the Table of Reading Progress; Otherwise: choose a blank row from the Table of Reading Progress; now title entry is bookname; now bookmark entry is 0; now AlreadyRead entry is false; increment the bookmark entry; let booklen be the number of entries in the full contents of the noun; If the bookmark entry is at least booklen: now the AlreadyRead entry is true; Grant book experience to the player for the noun; If the readability of the noun is at least 5: If a random chance of readability in 10 succeeds: now the entertainNum of the player is the entertainNum of the player + 2; Otherwise: now the entertainNum of the player is the entertainNum of the player + 1; follow the turnpass rule. Report reading a long book: let booklen be the number of entries in the full contents of the noun; Let bookname be the printed name of the noun; If there is a title of bookname in the Table of Reading Progress: Choose the row with title of bookname from the Table of Reading Progress; Otherwise: choose a blank row from the Table of Reading Progress; now title entry is bookname; now bookmark entry is 0; now AlreadyRead entry is false; let bookmark be the bookmark entry; if bookmark is 1: say "You begin to read [the noun], [genre of the noun] from [origin of noun] by [author of noun]."; otherwise if bookmark is booklen: say "You're coming up on the end of [the noun]! The next few hours should finish it off."; otherwise: say "You continue reading [the noun]."; say "[line break]"; say entry bookmark of the full contents of the noun; say "[line break]"; if bookmark is booklen: say "Having completed [genre of the noun], you put it down."; otherwise: say "You pause in your reading, mentally marking your place."; Romance of Blood is a kind of long book. The printed name of Romance in Blood is usually "Romance of Blood". The author of Romance of Blood is "Oceloise the Steadfast". The genre of Romance of Blood is "a Guntavian action novel". The origin of Romance of Blood is "Memory of Esseri". The XP table of Romance of Blood is the Table of Romance of Blood XP Values. The readability of Romance of Blood is 6. The full contents of Romance of Blood is {"'It is the nation of Aellystiru; it is the year 591. A young vohntrai named Tiloi has set about the most influential of all uses of vohntrai immortality: assassination.' This is a pretty dark novel. Well, that's Guntavian fiction for you...", "'Tiloi was not dismayed. His quarry had been of a different moral standing than he'd anticipated, but he'd made no misjudgement of her historicity. Her death would still advance Aellystiru.' Morally flexible patriotism. That's not seen on Theoma.", "'Palist demanded, 'Are all your missions this hectic?!' . Tiloi could only shake his head. There'd been far more need of main battle in this mission... and he could see another enemy homing in on them. He drew his blade yet again.' Even when things went wrong, Tiloi didn't die easily. Still, the years passed, five years at a chop when he did die.", "'Tiloi had to get out of this business. He knew himself now. He was powerful. He was capable. He was looking forward to using his earnings on himself instead of to prepare for yet another hit. He only hoped the Consensus honored his actions. Aellystiru's position had grown desperate.' Guntav was a dark world with many desperate dragons living in it.", "'The year 640 dawned with Tiloi in a vile place. Every day, Tiloi prayed for relief. Every day, he faced his captors again. Knowing he would reform outside of their control if he died, they would not kill him, nor would they let him kill himself. In the end, he never escaped. Relief came when the entire world of Guntav ended, and his immortal life as a vohntrai concluded with the end of the world.' So vohntrai do die. When the world ends, they die like everyone else. Guntav ended during its seventh century, cut short much younger than most worlds are as the land gods had grown sick of its warring."}. Table of Romance of Blood XP Values skill XP past world knowledge 8 writing 7 influence 4 theology 1 Still-Beating Heart is a kind of long book. The printed name of Still-Beating Heart is usually "Still-Beating Heart". The author of Still-Beating Heart is "Staltal the Envious". The genre of Still-Beating Heart is "a Guntavian romance novel". The origin of Still-Beating Heart is "Galrien". The XP table of Still-Beating Heart is the Table of Still-Beating Heart XP Values. The readability of Still-Beating Heart is 3. The full contents of Still-Beating Heart is {"'Princess Alrasti was overwhelming. Having dropped into Drasilu's life without warning, he had no idea what to do with her. She was unreal, supernatural, spiritually as large as the moon, and Drasilu was just a peasant.' Told from Drasilu's POV, the entire story seems to orbit Princess Alrasti.", "'Alrasti told him, 'You have to learn the etiquette if you're to stay in my orbit. We can pass you off as a foreign noble from the other side of Guntave, but you have to be well-read! I know this is hard, but don't you want to stay near me?' The weary Drasilu looked morosely on the world map painted on the wall of his quarters.' Drasilu agreed for the sake of his relationship with Alrasti to be educated into a long-term deceit.", "'The worst part of being mated to the Princess was the constant pressure to open relations with the distant bubble kingdom Drasilu was supposedly from. He knew everything that anyone in the kingdom knew about his supposed homeland, but that didn't mean he had real influence to carry him. Alrasti had his tail in a vice, and not only in the way he liked; he was locked into a lie of years.' Guntave's politics offer, um... A lot to learn from, but mostly in what not to do."}. Table of Still-Beating Heart XP Values skill XP influence 5 sex appeal 4 past world knowledge 3 writing 3 erotic art 1 theology 1 One Spell Away is a kind of long book. The printed name of One Spell Away is usually "One Spell Away". The author of One Spell Away is "Teudan the Waggish". The genre of One Spell Away is "a Lamatanian time travel novel". The origin of One Spell Away is "Memory of Chakocha". The XP Table of One Spell Away is the Table of One Spell Away XP Values. The readability of One Spell Away is 7. The full contents of One Spell Away is {"'I still remember my old university professor. 'It is a mistake,' zie intoned grandly, 'to think of the world as moving forward in time. Truthfully, all that is and all that was is but one spell away from the present moment, and indeed one present moment is all that exists.' It was zie who got me started on the path of the Ziostian Temporal Agency.' This one is set in the twentieth millennia in the Lamatanian nation of Zios... and like most stories set in the twentieth milennia of Lamatan, it doesn't stay there.", "'We were cut off from the main timeline after that. The failure of the mission meant our founding had been negated. Our souls nonetheless persisted, and in the honor of the Consensus, we were given an otherworld in which to retain our nation of Zios. The Ziostian Temporal Splinter was down, but not out.' This story really hinges on aspects of how theology works to create time travel. Some of this may be valid in Theoma.", "'The situation was getting dire. Temporal bleed had afflicted most of the public, and though no damage could be done to the soul itself by such a means, the Consensus was starting to recycle the faded citizens. Temporal agents, heavily attached to time magic anchors, were largely unaffected, but Zios was turning into a realm of ghosts. It was hell on the nightlife...' The Ziostian Temporal Agency wasn't doing well in its efforts to refound Zios. How would they pull out of this?", "'It was like dying. It was like emigrating to a fantasy land. It was like swimming in a river of dreams. Most of all, it was like giving up. But I'd found love there and then, not here and now. But with the rebels backing me, I could do better than just going myself, so much better...' The Temporal Agency couldn't keep control of its dragons...", "'Dissident to the Ziostian Temporal Agency, I capped off a career of loyal service with one grand betrayal: I fixed the grand portal to a new destination and then signaled for the gate to be detonated. The baying crowd outside rushed in, roaring and stomping, wreathed in the illusory flames of amateurishly-crafted Hydra-based time anchors. I, and a million ex-Ziostians, were moving to a different planet in a different time. What new adventure awaited me in the fifteenth millennia? I was going to find out.' They didn't pull it off at all! They failed. If a million Ziostians migrated five millennia earlier, how long DID Lamatan exist? The 20,098 linear years no longer sound like they carry the whole story."}. Table of One Spell Away XP Values skill XP theology 15 past world knowledge 2 writing 7 carousing 1 sex appeal 1 Shadowforce 2 is a kind of long book. The printed name of Shadowforce 2 is usually "Shadowforce 2". The author of Shadowforce 2 is "Valtailo the Bored". The genre of Shadowforce 2 is "a Lamatanian virtual adventure novel". The origin of Shadowforce 2 is "Memory of Chakocha". The XP Table of Shadowforce 2 is the Table of Shadowforce 2 XP Values. The readability of Shadowforce 2 is 3. The full contents of Shadowforce 2 is {"'I considered my psi-dome, and I considered my life. Constant training won the way to new content, and it was like visiting whole other worlds, but I knew it was a tamed and domesticated challenge. Still, I put the psi-dome on, and the world of Dark Adversary bloomed before my senses, as real everything I'd ever known. It was time to put away my life as Valtailo Taostine. It was time to be Eurallys the Shadow Doctor again.' The book embarks on wildly described places after that, but periodically cuts back to an equally alien cityscape for Valtailo's scenes-as-himself. It's a little hard to understand where the characters are. And is this a self-insert story?'", "'The meaning of life still eluded me. In the world of Dark Adversary, I was a capable and stealthy conspirator. In my own life, a great deal of nothing was going on. Was this a meaningful way to spend eternity? I would eventually get bored of Eurallys. Dark Adversary couldn't capture my soul forever. But was it really in a meaningful sense less real than life? All of life was totally safe. Why should it mean something to spend my time in one way or another?' Valtailo is describing his own past life memories as a basic income gamer on the planet of Aidasti. He muses philosophically at times and has a very introspective attitude, but overall it's a short book."}. Table of Shadowforce 2 XP Values skill XP past world knowledge 6 writing 2 carousing 4 sex appeal 1 mental games 1 panhandling 1 To grant book experience to (P - a person) for (b - a long book): Let bookname be the printed name of the noun; If there is a title of bookname in the Table of Reading Progress: Choose the row with title of bookname from the Table of Reading Progress; Otherwise: choose a blank row from the Table of Reading Progress; now title entry is bookname; now bookmark entry is 0; now AlreadyRead entry is false; Let AlreadyRead be the AlreadyRead entry; Let the current book table be the XP table of b; repeat through the current book table: let amount be XP entry; If AlreadyRead is true: If a random chance of amount in 10 succeeds: now amount is 2; Otherwise: now amount is 0; If the alloace spectrum of the player is sex-repulsed asexual and skill entry is sex appeal: next; If the alloace spectrum of the player is sex-repulsed asexual and skill entry is erotic art: next; give amount XP to P in skill entry. [todo: check this] One Romance of Blood is in the Past World Library in Ethriel. One Still-Beating Heart is in the Past World Library in Ethriel. One One Spell Away is in the Past World Library in Ethriel. Instead of taking a long book in the Past World Library in Ethriel: say "You can't take library books from the Past World Alliance. The reading environment is perfectly comfortable, why not use it?"; Stop the action. [Table of Past World Fiction Title of Book Author World Snippet 1 Snippet 2 Snippet 3 Snippet 4 Snippet 5 Snippet 6 Romance of Blood "Oceloise the Steadfast" "Guntave" "It is the nation of Aellystiru; it is the year 591. A young vohntrai named Tiloi has set about the most influential of all uses of vohntrai immortality: assassination." "Tiloi was not dismayed. His quarry had been of a different moral standing than he'd anticipated, but he'd made no misjudgement of her historicity. Her death would still advance Aellystiru." "'Are all your missions this hectic?!' demanded Palist. Tiloi could only shake his head. There'd been far more need of main battle in this mission... and he could see another enemy homing in on them. He drew his blade yet again." "Tiloi had to get out of this business. He knew himself now. He was powerful. He was capable. He was looking forward to using his earnings on himself instead of preparing for yet another hit. He only hoped the Consensus honored his actions. Aellystiru's position had grown desperate." "The year 640 dawned with Tiloi in a vile place. Every day, Tiloi prayed for relief. Every day, he faced his captors again. Knowing he would reform outside of their control if he died, they would not kill him, nor would they let him kill himself. In the end, he never escaped. Relief came when the entire world of Guntav ended, and his immortal life as a vohntrai concluded with the end of the world."] Volume 5 - Preserved Planning Comments [This section is unlikely to be in the release version.] [Remember to come back and apply skill effects. Ideas for skills, based on the above careers: Inspired by the non-remunerative careers: Kaima - Entertainment skill. Possibly alters a kaima engine to be designed later. Requires a kaima deck to use. Trained by kaimagon (++++), authorgon (++), philosophygon (+), mental dissolutionist (+), and gamesgon (+++). Panhandling - A way to generate funds in urban areas (only). Boosted by having a kaima deck if you have at least level 4 in kaima. Boosted by having an instrument if you have at least level 3 in music, or by song if you have at least level 5 in song. Doesn't work very well. Trained by flygon (+), kaimagon (++), musicgon (+), and charitygon (++++). Games (Physical) - Entertainment skill. Participants must have at least level 1 to participate; watching produces less entertainment and gets boring more quickly. Trained by sportsgon (++++), flygon (+), physical dissolutionist (++), gamesgon (++), petgon (++), and lutragon (+). Games (Mental) - Entertainment skill. Participants must have at least level 1 to participate; watching produces less entertainment and gets boring more quickly. Trained by gamesgon (++++), mental dissolutionist (++), sportsgon (+++), petgon (+++), philosophygon (+), authorgon (+), and lutragon (+). Teaching - Entertainment skill, sort of. Teaching dragons things provides only a small amount of entertainment value and gets boring quickly. Builds up XP in audience with less XP than the teacher in the subject being taught. Trained by holygon (+++), philosophygon (++++), authorgon (+), gamesgon (+), sportsgon (+), charitygon (+++), kaimagon (+), mental dissolutionist (+). Influence - Social skill. Effective engagement with large numbers of people. Public speaking, for instance. Bad rolls drain security. Trained by charitygon (+++), holygon (+), philosophygon (+), mental dissolutionist (+), and authorgon (+). Song - Entertainment skill. Bad rolls drain security. Doesn't require any kind of tool. Traveling groups often sing with each other. Trained by musicgon (++++), flygon (+), haulergon (++), mental dissolutionist (+), physical dissolutionist (+), sex pest (+), and farmergon (+). Instrument - Entertainment skill. Bad rolls drain security. Requires an instrument. Multiple dragons can play together, or with singers. Not a very common traveling group skill. Trained by musicgon (++++), mental dissolutionist (+), sex pest (+), and farmergon (+). Hunting - Supply skill. Also provides entertainment, but gets boring quickly. Trained by huntergon (++++), rangergon (++++), physical dissolutionist (++), lutragon (+), lumbergon (+). Gatherer - Supply skill. Provides a small bycatch of herbs, fruits, tubers, and edible leaves when hunting, or a larger yield when doing just this specifically. Trained by huntergon (++), rangergon (++), physical dissolutionist (+), mental dissolutionist (+), Trophy Hunter - Bonus skill. Occasionally increases the entertainment from hunting. Trained by rangergon (+++) and physical dissolutionist (+). Ecologist - Bonus skill. Occasionally increases the entertainment and XP gain from hunting and gathering. Trained by huntergon (+), rangergon (+++), mental dissolutionist (+), and philosophygon (+). Theology - Esoteric skill. Understanding of the different religions of Theoma. Trained by holygon (++++), mental dissolutionist (++), physical dissolutionist (+), petgon (+), charitygon (+), philosophygon (+++), authorgon (+), kaimagon (+) Sex appeal - Social skill. Ability to seem like you'd be fun, sexually. Bad rolls drain security. Vital for sexual activity. Trained by sex pest (++++), petgon (+++), physical dissolutionist (+++), and all careers (+). Erotic Art - Entertainment skill. Ability to actually be fun, sexually. Bad rolls drain security and entertainment. Vital for sexual activity. Large bonus to find and evaluate cargos of intimacy aids. Trained by sex pest (++++), petgon (+++), physical dissolutionist (+++), and all careers (+). Bookgems - Entertainment skill. The ability to attune to and comprehend story gems. Reduces the entertainment drain from boring tasks that leave the mind free to wander, such as travel, and allows books to be multitasked with anything. Trained by haulergon (+++), flygon (++), philosophygon (+), petgon (+), authorgon (++++), mental dissolutionist (+), holygon (++), lumbergon (+), farmgon (+). Skillgems - Study skill. The ability to attune to and comprehend skill gems. Generates XP while doing boring tasks that leave the mind free to wander, such as travel. Does not reduce entertainment drain. Trained by haulergon (+), flygon (+), philosophygon (++), petgon (+), authorgon (+), holygon (+). Past World Knowledge - Esoteric skill. Large bonus to find and evaluate all cargos in areas with Past World Culture (Three Memories, Kyvisveiln, a few settlements in Kanjamund). Trained by Lutragon (+++). Carousing - Entertainment Skill. Carousing is not free, but it's easy entertainment in most settlements, even some of the small ones. Physical Dissolutionist (++), Lutragon (++), Sex Pest (+) Writing - Supply Skill. Can be used for entertainment that very slowly generates stories, or to duplicate books for sale, or for finding and evaluating books. Authorgon (++++), philosophygon (++), holygon (+), mental dissolutionist (+). Inspired by the remunerative careers: Mercantile - Supply skill. Social bonus when dealing with merchantgons. Small bonus to the ability to find and evaluate ALL cargos. Trained by haulergon (+++). Lumbering - Supply skill. Social bonus when dealing with lumbergons. Potential to gain cargo by sweat equity in forested areas. Large bonus to find and evaluate cargos of wood, wood products, and woodworking tools. Trained by lumbergon (++++). Pottery - Supply skill. Social bonus when dealing with pottergons. Large bonus to find and evaluate cargos of clay, ceramic products, and clayworking tools. Trained by pottergon (++++). Smithing - Supply skill. Social bonus when dealing with smithgons. Large bonus to find and evaluate cargos of metal, metal products, and metalworking tools. Trained by smithgon (++++). Farming - Supply Skill. Social bonus when dealing with farmgons. Large bonus to find and evaluate cargos of foods, cash crops, spices, and farming tools. Trained by farmgons (++++) and Mental Dissolutionist (+) Visual Arts - Supply Skill. Social bonus when dealing with high society. Large bonus to find and evaluate cargos of art. Pottergon (++), Petgon (++) ] [Basic needs: Entertainment, food, security. Security is a social need, it's harmed by bad social interactions and loneliness. It's also harmed by signs that things aren't going well, and by performing skills you aren't great at. Entertainment is also a social need. It drains naturally over time. Specific sources of entertainment get used up by repetition, but variety will restore weakened sources of entertainment.] [I should include an option at the start which says, "I, the author, am asexual. Do you want to play an asexual character?" The options will be: 1) No, allosexual. (Sexual content implemented as normal.) 2) Yes, a sex-positive asexual. (Disables passive gain of sex skills, reduces entertainment gains from sex, and blocks player-initiated sexuality.) 3) Yes, a sex-negative asexual. (Disables sex skills and most references to sex.) The sex-positive asexual should not see the Sex Appeal and Erotic Arts gains from careers that grant only one of each, and they can't be sex pests, so they will only gain them from petgon and physical dissolutionist terms.] [Daily spells ritual. Morning spells and evening spells. Prior careers will determine what spells someone has. Caster regains 1/32nd of their serenity pool per half-hour tick of the simulation. Spells that affect others are usually more advanced than spells that affect the self, although cheat to lose is very trivial. Potential spell scratch space: Suppress boredom (chance per tick to reduce or eliminate entertainment drain) Promote bliss (chance when gaining entertainment to gain more) Confident singing (small bonus to singing, chance to suppress security loss from singing poorly) Confident instruments (small bonus to instruments, chance to suppress security loss from instrumenting poorly) Suppress insecurity (chance to suppress security loss from any source) Secure bonding (chance to increase security gains) Sense attraction (chance to abort bad seduction attempts before they would happen) Ecstatic sexuality (chance to increase entertainment gains from sex) Shared ecstatic sexuality (chance to increase partner's entertainment gains from sex) Loving sexuality (chance to increase security while having sex; only acts if this possibility exists in the first place, ie not from one night stands) Shared loving sexuality (chance to increase partner's security while having sex; only acts if this possibility exists in the first place, ie not from one night stands) Song of peace (chance to increase security of listeners when performing music) Embrace chaos (increases chance of random events) Suppress chaos (reduces chance of random events) Safety curse (increases chance of mildly negative random event, lowers chance of very negative random event) Safety blessing (reduces chance of negative random event; may fail into the safety curse) Perception of ecology (increases chance of Ecologist proccing when hunting and gathering) Exuberant wildlife (increases chance of Trophy Hunter proccing when hunting) Self-thieving creativity (adds a reroll on the next visual arts challenge) Market evaluations (adds a bonus to mercantile for the day) (Category) market ally (adds a bonus to the most relevant supply skills for the purpose of finding and evaluating the category they boost) Cold read (adds a bonus to kaima and panhandling checks) Fixed draw (adds a bonus when using kaima for panhandling) Transfixing public performance (adds a bonus when using song/instrument for panhandling) Nature's bounty (adds a reroll to Gathering) Preyfinder (adds a reroll to Hunting) Play to win (adds a bonus to one's Games skills on the next challenge of them) Cheat to lose (adds a penalty to one's Games skills on the next challenge of them, but adds a bonus to the skills of everyone one is playing against) Binding drain (adds a chance to abort events brought on by doing things while serenity drained) (Skill) teaching ally (increases XP gain for the recipients of the instruction) ] [Six hour time segments. 7:00, 13:00, 19:00, and 1:00. Morning, midday, evening, and night. This gives four locations for standard citydweller characters to cycle between. Wandering around within a city doesn't take time. Doing things consumes a time block. Fatigue hits hard in the night time block — unless someone is an izerah, in which case they can use every other night in some way. Every NPC needs a home, a workplace, and three preferred recreations. They're home during their sleep block — which will usually be 1:00-to-7:00. ] test testgon with "chargen / allosexual / chargen / kalla / kalla / herm herm / chargen / 2 careers".