File: <20211227-SpinDizzy-Agris>

  1.             ____   W e l c o m e   _____    t o :
  2.            /    \ _____ __________ |    \  __________________ ___  __
  3. '''',,,   /   ___\|    \|  ||     \|     \ |  |___   /___   / \  \/ /
  4. ;|  /  '''\   \   |  O /|  ||  |  ||  |\  ||  |  /  /   /  /   \   /
  5. ;| / ,  " .\   \  |  _/ |  ||  |  ||  ||  ||  | /  /__ /  /__  /  /
  6.  ;"    ,  .;\   \ |__|  |__||__|__||  ||  ||__|/______/______|/__/
  7.   | / .   ___\   \                 |  |/  |
  8.  ;    ; ..\      /                 |     /
  9.   '    ..;|\____/                  |____/
  10.  .  '  .;|;/                                 _________
  11.       |.;|'               ._____-----==="""""         """"----____
  12.  '  ,|.;|                (___                                _____)
  13. .  ,#|..;|                \.."""""""-------________-----"""""..../
  14.   ,#/..;|                  \:\::::::\......\....../.....::::/:::/
  15.  /##/.;|                    "-""-_::_\::::::\::::/""-_:::_-""--"
  16. /###|,;;|                         ""  \::::/""__"     "-"
  17. |###/..,|https://muck.spindizzy.org    "--"
  18. |##/....|        muck.spindizzy.org               The Successor to
  19. \#|..;;|                                          ____  ____  ____
  20.  /..;;|          Port 7072, SSL 7073             |_  _||  -- |  --
  21.                                                   |__| |__| &|__|
  22.            'connect <character> <password>' to connect.
  23.            'connect guest guest' to try out life as a guest.
  24.            'WHO' lists who's awake; 'QUIT' (all caps) leaves us.
  25. WHO
  26. Player Name           On For Idle   Doing...
  27. Dawnwing               00:03   2m @ 
  28. Jaxen                  00:09   3m @ um...  Yay!!!!!!!
  29. fluffy                 00:13  13m @ music and science
  30. Austin                 00:15  15s @ me @ "So I hear" notify
  31. Beata                  00:22   6m @ 
  32. NovaSquirrel           00:22   8s @ 
  33. Amy                    00:30  20m @ 
  34. BunnyHugger            00:42   2m @ Wrangling the Olympics
  35. Piper                  00:47  28m @ 
  36. Roofus_roo             00:54   2m @ 
  37. Royce                  01:11  12m   Schwubbeldiwappdidu, I am the Wabu! 
  38. Myril                  01:30   2m @ 
  39. Kamare                 01:47   8m @ 
  40. PatchO'Black           02:24  39s @ 
  41. Skai                   02:26   2s @ 
  42. Samnang                02:54   6m @ Dog stuff, it's complicated. No sniffing pl
  43. Mako                   05:13   1m @ Frog Blast The Vent Core!
  44. Chevesh                05:35   1m @ 
  45. Vahno                  05:59  12m @ 
  46. Kiree                  06:08   3m   
  47. Patashu                06:20  21m   
  48. Mote                   06:25   5m @ 
  49. Spots                  06:25   5m @ 
  50. Speckles               06:25   5m @ 
  51. Fisset                 06:25   5m @ 
  52. Ping                   07:14   7m @ Asking for a cookie, of course!
  53. 26 players are connected.  (Max was 42)
  54. connect Agris Hoh5Iet&
  55. ########################### WELCOME TO SPINDIZZY ############################
  56. ##    Please type 'news behaviour' for an explanation of how SpinDizzy's   ##
  57. ## Acceptable Use Policy (AUP) applies to behaviour on the muck in general.##
  58. ## It covers when certain types of behaviour are and are not appropriate,  ##
  59. ## and also how to react when someone's behaviour is upsetting you.        ##
  60. ##  * Useful Commands:                                                     ##
  61. ##      +read, cread  -  The global bulletin boards.                       ##
  62. ##      events        -  Find out what's going on around here!             ##
  63. ##      map, luge, bus-  Gets you around SpinDizzy.                        ##
  64. ##      @shout        -  @shout something IMPORTANT you want all to hear.  ##
  65. ##      wa, find      -  Find out where everyone is.                       ##
  66. ##                                                                         ##
  67. ## (Updated 08/20/2013)  Type 'news legal' for our legal document.  By     ##
  68. ## continuing to access SpinDizzy, you agree to the terms in the document. ##
  69. #############################################################################
  70. Living Room
  71. You walk into the living room, and notice all the windows open, letting in the fresh sea air from outside. There is a stone fireplace built into the wall, the logs crackling as they burn. Also in the room is a 55" Projection TV across from a large, soft, emerald green couch. There is also a matching loveseat, and recliner, all very inviting. There is a wide, open corridor leading into the kitchen, and doors leading to the other rooms of the house. You can go out onto the beach through the sliding glass door.
  72. Obvious Exits:
  73.    (Out) to Tessaract Apts, (Up)stairs, Indoor (Po)ol, To the (Beach), To the (Ch)ildren's Playroom, and To the (Ki)tchen
  74. Players online for whom you are watching:
  75. Chevesh           Dawnwing          Patashu           
  76. Done.
  77. ## You have now connected to Spindizzy 9 times.  Today is 12/26/21 and it is now 20:36:22 Spindizzy (Pacific) Time.
  78. ## You last connected from 2001:470:e918:10::5(42281) at 12/25/21 08:20:39 PM(PST)
  79. ### You have 10 unread messages in: SpinDizzy Main Bulletin Board. Type '+read' to check the board.
  80. ### You have 14 unread messages in: Roleplay Bulletin Board. Type 'rpread' to check the board.
  81. ### You have 99 unread messages in: New Commands Message Board. Type 'cread' to check the board.
  82. events
  83. Events up to a month ahead on SpinDizzy:
  84. #  | Title                                   | FROM DATE/TIME |  TO DATE/TIME
  85. ---|-----------------------------------------|----------------|---------------
  86. All times are in MUCK time.  To view more information on each event or to add your own, type 'eventlist' or 'eventlist #help'.  To quickly view event information, type 'eventlist xx' where xx is the event number.
  87. Today is 12/26/21.  The time is 20:36:39 Pacific.
  88. +read
  89. +----------------------------------------------------------------------------+
  90. |#1. Anti-Idlers                                            |    Morticon    |
  91. |#2. Space FAQ                                              |     Azure      |
  92. |#*3. Updated alternative web client                        |     Kandra     |
  93. |#*4. SpinDizzy Website Admin Needed                        |    Morticon    |
  94. |#*5. Test socket <-> websocket gateway program created     |    Morticon    |
  95. |#*6. Socket <-> Websocket package for Windows              |    Morticon    |
  96. |#*7. Notes from the town hall (LONG!)                      |    Morticon    |
  97. |#*8. SpinDizzy Wiki - Call For Editors                     |     Lepus      |
  98. |#9. Streaming Server                                       |    Morticon    |
  99. |#*10. Support for unencrypted connections ENDING on 03/15/1|    Morticon    |
  100. |#11. Episodic Eschatons (periodic server maintenance schedu|     Azure      |
  101. |#*12. SpinDizzy 2021 meeting summary                       |    Morticon    |
  102. |#*13. Action items from SD 2020 Communication meeting      |    Morticon    |
  103. |#*14. SpinDizzy Official Discord Server                    |    Morticon    |
  104. +----------------------------------------------------------------------------+
  105. | Type '+help' for a list of commands.                                       |
  106. +----------------------------------------------------------------------------+
  107. Done.
  108. +rpread
  109. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  110. page Chevesh=is the event going on?
  111. You page, "is the event going on?" to Chevesh.
  112. +read 10
  113.  
  114. 10. From: Morticon
  115. On: 2019-01-16 17:26:26
  116. This post is protected from expiration.
  117. Subject: Support for unencrypted connections ENDING on 03/15/19
  118.  
  119. As most have enabled SSL connectivity and I haven't gotten any more questions on how to enable SSL, I have set the end date for unencrypted (non-SSL) connection support for ** 03/15/19 ** (about two months from now).  If you are seeing a warning message about your connection being unencrypted when you login, then YOU need to take action before this date if you want to continue connecting to SpinDizzy.
  120.   
  121. I understand that for those who have not yet switched, there may be very personal or unusual technical reasons for not doing so.  In most cases, it is possible to continue using your existing client and setup if you run a secondary program to do the encryption for it.
  122.   
  123. You can find hints on how to make SSL work with most major platforms (including phones) at:
  124. https://wiki.spindizzy.org/SSL_Help
  125.   
  126. Feel free to update the wiki with additional tips and tricks.
  127.   
  128. If you have any questions, you can try asking others who have switched or talk to me directly.  I can't guarantee I can solve every problem (though I will try!), but I should be able to offer advice or hints, or know someone who might be able to help.  In any case, it is not advisable to delay the switch to SSL to the last minute, as you may not get the help you need in time.
  129.   
  130. *Morticon
  131.  
  132. Done.
  133. Chevesh pages, "Nope! Well, I'm going to go be a pain in Cinder's ass, but the actual plot isn't happening. Next Sunday. This Sunday was postponed for the holidays, people couldn't show up." to you.
  134. whereis Chevesh
  135. Chevesh does not wish to be found.
  136. page Chevesh=oh ok good.
  137. You page, "oh ok good." to Chevesh.
  138. page Chevesh=are you hiding?
  139. You page, "are you hiding?" to Chevesh.
  140. page Chevesh=hehe, cinderglow. I finnaly got the joke you made about them breeding a lot
  141. You page, "hehe, cinderglow. I finnaly got the joke you made about them breeding a lot" to Chevesh.
  142. +read
  143. +----------------------------------------------------------------------------+
  144. |#1. Anti-Idlers                                            |    Morticon    |
  145. |#2. Space FAQ                                              |     Azure      |
  146. |#*3. Updated alternative web client                        |     Kandra     |
  147. |#*4. SpinDizzy Website Admin Needed                        |    Morticon    |
  148. |#*5. Test socket <-> websocket gateway program created     |    Morticon    |
  149. |#*6. Socket <-> Websocket package for Windows              |    Morticon    |
  150. |#*7. Notes from the town hall (LONG!)                      |    Morticon    |
  151. |#*8. SpinDizzy Wiki - Call For Editors                     |     Lepus      |
  152. |#9. Streaming Server                                       |    Morticon    |
  153. |#10. Support for unencrypted connections ENDING on 03/15/19|    Morticon    |
  154. |#11. Episodic Eschatons (periodic server maintenance schedu|     Azure      |
  155. |#*12. SpinDizzy 2021 meeting summary                       |    Morticon    |
  156. |#*13. Action items from SD 2020 Communication meeting      |    Morticon    |
  157. |#*14. SpinDizzy Official Discord Server                    |    Morticon    |
  158. +----------------------------------------------------------------------------+
  159. | Type '+help' for a list of commands.                                       |
  160. +----------------------------------------------------------------------------+
  161. Done.
  162. wa
  163. WhereAre 1.3b -- 115 Characters awake -- 1 to show a room
  164. -Location--------------Characters-Comments-----------------------------------
  165. MakerSpots : Bay VI             1 Piper's bay in MakerSpots!
  166. = Directions: luge s1 w1, ms, vi
  167. Living Room                     1 'luge n3 e1', 'se', 'elevator', 'wup', '4'
  168. -    Present: Agris 
  169. AAPC - Sociology Laboratory     1 It's not that you're not good enough...
  170. -    Present: November(Z) 
  171. = Directions: :luge S5 E1, d, nw, n
  172. Off-Brand Candy Shop            1 ch, n, sw, 108
  173. -    Present: Berkeley(Z) 
  174. = Directions: ch, n, sw, 108
  175. Quodlibet-Spengo High Orbit     1 Space!
  176. -    Present: Sunskimmer(Z) 
  177. = Directions: rose; up, up, o, ho
  178. ATRIUM                          1 Phoenix Villa 
  179. -    Present: .Aurora(Z) 
  180. = Directions: t #28940, gate, entrance
  181. The Arbor Cafe                  1 The Arbor Cafe
  182. -    Present: Jak(Z) 
  183. = Directions: t #28940, gates, arbor
  184. [UoSM] Halfbridge Folklore Sta  1 An arcane watering hole!
  185. -    Present: Melek(Z) 
  186. = Directions: luge s3 w2, enter, sil, uni, ceca, pilpi, stage
  187. Livingstone                     2 A flying magework botique!
  188. -    Present: .Amy(Z) Amy 
  189. = Directions: Currently located in Squall Point (S6 W4), then 'shop'
  190. Patashu's Personal Quarters     9 The heart of industry! (Yep, it's public!)
  191. -    Present: Thea(Z) Kamare Dawnwing Chevesh Vahno Ping Mako Patashu 
  192. = Directions: t pquarters or luge n11 w2,b,n,sw
  193. Industrial Cyber Forest         1 The heart of industry! (Yep, it's public!)
  194. = Directions: t #29446 or luge n11 w2,b,n,ne,ne
  195. The Rose Garden                 9 The Rose Garden, center of the world!
  196. -    Present: fluffy Austin Beata Chitter(Z) BunnyHugger Jaxen Rosy(Z) 
  197. -             PatchO'Black 
  198. = Directions: rose
  199. Public Dorms/Workshops          1 The heart of industry!
  200. -    Present: Raindrop(Z) 
  201. = Directions: t #30940 or luge n11 w2,b,n,n,e
  202. Ice Fox Cafe                    1 A place to eat icecream and ride slides
  203. -    Present: Sherbet(Z) 
  204. = Directions: luge n5 w2, ice
  205. Evening Farm Entrance           1 Only the Best!
  206. -    Present: Bernie(Z) 
  207. = Directions: luge n4 e6, ef
  208. Courtyard                       1 The hub of 000's nanotechnology! (Public)
  209. -    Present: .Patashu(Z) 
  210. = Directions:  t #3333
  211. -----------------------------------------------------------------------------
  212. 16 rooms listed.
  213. t #30940
  214. You feel a wrenching sensation...
  215. Public Dorms/Workshops(#30940RJA)
  216. You arrive at a common social area, designed so that employees and associates of the base can live on-site, meet up and hang out together, and carry out their own personal projects here. The lobby here is furbished with a bar, and a kobold at the counter able to take your questions and orders. Dorms are available here to move into, should you be looking for residence, ranging from one to several room apartments with beds, bathrooms and living areas available and even customizable (should you desire to use them long-term). Rooms and halls are available here to be scheduled for gatherings of all sorts. Workshops are available, for all sorts of projects you might wish to work on in your own time - metalworking, electronics design, robotics engineering, and more.
  217. Obvious Exits:
  218.    101, 103, 202, 205, claim, and west
  219. Contents: Raindrop, and Directory [Fake]
  220. ice
  221. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  222. luge n5 w2
  223. You sit on a street luge (it resembles a long skateboard) and zip directly there!
  224. N5 W2 (Toasterland Warp)(#387RL)
  225. Some pretty peaceful plains. There are some flowers and trees that look exotic and foreign, as if they had been taken from elsewhere and planted here. Near the trees is a rectangular portal, with an obsidian frame and a purple, pixelly interior. There's a sign next to the portal, reading "To Toasterland". There's also a large building labeled "Ice Fox Cafe" in pretty pastel colors, and a large icecream cone outside as decoration - that doesn't *seem* to be fake
  226.         The sunless sky slowly turns orange and purple in the cool, still air.  It's getting on 5 pm in a sense.
  227. Obvious Exits:
  228.         [E]ast, [Ice] Fox Cafe, [N]orth, [P]ortal, [S]outh, [U]p, [W]est, and [Warp] Star
  229. Ice
  230. You go into the Ice Fox Cafe
  231. Ice Fox Cafe - Entrance
  232. The entrance to the cafeteria - there's a rules sign posted that reads "No violent actions or talk, including mention of firearms of any sort. Be kind to others." and it's signed by Sherbet.
  233. Obvious Exits:
  234.    In, and Out
  235. In
  236. You go into the main area of the cafeteria
  237. Ice Fox Cafe
  238. A rather large cafeteria made of pastel colored concrete, and colored glass windows. There's a lot of tables to sit at, and there's traditional chairs as well as cushions for folks on four legs. The cafeteria section itself has a variety of dishes with different things offered every day, but there's consistently also pizza and a salad bar alongside those options. There's an ice cream section with various kinds of ice cream, including smoothies and milkshakes. There's a second floor, but it seems like it's only there to allow for having a spiral slide down to the first! And there's a stage to give music performances.
  239. Obvious Exits:
  240.    Out
  241. Contents: Sherbet, Cafe Menu, and Rules sign [Fake]
  242. You found one space telescope!
  243. look Sherbet
  244. A silly green fox taur with pink hair, blue eyes, and turquoise paws.
  245. http://novasquirrel.com/sherbet_princessnapped.png
  246. http://novasquirrel.com/sherbet_uwulooarts.png
  247. http://novasquirrel.com/sherbet_cervelet.jpg
  248. There's some character info at https://toyhou.se/7023744.sherbet !
  249. look Menu
  250. --- Today's menu ---
  251.  Pizzas: cheese, pepperoni, sausage, macaroni & cheese, cucumber, Chicago style
  252.    Main: cheeseburgers, cheese manicotti, corn dogs, chicken and rice casserole, pb&j sandwiches, popcorn chicken
  253.   Sides: mozzarella sticks, fried pickles, french fries, hush puppies, loaded potato skins
  254.   Fruit: apples, oranges, pears, kiwifruit, watermelon, grapes, strawberries, pomegranate
  255. Dessert: s'mores, pudding pops, chocolate bar
  256.  Drinks: water, tea, carrot juice, orangeade, lemonade, apple juice, grape soda
  257. get watermelon
  258. I don't see that here.
  259. look Rules
  260. No violent actions or talk, including mention of firearms of any sort. Be kind to others.
  261. out
  262. You go to the entrance
  263. Ice Fox Cafe - Entrance
  264. The entrance to the cafeteria - there's a rules sign posted that reads "No violent actions or talk, including mention of firearms of any sort. Be kind to others." and it's signed by Sherbet.
  265. Obvious Exits:
  266.    In, and Out
  267. You found one space telescope!
  268. out
  269. N5 W2 (Toasterland Warp)(#387RL)
  270. Some pretty peaceful plains. There are some flowers and trees that look exotic and foreign, as if they had been taken from elsewhere and planted here. Near the trees is a rectangular portal, with an obsidian frame and a purple, pixelly interior. There's a sign next to the portal, reading "To Toasterland". There's also a large building labeled "Ice Fox Cafe" in pretty pastel colors, and a large icecream cone outside as decoration - that doesn't *seem* to be fake
  271.         The sunless sky slowly turns orange and purple in the cool, still air.  It's getting on 5 pm in a sense.
  272. Obvious Exits:
  273.         [E]ast, [Ice] Fox Cafe, [N]orth, [P]ortal, [S]outh, [U]p, [W]est, and [Warp] Star
  274. Warp
  275. You board the Warp Star and flies away to Milky Way Wishes!
  276. Milky Way Wishes
  277. The Warp Star has taken you to a collection of planets. Which one do you want to explore? This music plays in the background: https://www.youtube.com/watch?v=b7fRY3BykkA
  278. Obvious Exits:
  279.    [Aq]ualiss, [Ca]vios, [Fl]oria, [Ha]lfmoon, [Ho]tbeat, [Me]cheye, [Sk]yhigh, and Out
  280. You found one space telescope!
  281. Aq
  282. You fly to Aqualiss
  283. Aqualiss
  284. A tropical, warm planet with lots of trees on the surface, but most of the planet is covered in water and there are many vast underwater caves. Somehow, defying physics, there are large stationary bubbles of air within the water that you can pass in or out of.
  285. Obvious Exits:
  286.    Out
  287. out
  288. You fly back out to Milky Way Wishes
  289. Milky Way Wishes
  290. The Warp Star has taken you to a collection of planets. Which one do you want to explore? This music plays in the background: https://www.youtube.com/watch?v=b7fRY3BykkA
  291. Obvious Exits:
  292.    [Aq]ualiss, [Ca]vios, [Fl]oria, [Ha]lfmoon, [Ho]tbeat, [Me]cheye, [Sk]yhigh, and Out
  293. Ca
  294. You fly to Cavios
  295. Cavios
  296. A very mountainous and crater-filled planet with an elaborate cave system underneath the mountains. Deep inside the caves is a large area of water.
  297. Obvious Exits:
  298.    Out
  299. out
  300. You fly back out to Milky Way Wishes
  301. Milky Way Wishes
  302. The Warp Star has taken you to a collection of planets. Which one do you want to explore? This music plays in the background: https://www.youtube.com/watch?v=b7fRY3BykkA
  303. Obvious Exits:
  304.    [Aq]ualiss, [Ca]vios, [Fl]oria, [Ha]lfmoon, [Ho]tbeat, [Me]cheye, [Sk]yhigh, and Out
  305. Fl
  306. You fly to Floria
  307. Floria
  308. A pretty normal seeming grassy area with lots of flowers and trees. However, it also contains many doors that change the season of the planet when you step through them!
  309. Obvious Exits:
  310.    Out
  311. out
  312. You fly back out to Milky Way Wishes
  313. Milky Way Wishes
  314. The Warp Star has taken you to a collection of planets. Which one do you want to explore? This music plays in the background: https://www.youtube.com/watch?v=b7fRY3BykkA
  315. Obvious Exits:
  316.    [Aq]ualiss, [Ca]vios, [Fl]oria, [Ha]lfmoon, [Ho]tbeat, [Me]cheye, [Sk]yhigh, and Out
  317. out
  318. You fly back to SpinDizzy
  319. N5 W2 (Toasterland Warp)(#387RL)
  320. Some pretty peaceful plains. There are some flowers and trees that look exotic and foreign, as if they had been taken from elsewhere and planted here. Near the trees is a rectangular portal, with an obsidian frame and a purple, pixelly interior. There's a sign next to the portal, reading "To Toasterland". There's also a large building labeled "Ice Fox Cafe" in pretty pastel colors, and a large icecream cone outside as decoration - that doesn't *seem* to be fake
  321.         The sunless sky slowly turns orange and purple in the cool, still air.  It's getting on 5 pm in a sense.
  322. Obvious Exits:
  323.         [E]ast, [Ice] Fox Cafe, [N]orth, [P]ortal, [S]outh, [U]p, [W]est, and [Warp] Star
  324. Up
  325. You leave for Sky over N6 W3 (N6 W3 U1).
  326. Sky over N6 W3 (N6 W3 U1)(#2689RLJ)
  327.      Below you is a chaotic, ever-changing scene:
  328.         There is nothing within frame except a brick wall.  It is a good brick wall, with fine red blocks solidly providing something to lean against and consider the mysteries of life.  The top bricks are tan and larger than the ones below, but it is in all just a good place to think. 
  329.      To the east is a huge building surrounded by solar reflector bowls, power lines, and smokestacks that seem to give off no smoke.
  330.         The sunless sky slowly turns orange and purple in the cool, still air.  It's getting on 5 pm in a sense.
  331. Obvious Exits:
  332.         [D]own, Fly [E]ast, Fly [N]orth, Fly [S]outh, and Fly [W]est
  333. You found one space telescope!
  334. laston Voksa
  335. Name              Laston             Last Connected    Last Disconnected
  336. ---------------------------------------------------------------------------
  337. Voksa             ( Today )          02:56PM 12/26/21  06:16PM 12/26/21
  338. page Ping=Hi Ping, how are you today?
  339. You page, "Hi Ping, how are you today?" to Ping.
  340. east
  341. You leave for Sky over N6 E0 (N6 E0 U1).
  342. Sky over N6 E0 (N6 E0 U1)(#2986RLJ)
  343.      Below is a barren wasteland.  Whatever was once here, nothing of it remains.
  344.         The sunless sky slowly turns orange and purple in the cool, still air.  It's getting on 5 pm in a sense.
  345. Obvious Exits:
  346.         [D]own, Fly [E]ast, Fly [N]orth, Fly [S]outh, and Fly [W]est
  347. You found one space telescope!
  348. Up
  349. You fly up until you reach the spindizzy barrier, and then follow its curve higher and higher until you are at its pinnacle.
  350. Highest Point in Spindizzy(#9575RLJ)
  351. The highest anyone in Spindizzy can reach. As you look down you notice the small little rock all call Spindizzy. The land, the sea, mountains, buildings, and those who have sharp eyes, the people moving around.
  352. As you look above you notice that the stars are starting to become brighter and the blue sky is becoming less blue. Going further up means that one will enter space itself and see Spindizzy for what is truly is.
  353. Obvious Exits:
  354.    [D]own, and [O]rbit
  355. Contents: SS Pleiades
  356. You found one space telescope!
  357. ## There are possible hidden listeners here.
  358. Orbit
  359. You breech the athmosphere and leave Spindizzy to enter orbit around it.
  360. Quodlibet-Spengo Orbit
  361. Existance itself can take many forms and life must always have a starting point. The life here has travelled far from where it started, though. Two bodies, one the scale of a continent and one that of an island, float serenely in the starry void. Though they seem far too small they exert a gravitational pull roughly that of an earth-sized planet.
  362. A shining array of starships and space stations orbits the worlds, now and then lit up by the 'spindizzy-shine' off the dorsal surfaces during their day cycles. Rocky debris, swept up by the system's gravitational pull, follows along in its wake, and there's even a miniature 'Oort cloud' of small objects at the periphery that get thrown out of their orbits by the gravitatonal fields of what the system passes by in its endless journey.
  363. Obvious Exits:
  364.    [A]round [S]pindizzy, [H]igh [O]rbit, [N]ear [S]pace, [P]atashu [I]ndustries Spaceport, [Q]uodlibet, [S]idereal [T]ower, and Spen[g]o
  365. Contents: USS Prometheus, Kepler's Butterfly, CSV Spyglass, DSRV Eternal Freefall, Satellite 'Dewitt C. Greer'(#20772CV), FBC Silique-Xc, FBC Silique-VI, and FBC Silique-I
  366. ## There are possible hidden listeners here.
  367. look CSV
  368. The CSV Spyglass, Space Vehicle of the Terran Commonwealth, is a craft right on the lower bounds of what could be called a capital ship. A frigate capable of atmospheric flight (and sleek enough to show it), this craft is 245 meters long, 43 in general diameter, with 'delta style' jointed and nacelled anhedral wings spanning out 179 meters tip to tip.
  369.  
  370. All around, the hull is fairly smooth, covered in a meshwork of plates, the main hull curved in a thin parabola over the top, the bottom shallower, though otherwise with a somewhat egg-shaped cross section. A ship of the 23rd century, deriving from the frigates of the 22nd, this ship has narrow wings in the rear, swept back and down, each wing carrying a single angularly housed triple-thruster mount under the bottom, a multilayer suspended ring behind the nozzle to assist engine gimbal and the cohesion of the exhaust stream, otherwise reminiscent of an in-wing assembly of jet engines. Each wing has a series of shallow fins on the top, a V-stabilizer extending from the rear, towering over the rest. The rear of the fuselage is a bit fattened and creased, apparantly adding atmospheric performance by turning the primary fuselage into a lifting body, an improvement over earlier frigates, the tapered nose ending with a pair of side fins that extend forward with a series of blue-light-tipped antennae, a pair of windows in the front.
  371.  
  372.  The overall color scheme is a classic though, the look of the late 22nd century, angular black stripes and belly with a white top and fins, a bit of orange to cross and follow the black, the black lines narrowing to denote several panels, the foremost hatches an orange with black for the hangar doors on the bottom, those doors both capable of launching small craft and acting as an entryway.
  373.  
  374. A network of refitted panels suggest a network of field emitters on a ship capable of adjusting its own mass. These emitters can create a kinetic barrier around the craft, an enhanced barrier of cyclonic force that swats incoming projectiles aside, the armor below coated to defend against energy fire.
  375.  
  376. Despite being a military-looking and military-made ship, this one's designated as a privately owned civil research craft... distinctively, those blue glows running down the dorsal area, coming from some sort of device deep within the hull and taking a lot of room, attached to the primary engine core.
  377.  
  378. One could [board spyglass] to enter the hangars.
  379. look Quoadlbet
  380. I don't see that here.
  381. Q
  382. You brake and fall into Quodlibet.
  383. You fall through the spindizzy field and into the atmosphere.
  384. Highest Point in Spindizzy(#9575RLJ)
  385. The highest anyone in Spindizzy can reach. As you look down you notice the small little rock all call Spindizzy. The land, the sea, mountains, buildings, and those who have sharp eyes, the people moving around.
  386. As you look above you notice that the stars are starting to become brighter and the blue sky is becoming less blue. Going further up means that one will enter space itself and see Spindizzy for what is truly is.
  387. Obvious Exits:
  388.    [D]own, and [O]rbit
  389. Contents: SS Pleiades
  390. ## There are possible hidden listeners here.
  391. up
  392. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  393. Up
  394. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  395. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  396. Orbit
  397. You breech the athmosphere and leave Spindizzy to enter orbit around it.
  398. Quodlibet-Spengo Orbit
  399. Existance itself can take many forms and life must always have a starting point. The life here has travelled far from where it started, though. Two bodies, one the scale of a continent and one that of an island, float serenely in the starry void. Though they seem far too small they exert a gravitational pull roughly that of an earth-sized planet.
  400. A shining array of starships and space stations orbits the worlds, now and then lit up by the 'spindizzy-shine' off the dorsal surfaces during their day cycles. Rocky debris, swept up by the system's gravitational pull, follows along in its wake, and there's even a miniature 'Oort cloud' of small objects at the periphery that get thrown out of their orbits by the gravitatonal fields of what the system passes by in its endless journey.
  401. Obvious Exits:
  402.    [A]round [S]pindizzy, [H]igh [O]rbit, [N]ear [S]pace, [P]atashu [I]ndustries Spaceport, [Q]uodlibet, [S]idereal [T]ower, and Spen[g]o
  403. Contents: USS Prometheus, Kepler's Butterfly, CSV Spyglass, DSRV Eternal Freefall, Satellite 'Dewitt C. Greer'(#20772CV), FBC Silique-Xc, FBC Silique-VI, and FBC Silique-I
  404. ## There are possible hidden listeners here.
  405. NS
  406. You fly into near space.
  407. You arrive, ready to explore!
  408. Quodlibet-Spengo Near Space
  409. What's 'near' one day may not be 'near' the next.
  410.  
  411. Here and now, the stars are somewhat thick and unremarkable, a few yellow, some orange, mostly red dwarfs. One orange star in particular got fancy, and is surrounded by a sparse dyson swarm, though thick enough to gather a good bit of energy. Sufficiently skilled magesight would see shimmering curves of magic orchestrating and channeling the energy. There's a single world with signs of life.
  412.  
  413. Home to some, the Quodlibet-Spengo system glitters like a pair of welcoming, verdant jewels, far enough away you could blot them out with your thumb.
  414.  
  415. [If you want to edit this room's description or link things off it, please contact Azure or another wizard. This is a temporary state of affairs until I get a MUF set up to allow people to build without asking me for help.]
  416. Obvious Exits:
  417.    [SS-510], Q-S [H]igh [O]rbit, Q-S [O]rbit, and The [U]niverse
  418. SS-510
  419. You leave for SS-510-4.
  420. SS-510-4
  421. An earthly paradise, you might call it, though extremely extra-terrestrial. The plants here are no normal plants, springing from the ground without cultivation, twining themselves into shelters with little to no work. All the comforts of industrial civilization while being green and alive as far as the eye can see. But there's something off, some vines a little disheveled, leaves ripped off by wind...
  422. Contents: QDOT Short Range Spaceship
  423. You found one space telescope!
  424. ## There are possible hidden listeners here.
  425. look QDOT
  426. An efficient, boxy looking spaceship, with a hyperlight drive suitable for short trips. It's atmosphere capable, painted in cheery whites, greys, and lavenders. On the side it says 'Quodlibet Department of Transportation' with the tail of the Q swept out like the tail of a comet and decorated with a few stars.
  427. examine
  428. Owner: Azure
  429. QDOT
  430. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  431. examine QFOT
  432. I don't see that here.
  433. examine QDOT
  434. Owner: Azure
  435. @sweep
  436. Listeners in your inventory:
  437. Listeners in SS-510-4:
  438.     Player  Agris(#32770PBJ)
  439.     Thing   QDOT Short Range Spaceship [owner: Azure]
  440. !!    Listen.muf(#6860FLVM3) is a listening program
  441. Listening rooms down the environment:
  442. *Done*
  443. staff
  444. Status     Helpstaff         Hi! Ask me about...
  445. [Idle 6m]  BunnyHugger       Building, MUF, MPI, homes, local culture, etc.
  446. [Asleep]   Beltrami          Building, Tinyplot Scenes, Other, Otherness
  447. [Asleep]   Dragoncat         Building, MUF/MPI, Minor in Character Descing
  448. [Idle 31m] fluffy            Building, MPI, mad science, laundry
  449. [Asleep]   Sirianna          
  450. [On Duty]  Kamare            Building, MPI, RP, A shoulder to lean on
  451. Helpstaffers are volunteers who offer their time to players' needs.  Check whether a helpstaffer can help before asking a wizard, if possible.
  452. page BunnyHugger=how do I read MUF scripts, or are they hidden?
  453. You page, "how do I read MUF scripts, or are they hidden?" to BunnyHugger.
  454. Ping pages, "Heya. I'm okayish. You?" to you.
  455. page Ping=I'm good. Just doing some space exploration
  456. You page, "I'm good. Just doing some space exploration" to Ping.
  457. page Ping=Are MUF scripts readable?
  458. You page, "Are MUF scripts readable?" to Ping.
  459. page Ping=what's got you down?
  460. You page, "what's got you down?" to Ping.
  461. look
  462. SS-510-4
  463. An earthly paradise, you might call it, though extremely extra-terrestrial. The plants here are no normal plants, springing from the ground without cultivation, twining themselves into shelters with little to no work. All the comforts of industrial civilization while being green and alive as far as the eye can see. But there's something off, some vines a little disheveled, leaves ripped off by wind...
  464. Contents: QDOT Short Range Spaceship
  465. Ping pages, "Sometimes. They have a compiled form, I believe it depends on the permissions set on the program object." to you.
  466. In a page-pose to you, Dawnwing evening-greets!
  467. Ping pages, "Wouldn't say I'm particularly *down*, just... kinda on balance sorta 'meh'?" to you.
  468. page Ping=oh ok, no I understand. I'm actually a bit undercharged for roleplay rn. It happens
  469. You page, "oh ok, no I understand. I'm actually a bit undercharged for roleplay rn. It happens" to Ping.
  470. page ping=Do you know how I could attempt to read a muf script?
  471. You page, "Do you know how I could attempt to read a muf script?" to Ping.
  472. Ping pages, "I haven't really had the chance today to ask some questions that need to be asked. This may take some time. Is there a particular muf program you're wanting to read?" to you.
  473. BunnyHugger pages, "Hi!  If it's something in the public MUF library or otherwise set to be viewable, you can enter '@list #<dbref>' with <dbref> being the dbref number.  :)" to you.
  474. page Ping=oh that's fine. Thankyou for remembering about it though. I don't mean to hurry you. No, there is not one in particular, i just come across them sometimes and i'm curious what they do or sometimes i run into problems with things and i want to read them to ensure i've got the right command. like the prismacola machine last night
  475. You page, "oh that's fine. Thankyou for remembering about it though. I don't mean to hurry you. No, there is not one in particular, i just come across them sometimes and i'm curious what they do or sometimes i run into problems with things and i want to read them to ensure i've got the right command. like the prismacola machine last night" to Ping.
  476. page ping=there's so much snow here (irl) i'm thinking about wearing my paws and tail out to keep warm ;3
  477. You page, "there's so much snow here (irl) i'm thinking about wearing my paws and tail out to keep warm ;3" to Ping.
  478. page Dawnwing=:coldwetnoses you!
  479. You page-pose, "Agris coldwetnoses you!" to Dawnwing.
  480. @sweep
  481. Listeners in your inventory:
  482. Listeners in SS-510-4:
  483.     Player  Agris(#32770PBJ)
  484.     Thing   QDOT Short Range Spaceship [owner: Azure]
  485. !!    Listen.muf(#6860FLVM3) is a listening program
  486. Listening rooms down the environment:
  487. *Done*
  488. @list #6860FLVM3
  489. ( Listen.MUF for spaceships by Points                            )
  490. ( Set the following properties on your ship object:              )
  491. ( _listen: #<this program number>                                )
  492. ( listen/dest: <Number>    This is the room to echo to.          )
  493. (  For example listen/dest:45867 would echo to room #45867       )
  494. (  This can also be a registered name, denoted by $name.         )
  495. ( listen/filter: <on/off>  This turns the self-filtering on or   )
  496. (  off.  When self-filtering is on, you don't get an echo back   )
  497. (  of what your own ship is doing.  For example listen/filter:on )
  498. ( listen/recurse: <on/off> This turns recursive echoing on and   )
  499. (  off.  When recursion is set on, if the echo room has any      )
  500. (  rooms inside of it, those rooms will be echoed to as well,    )
  501. (  and if those rooms have rooms in them, they will be echoed to )
  502. (  and so on.  This allows for ship-wide 'listening' by setting  )
  503. (  the destination prop to point to a parent room that contains  )
  504. (  all rooms within a ship.                                      )
  505. ( listen/pre: <text>       This sets the text string to be       )
  506. (  pre-pending to any echoed text.  For example                  )
  507. (  listen/pre:Sensors indicate: would echo all text inside the   )
  508. (  ship starting with 'Sensors indicate:'                        )
  509. ( listen/post: <text>      This sets the text string to be       )
  510. (  post-pended to any echoed text.  It acts like listen/pre      )
  511. (  except that the listen/post text appears at the end of the    )
  512. (  echoed string.                                                )
  513. ( listen/power: <on/off>   This turns echoing on and off.        )
  514. ( listen/quiet: <on/off>   This is set on a room.  Any dark      )
  515. (  listening object in a room with this set will not echo the    )
  516. (  '<object> is listening.' message.                             )
  517. ( You can make ship-wide intercoms with this program as well.    )
  518. ( Simply set up the program in the room or rooms that you wish   )
  519. ( be able to activate the com from, and then set the destination )
  520. ( to the internal parent room.  Multiple listens can be running  )
  521. ( in the same ship.                                              )
  522. ( Note: The destination room must be owned by the same person    )
  523. ( that owns the trigger object or room.                          )
  524. ( Docs done.  Lines 1-34.                                        )
  525.  
  526. ( DoEcho handles the recursive calls to notify_exclude           )
  527. : DoEcho        ( s d -- s d )
  528.  over over dup room? not if
  529.   trig "listen/filter" getpropstr "off" stringcmp 0 = not if
  530.    dup trig dbcmp not over me @ dbcmp not and if
  531.     swap notify
  532.    else
  533.     pop pop
  534.    then
  535.   else
  536.    swap notify
  537.   then
  538.   exit
  539.  then
  540.  trig "listen/filter" getpropstr "off" stringcmp 0 = not if
  541.   dup trig dbcmp not if
  542.    swap #-1 swap 1 swap notify_exclude
  543.   else
  544.    pop pop
  545.   then
  546.  else
  547.   swap #-1 swap 1 swap notify_exclude
  548.  then
  549.  trig "listen/recurse" getpropstr "off" stringcmp 0 = if
  550.   exit
  551.  then
  552.  dup contents begin
  553.   dup #-1 dbcmp not while
  554.   dup room? if
  555.    3 pick over DoEcho
  556.    pop pop
  557.   then
  558.   next
  559.  repeat
  560.  pop
  561. ;
  562.  
  563. ( Filter takes the top of the loop and determines )
  564. ( if the initiator of the listen action is within the echo tree. )
  565. : Filter        ( d -- i )
  566.  dup room? not if
  567.   me @ dbcmp if 1 else 0 then exit then
  568.  dup me @ location dbcmp if pop 1 exit then
  569.  trig "listen/recurse" getpropstr "off" stringcmp 0 = if
  570.   pop 0 exit then
  571.  contents 0 begin
  572.   over #-1 dbcmp if
  573.    swap pop break then
  574.   over Filter 1 = if
  575.    pop pop 1 break then
  576.   swap next swap
  577.  repeat
  578. ;
  579.  
  580. ( LFilter makes sure the listener is never within the echo tree )
  581. : LFilter        ( d -- i )
  582.  dup room? not if
  583.   trig dbcmp if 1 else 0 then exit then
  584.  trig room? not if
  585.   dup trig location dbcmp if pop 1 exit then
  586.  else
  587.   dup trig dbcmp if pop 1 exit then
  588.  then
  589.  trig "listen/recurse" getpropstr "off" stringcmp 0 = if
  590.   pop 0 exit then
  591.  contents 0 begin
  592.   over #-1 dbcmp if
  593.    swap pop break then
  594.   over Filter 1 = if
  595.    pop pop 1 break then
  596.   swap next swap
  597.  repeat
  598. ;
  599.  
  600. $def LIBW "fribble llama moose main kill destroy death destruction mutilate hurt die rosebud fold spindle smurf"
  601. $def NUMW 15
  602. $def MAXW 11
  603. $def MAXS 20
  604.  
  605. : addwords (s - s)
  606.  dup not if exit then
  607.  random 20 % dup 10 > if pop exit then
  608.  dup 5 < if ( Sublim )
  609.   pop
  610.   1 begin
  611.    random MAXS % +
  612.    over strlen over > while
  613.    swap over strcut swap
  614.    LIBW " " explode random swap % 1 + pick 0 begin
  615.     dup NUMW < while
  616.     rot pop 1 +
  617.    repeat pop
  618.    strcat swap strcat swap
  619.    MAXW +
  620.   repeat pop
  621.   exit
  622.  then
  623.  dup 8 < if ( Rev )
  624.   pop
  625.   dup "" swap strlen 1 - begin
  626.    dup -1 > while
  627.    rot over strcut 4 rotate swap strcat rot 1 -
  628.   repeat pop swap pop
  629.   exit
  630.  then
  631.  8 = if ( Jam )
  632.   pop "You have been jammed!  "
  633.   random 10 % dup 4 < if
  634.    "It appears to be.. raspberry!"
  635.   else
  636.    dup 6 < if
  637.     "Strawberry jam.  Anyone have peanut-butter?"
  638.    else
  639.     dup 6 = if
  640.   "Och keptain, its a fluctuation in d'warp core tae be makin' all da problem."
  641.     else
  642.      dup 7 = if
  643.       "I sense a great disturbance in the force."
  644.      else
  645.       dup 8 = if
  646.        "Total protonic reversal!"
  647.       else
  648.        "Either that, or sensors are broken again."
  649.       then
  650.      then
  651.     then
  652.    then
  653.   then
  654.   swap pop strcat
  655.  else ( Ant )
  656.   pop "HAL says, \"I'm sorry Dave, but there seems to be a malfunction in the A.E.35 Antenna Unit.\""
  657.  then
  658. ;
  659.  
  660. ( Main takes the listen string and starts the echo process       )
  661. : Main          ( s -- )
  662.  dup not if exit then
  663.  trig dup room? if
  664.   "HAVEN" flag? if
  665.    pop exit then
  666.  else
  667.   location "HAVEN" flag? if
  668.    pop exit then
  669.  then
  670.  trig "listen/power" getpropstr "off" stringcmp 0 = if
  671.   pop exit then
  672.  me @ "DARK" flag? if
  673.   dup me @ name " listens." strcat strcmp 0 = if
  674.    pop exit then
  675.  then
  676.  trig "listen/filter" getpropstr "off" stringcmp 0 = not if
  677.   dup trig name instr 1 = if pop exit then
  678.  then
  679.  trig "listen/pre" getpropstr swap strcat trig "listen/post" getpropstr strcat
  680.  trig "listen/dest" getpropstr dup "$" instr 1 = if
  681.   1 strcut swap pop "_reg/" swap strcat dup trig owner swap getpropstr dup
  682.   "" strcmp 0 = if pop #0 swap getpropstr dup "" strcmp 0 = if exit then
  683.   else swap pop then atoi dbref
  684.  else
  685.   atoi dbref
  686.  then dup #0 dbcmp if
  687.   pop trig "dest" getpropstr atoi dbref dup #0 dbcmp if
  688.   pop pop exit then then
  689.  dup owner trig owner dbcmp not if
  690.   pop pop exit then
  691.  trig "listen/filter" getpropstr "off" stringcmp 0 = not if
  692.   trig room? not if
  693.    dup Filter 1 = if pop pop exit then
  694.  then then
  695.  ( Make sure we can't broadcast when the listener is in the echo tree )
  696.  dup LFilter 1 = if pop pop exit then
  697.  DoEcho
  698.  pop pop
  699.  trig "DARK" flag? if
  700.   trig room? not if
  701.    trig location "listen/quiet" getpropstr "on" stringcmp 0 = not if
  702.     trig location trig 1 trig name " listens." strcat notify_exclude
  703.    then
  704.   then
  705.  then
  706. ;
  707. 218 lines displayed.
  708. page BunnyHugger=thankyou, that works
  709. You page, "thankyou, that works" to BunnyHugger.
  710. page Ping=oh, nevermind. I figured it out with the muf scripts. thankyou anyways
  711. You page, "oh, nevermind. I figured it out with the muf scripts. thankyou anyways" to Ping.
  712. Ping pages, "They're usually associated with exits on rooms, or actions like get/drop on objects..." to you.
  713. In a page-pose to you, Dawnwing blushes and kisses the coldwetnose!
  714. page Dawnwing=Are you playing with Chevesh rn?
  715. You page, "Are you playing with Chevesh rn?" to Dawnwing.
  716. Dawnwing pages, "Chevesh is 'visiting' Cinderglow on Xedwa." to you.
  717. Dawnwing pages, "So, yes (via a puppet character)" to you.
  718. page Dawnwing=would either of you mind if I joined?
  719. You page, "would either of you mind if I joined?" to Dawnwing.
  720. Dawnwing pages, "I don't mind spectators, but the scene itself is just two characters" to you.
  721. In a page-pose to you, Dawnwing is checking with Chev!
  722. Dawnwing pages, "Oh, Athares is also an active PC in the scene, oops!" to you.
  723. page Dawnwing=I met them last time
  724. You page, "I met them last time" to Dawnwing.
  725. MEETME:  Cinderglow(Z)[Dawnwing] would like you to join them.  Please respond with
  726. MEETME:  "mjoin Cinderglow" or "meet Cinderglow" to go to their location,
  727. MEETME:  or "mdecline Cinderglow" turn down the request.
  728. mjoin Cinderglow
  729. Xedwa-56(#32155RLJ)
  730. Behold, the lingering whispers of a dead past finally coming to rest: a scorched, dead landscape of craterized brown and grey marked by broken highways and scattered ruins, seas empty of all but drifting detritus and derelicts matching the grey of the quieting skies above. The cities sleep eternal on this world; there is no birdsong, no howls of the wilds, for nothing remains beyond the broken cities but the brown and black of burnt trees and ash-strewn fields, no sound at all but the sleepy, blank howl of the wind mingling with the patter of rainfall washing the last of the ashes away.
  731.  
  732. The lingering radiation around the craterized remains of military bases and large cities speaks the classic tale of apocalyptic rivalry and nuclear armageddon, but even globlal nuclear wars tend to leave something left, some patches of nature that can some day recover. This world couldn't have even been that lucky. Down to even the last microbe, there is simply no lifeforce left... Eventually, this planet will resume being one more barren lifeless rock among the countless many in the universe, the oddly regular patterns of shaped stone and corroded metal the only hints that complex life ever existed here at all. At least, fortunately, someone is now present to learn from these remains before they fade completely.
  733.  
  734. While there are scattered settlements, secluded towers, and the occasional odd lone building scatterred around this planet there were two unique and highly developed regions apparent from the remains at large. Across the breadth of a large southern continent, a spider's web of trench-highways and railroads weaves a tattered tapestry of former civilization, stretches of variously purposed buildings made of form-flowed stone likely by earth magic spanning along these paths rather than being clumped together in conventional cities, sub-paths branching out like branches on a tree. The abundance of varied banners and symbols suggests a diverse bunch of nations composed this tapestry, all interconnected with the largest of them occupying most of the hemisphere's temperate land and once commanding its largest ports. The presence of incredibly sophisticated golems along with vehicles and machines for every concievable task, grand artworks and abundant shopping venues, and the absence of any imposing control devices suggests this used to be a fairly comfortable region to live in.
  735.  
  736. To the north in regions still abundantly rainy is the heart of the other stretch, showing more conventional-looking cities albeit with circular polar street grids rather than square euclidean ones. Their larger buildings thus tend to be wedge-shaped towers, surrounding the three-sided glass-and-steel pyramids at the heart of their cities. Echoes of divine magic still linger omnipresently, a pyramid temple found at the heart of every city, the larger ones hosting multiple, with sun and cloud symbols absolutely everywhere. While there are shops and such about and the condominiums don't seem that unpleasant, the shelves seem a bit more plain, the city walls and coastal fortifications hinting at a more militaristic society. There are a variety of banners seen among the northern stretches too, though they all seem to share a golden sun symbol at the center.
  737.  
  738. Such is history, but what of the future? No longer does the sky bear a purple hue; the now-entirely-conventional thunder has been quieting down lately, the occasional gap in the clouds spilling sun rays through the gloom. The magic once polluting the world has been condensed and removed, a glowing green stretch of land bearing spires of twisted quasi-metal the last mark of mad magic on this world where a crashed starship once was. One last echo of that dying past had been ressurected from that wreck prior, bringing from it one last glimmer of life from the old world. Or perhaps a spark, beginning a new one? This world will soon be ideal for recultivation, though an interlude persists for now. Those last relics still await.
  739. Contents: Kandra, 'Kamare, Cinderglow, Chevesh, Athares, Exploratory Crawler, Modular Hab System, and Long_Growler
  740. You found one space telescope!
  741. ## There are possible hidden listeners here.
  742. Cinderglow is still using hardlines for everything close enough to the base, but there are some more distant equipment setups that carry cameras - though not -just- those. Things like airspeed monitoring, sunlight sensors ... A bunch of what Glow brought includes weather monitors, it seems. They send data -to- the base, but generally don't receive much from it, and they're certainly not arranged like a security grid. Masquerading as one probably wouldn't be too hard, since it -is- FE equipment, but there's no telling what the base itself will do with input that -isn't- what the weather stations should be sending.
  743. Athares-is- external equipment, but not transmitting at the moment. Entirely unaware, the conversation might end up drifting to his musings on how to make analogs to Xedwan meals using Spindizzian produce, such that his new friends would be aable to enjoy them as they were meant to be enjoyed.
  744. Chevesh ponders that, picking up and following the signal to its source as she reads the information being sent. Long enough to mentally copy it in her head. It doesn't quite happen at the level of conscious thought, in all ways... it's more based on impressions, the technical details being handled in a subconscious manner. Rather than trying to directly mimic the signals being sent, in her mind it's more like shaking hands and getting to know someone, then trying to sound like them to another computer and declare her identity convincingly enough to fool it. Reading the camera direction from the transmission, she avoids its line of sight, coming up to the assembly and pausing. Ready to take over at a moment's notice, she angles her claw into the machinery directly for the transmitter, silencing it and instantly picking up where it left off. Now she's the source of the transmission, though she's mostly just copying everything it was sending over the last few minutes. This may actually cause discrepancies between these sensors and the others arrayed around the island, since she's only looping the same data over and over again. But on her way back, she starts setting up a series of commands in advance, to be transmitted all at once on what is hopefully her new direct line into the base's systems. Without data being transmitted back to her, she can't really tell, of course.
  745. Cinderglow is taking notes about that, sure enough. As a gracious host, it's not even via the instance of Glow that Athares is talking with. The AI's likely seen enough of the habitat to know that there are three of them in today, and enough bunks and such set up to comfortably host a dozen without hot-bunking. Based on hir current supply situation, a dozen overall seems to be an upper bound without starting to affect longevity too severely. As for the weather platforms, at the moment local conditions don't seem to be severe enough to make spotting a 'broken record' broadcast all that likely. Chevesh could loop that data for hours and not raise an alarm, aside from correcting things like timestamps.
  746. Chevesh spends a few minutes by the door, carefully going over her directions in her head. Subconsciously, writing line after line of rapidly filled-out code, beneath her conscious notice... consciously, she's merely building her set of priorities and intentions. When her transmission changes, it is all at once, lines being dumped into the transmission one after another with almost no delay. First, a sequence of garbled transmissions that all bear an extremely high priority, packed with looping references, multiple at a time, with the intent of causing whatever program is reading it to suddenly require more and more processing power, hopefully until it crashes. Then comes a series of commands aimed at every point she can imagine within the file structure at once, aiming at anything relating to a door and sending the command to open it. Then to all lights, to shut them off. To all detection equipment at large, to attack and flood it with useless self-referential codes that are designed to cause them each and all to start drawing progressively more abundant processing power as well... ending with hopefully seizing up or even crashing the computer network, if possible. She'll remain by the exterior door to see if it works.
  747. ooc is Chevesh cybernetic?
  748. [OOC] Agris says, "is Chevesh cybernetic?"
  749. Cinderglow's computers don't crash, unfortunately - they're either a bit too robust for that, or there's some level of defensive programming in place. But they're not robust enough to completely ignore Chevesh's cyberwarfare, either - all of a sudden, there's the equivalent of a zip bomb going off, and Athares + Varat may notice a sudden lack of telemetry data over the link hardware that Glow had been provided with, although the link itself is still up. Lights go down, and most doors pop open - including access to the outside right around where Chev is waiting. The base is still fully powered, though, and the computer systems have -not- gone down, so emergency lighting fails to kick in, leaving just still-active displays and the flame-tails of the few Glows present as the sole sources of light.
  750. ( Almost immediately, there is a chorus of shouted 'Fuck!'s from inside the base. )
  751. Athares might have radio built in for convenience and practicality's sake, but he's not constantly broadband sweeping, so Chev will remain unnoticed to him, for now. That is a lot of noise on a common channel; all it'll take is something popping up where he needs to talk to the computers and that gratuitous amount of radio noise coming from where there should be nothing will be pretty obvious.
  752. [OOC] Kandra says, "not exactly"
  753. [OOC] Chevesh says, "She's actually a robot. In her early days, many RL years ago, she was all 'beep boop does not compute.' She seems really natural now, but it was a long and very gradual road to reach that point. She's obsessed with mimicking and emulating animals, so that's been her life's work. Now it's really easy to mistake her for a natural organic being by both personality and appearance."
  754. Athares, well... nevermind, that's pretty obvious. He looks around, flaring his ears, curving his tail around to raise his own orb of light. "I don't think you scheduled any maintenence? Strange. If you wish, I'll go check the computer."
  755. ooc that's soo cool!
  756. [OOC] Agris says, "that's soo cool!"
  757. [OOC] Chevesh says, "I should show you her moon sometime. The majority of her is secreted away in a tesseract."
  758. ooc and also forboding and unnerving at the same time
  759. [OOC] Agris says, "and also forboding and unnerving at the same time"
  760. ooc i'd love that chevy
  761. [OOC] Agris says, "i'd love that chevy"
  762. Cinderglow whispers, "Glow doesn't yet have a taur-desc like Dawn does, but sie will soon~" to you.
  763. Chevesh's ear perks at the sound of the door opening beside her, hidden within the gently roiling particulate cloud she's engulfed by. Rocking forward to four paws again, she curls around and walks inside, filling the corridor in the darkness with a now-unseen masking smoke, striding silently on padded paws like a ghost in the darkness. Switching to a combination of thermal and low-light vision, she can see as long as she's moving... but once she pauses, the smoke drifts forward to occlude her own sight, though it comes with a sort of radar: reading the disturbance patterns in the smoke, calculating what it means for the space it occupies beyond her vision, like a form of very simple sight without sight.
  764. ooc padded paws <3
  765. [OOC] Agris says, "padded paws <3"
  766. [OOC] Chevesh says, "Note for Cinder, for when it inevitably becomes important since all of the Cinders have flaming tails: this smoke is actually combustible. Not terribly, like it doesn't go up like a bomb or fuel. More like flash paper, a brief bright flash that consumes it all quickly."
  767. ( Internal monitoring seems to almost be an afterthought, given who these habitats were meant for use by. Cameras aren't set up for coverage versus intruders, they all seem to be around exclusively to monitor important hardware instead. Damage Control aids, perhaps. And the base computer's kinda chugging anyways, although one of the three Glows hops on a terminal right away and starts clearing processes dedicated to handling outside input. The second remains with Athares, following them to the hab module that actually contains the bulk of the computing hardware. The third Glow is ... heading right for the door Chevesh & company originally showed up at the first time they visited. )
  768. Athares indeed would be trailing right along, perhaps skipping entirely around Chev's presence depending on the layout. There won't be anything wrong at the computers though. He might suggest just rebooting them, though odds are there'll be an alert before he can reach them. One... pretty much right now in fact!
  769. [OOC] Cinderglow says, "Notably, if Chev picked a different door this time, Glow's going to the wrong one."
  770. [OOC] Chevesh says, "Nope. I did say it was the same door we came to earlier, so you're good."
  771. [OOC] Cinderglow says, "Derp, I missed that. Sorry :p"
  772. Chevesh pauses, one of her paws raised in mid-step, as she hears the sound of footsteps approaching. Well, she's content to wait for that. Sitting in the midst of her roiling black smoke, in the middle of a dark and unlit passageway, she turns and sits back on her haunches as she waits. Head down, ears perked... the smoke actually dampens sounds slightly, which is not great for her right now. But once she hears the Cinder instance come around the bend toward her, she'll loom forward, reaching out of the smoke... to slip a little antler-headband onto the Cinder who's rushing her way. Assuming it takes effect, and still enshrouded by smoke, she'll turn to usher hir forward along the path she was already taking, out the door, which she'll hook her claws into and yank shut with a screeching sound of door mechanisms being forced into place and bent. Of course, if the change doesn't happen quickly enough to transform Cinder before hir tale catches the smoke alight, they're both likely to be surprised by a brief and bright flash within the corridor.
  773. [OOC] Chevesh says, "This is NOT a good tactical option. But I was highly amused by the Cinder point of view of this happening."
  774. [OOC] Chevesh says, "Oh, shit, I just realized something though. I said I wasn't coming to destroy anything, and I meant it. But here I go destroying a door. Damn."
  775. [OOC] Chevesh says, "That makes it my turn to go 'DAMMIT CHEV'"
  776. [OOC] 'Kamare says, "You just can't help yourself."
  777. [OOC] Chevesh says, "Apparently not. It's second nature."
  778. [OOC] Athares says, "She really is detructo-cat..."
  779. [OOC] Kandra says, "I mean"
  780. [OOC] Kandra says, "If ... oh wait no it turns creatures -inflatable-.  And invincible, apparently."
  781. [OOC] Kandra thought it was turn creatures plush.  *side eyeing Chevesh' relationship with the PQ cushions
  782. ( What Chevesh ends up getting as a result of the headbanding is ... a completely inert reindeer doll. Seems that Glow doesn't react well to forced transformations like that - something that's previously happened to Dawn, too. That Glow won't be seeing the flash-discharge of Chevesh's obscuring smoke, at least - and it can't prevent itself from being shoved outside. If the bellows of rage coming from -elsewhere- in the base are any indication, though, the rest of the Glowhive now knows. The one attending Athares abruptly abandons them, now on the hunt for Chevesh with malice in hir eyes, and the one holed up with a terminal is locking hirself in place behind shuttered doors. As a sidenote, Chev might also catch a simple computerized voice asking for Damage Control to report to the door she just broke. )
  783. [OOC] Cinderglow says, "Depends on the headband, I think"
  784. [OOC] 'Kamare says, "There are three I know of: inflatable, plush, and rubber."
  785. [OOC] Kandra says, "Huh.  Ah."
  786. [OOC] Kandra ponders whether Cinderglow's internal cognitive structure is different than Dawnwing's.
  787. Chevesh frowns, realizing something. Her ear does perk at the bellowing, but she mostly ignores it. Slowly wrenching the door back open, she picks up the doll and looks it over, confusedly. She reaches up and removes the antler headband.
  788. [OOC] Cinderglow says, "Dawn/Glow don't handle transformation into non-organic things well."
  789. [OOC] Kandra says, "I know"
  790. [OOC] Kandra says, "I was just like"
  791. [OOC] Kandra says, "Wondering if Cinderglow is more "one mind" than Dawnwing, or something"
  792. [OOC] Chevesh says, "I didn't know that. Dawn told me to bring these headbands along. So I thought it was cool."
  793. [OOC] Cinderglow says, "Sie knows it'd annoy the hell out of Glow"
  794. [OOC] Cinderglow says, "When removed, the zard in question is perfectly normal and functional again"
  795. [OOC] Cinderglow says, "Glow's more upset because -now sie knows Chev's here-"
  796. ( Removing the band is enough to start the Doll reverting back into a Glowform, but Chevesh still has adequate time to pull the door shut again, effectively locking that part of Glow out of hir own base. )
  797. ( If Chev chooses to do so, that s! )
  798. [OOC] Cinderglow says, "Also, as a horrible oversight, I completely forgot at the time that Dawn was even -mentioning- that, that sie'd previously had a body-disabled reaction to a transformation like that. My apologies, it's OOC error on my part."
  799. Chevesh steps back outside along with the Glow, standing right outside of the door and keeping an ear swiveled back to listen to approaching footsteps and fury. She pulls out the other four headbands, and dumps them onto the ground in front of the glow who's still un-transforming, rumbling "That didn't really feel great. I only kill people. I don't stoop to the sort of things you do. So call that a mistake, and lesson learned." She's seeming casual, but she's prepared at a moment's notice to leap up and dash at top speed across the top of the base to another door the moment the nearby Cinder turns hostile, or she hears the footsteps bearing up on her from behind. Let them congregate at this end of the base, and she'll have an easier time rushing in from the other side.
  800. whisper Dawnwing=I think hiveminds are hot~ *Agris teases*
  801. I don't see the player named "Dawnwing" here.
  802. [OOC] Chevesh says, "Ah, no worries. Call it a mistake on both sides. Chevy really shouldn't have stooped to forced anything, realistically. It was already kind of against her character."
  803. page Dawnwing=I think hiveminds are hot~ *Agris teases*
  804. You page, "I think hiveminds are hot~ *Agris teases*" to Dawnwing.
  805. page Dawnwing=:SNAPS their fangs and grins
  806. You page-pose, "Agris SNAPS their fangs and grins" to Dawnwing.
  807. Cinderglow is pretty much in attack mode as soon as sie -can- be, though. Chev has enough time to say her piece while Formerly-Transformed-Glow is recovering, but then footfalls draw near and the present Glow's maws start to fill with flame. There are no words, just fire, but some of it's directed at the set of headbands, leaving Chev plenty of opportunity to dodge out of the way of the rest. The base is still sufficiently fucked up that the next door Chev goes to is still wide open, but all the interior lighting is on again at this point.
  808. In a page-pose to you, Dawnwing blushes~.
  809. Dawnwing pages, "These ones are self-replicating ones, too~" to you.
  810. Athares is going to follow the Glow he'd been talking to back towards Chev, albeit more with a curious look. He has a pretty long stride though; it won't be hard for him to keep up in the short journey there.
  811. Chevesh sets her paws in the dirt and twists as soon as she drops in front of the other door. Dashing back inside... now this is more her element. For all of her suite of abilities and skills for being a classic stealthy monster in the air vents, she truly thrives on chaos, and would rather be getting chased through corridors and sneak through them. There's a part of her mind that really feels at home using predictable movements to her advantage when people are panicking or chasing her with murderous intent. And, let's be fair, it's more fun too. Turning left, she tries to take a straight path toward the far side of the base, starting to pull doors closed to split the base off from the side that the remaining Cinders are on, and searching for the computer terminal she now knows must be somewhere and turning the lights and systems back on. If she can get her claws on that computer, directly...
  812. look Cinderglow
  813. This is a very unusual specimen of a reasonably well-known species. A Charizard in the lesser-known 'Shiny' coloration, this is a tallish bipedal draconid mostly covered in grey-black scales with a lighter silver-grey running down hir chest all the way to the end of hir tails. A departure from the normal bodyplan of the species, sie has five heads instead of the one most would expect hir to have. About eleven feet tall at the shoulders, hir heads rise above on long, graceful necks. Each head is identical - a somewhat boxy draconic muzzle and visage, a pair of horns rising backwards from just behind the head's eyeridges and sky-blue predatory eyes.
  814.   
  815. Hir multiplicity doesn't just end with hir heads, though. Sie has three pars of arms, each hand sports a trio of clawed digits, one of which is able to act as a thumb for the other two if it has to. Sie also has a pair of large, leathery dragonwings, maroon on the insides of their sails and bearing the same grey-black as the bulk of hir hide everywhere else. Hir belly's a bit on the large side and hir hips are wide, held up by three-toed feet with claws bigger than those on hir hands. Sie also has three tails, each one thick and about as long as sie is tall, smoothly tapering down to a point on which Charizard's signature tailflame burns brightly.
  816. looks Cinderglow's cinders
  817. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  818. lookat cinderglow's cinders
  819. I don't see that there.
  820. smell cinderglow
  821. You smell nothing special.
  822. taste cinderglow
  823. You taste nothing special.
  824. feel cinderglow
  825. You feel nothing special.
  826. ( Many rooms in the base have terminals available, as it is. Thin clients, each and every one, distributed to nearly every room that served a purpose other than being a storage shed or closet. Most of them are even unlocked and available for hands-on use - while Glow definitely put -some- effort into trying to sanitize input from outside the base, sie seems to have made the assumption that the only person -inside- who would ever be using those terminals is hirself. The server closet itself is already closed off, with Glow only having direct control of one terminal in person right now. Probably best to avoid the room that Glow's in, if you happen to find it. )
  827. Chevesh skids to a halt, turning toward the terminal she finds and setting her claws on it. With direct access through the impulses in her claws, moving them around a little bit until she finds the right place to hold them, she can access it more quickly than she could by typing. She quickly sets herself up with a wireless unsecured connection to this computer, and then keeps moving, doing the same to any other computers she comes upon. The first thing she'll do is shut off the lights again... legitimately, this time. Then she triggers a fire alarm warning in the first larger than average room she comes to, dashing into it and through a door to wait around a corner. Any time the lights get turned back on, she'll toggle them back off again immediately, each time from a different one of the computers she's touched.
  828. ooc I really like Chevesh's way of interfacing with computers
  829. [OOC] Agris says, "I really like Chevesh's way of interfacing with computers"
  830. ooc i was just thinking about interfacing with other creatures that way
  831. [OOC] Agris says, "i was just thinking about interfacing with other creatures that way"
  832. ooc if it's all all similar to F2FN
  833. [OOC] Agris says, "if it's all all similar to F2FN"
  834. [OOC] Chevesh says, "Well, to be fair, I'm really no expert on computers IRL. I do my best to explain what I'm doing as logically as I'm able to, but I'm certain I also must say a lot of shit that makes people who actually know how it all works roll their eyes. I'm not trying to show off or paint myself as being more capable than I really am, so I'm asking for an uncomfortable amount of concession every time I do that kind of thing."
  835. ooc :will have to try F2FN on Chevesh sometime
  836. [OOC] Agris will have to try F2FN on Chevesh sometime
  837. ooc (Fox 2 Fox Networking)
  838. [OOC] Agris says, "(Fox 2 Fox Networking)"
  839. ( That's gonna cause the whole base to look like Blackout Basement -real- quick! On, off, on, off ... The Blinkenlights are real, as is Glow's sheer frustration, if the 'GET OUT!' played over a public address system with the volume set to eleven is any indication. Eventually, though, after an extended period of darkness the terminals just stop responding altogether. The mainframe's being rebooted. )
  840. page Dawnwing=I wonder if they keep any "cultivated species" ;3
  841. You page, "I wonder if they keep any "cultivated species" ;3" to Dawnwing.
  842. ( The room in which the fire alarm was triggered in has a more-or-less automatic response: Loud Noises for about fifteen seconds, followed by doors closing, locking and sealing. ANd a halon dump. )
  843. In a page-pose to you, Dawnwing giggles. Dawn is actively trying to collect other 'mon species, if that counts~
  844. ooc Chevesh is in that room right?
  845. [OOC] Agris says, "Chevesh is in that room right?"
  846. [OOC] Chevesh says, "Negative. I was waiting around a corner outside of it. I was waiting to see if I could get the Cinders to respond to the fire."
  847. [OOC] Chevesh says, "Instead, I found something even more valuable."
  848. page Dawnwing=Some species gain energy directly from electricity, which they use to grow and eventually reproduce. Such a species with electric organs could possibly have a symbiotic relationship with them, or parasitic depending on the circumstances ;3~~
  849. You page, "Some species gain energy directly from electricity, which they use to grow and eventually reproduce. Such a species with electric organs could possibly have a symbiotic relationship with them, or parasitic depending on the circumstances ;3~~" to Dawnwing.
  850. Cinderglow, for the sake of keeping hir actual invited guest safe, would have invited Athares to travel with hir to the mainframe room. One Glow, one Athares, and a bunch of locked doors to keep those two out of chaos' way.
  851. page Dawnwing=seeping their living fluids inside of them making them grow, supercharging their electric organs and in the proccess growing them to produce eggs
  852. You page, "seeping their living fluids inside of them making them grow, supercharging their electric organs and in the proccess growing them to produce eggs" to Dawnwing.
  853. Chevesh raises her eyebrows as she watches the doors close. Huh. Good thing she wasn't waiting directly -inside- that room. Still... it makes perfect sense that the Cinders would be concerned about setting their base on fire somehow. And it seems like a really good reason to suspect that they won't be using their fire breath indoors, even beyond the damage to their own facility. Well... alright then. She can't go through that room, so she turns and takes the corridor further around, slinking along on four paws and pausing frequently to listen for movement. It's time to go find the Dawn in the computer room, while the mainframe is rebooting.
  854. [OOC] Chevesh says, "AGH"
  855. [OOC] Chevesh says, "CINDER"
  856. [OOC] Chevesh says, "NOT DAWN"
  857. In a page-pose to you, Dawnwing ohmy. Dawn doesn't have any electrics yet, but sie does have cum-powered hydroelectric turbines...
  858. Kandra has disconnected.
  859. page Dawnwing=hehehe, what would you do with a very powerful electric-producing flourine fennerctie?
  860. You page, "hehehe, what would you do with a very powerful electric-producing flourine fennerctie?" to Dawnwing.
  861. ( The doors leading into the mainframe room are as sealed as the fire-suppressant room by the time Chevesh gets there. The one Glow inside offers apologies to Athares for the fact that sie's about to have to commit violence on the surface of Xedwa, while the other two in the base are sweeping from habitat to habitat, trying to figure out where the hell Chevesh has gone now without the benefit of any of the interior systems. The weather stations outside, oblivious as ever, may reveal something to Chev if she's still listening to their transmissions - one of them has spotted one of the other Glows who had been abroad returning by air, still in the distance for now. )
  862. In a page-pose to you, Dawnwing heehee. All that electricity makes -more- foxes?~
  863. [Cinderglow just looked in your direction! (Herm 'Shiny' Charizard Hydra)]
  864. Chevesh stands up outside of the door to the mainframe room. She raises a paw, and raps her knuckles on the door three times.
  865. page Dawnwing=Thats a /lot/ of cum~~
  866. You page, "Thats a /lot/ of cum~~" to Dawnwing.
  867. ( No response from inside - from Glow, at least. If Athares has something to say, sie won't stop the AI from saying it. The other Glows know where to go now, though. Chev can probably hear them on the way. )
  868. page Dawnwing=:gently brushes their sharp claws against one of your sheaths, dragging along the little pink tip poking out sending small sparks into it~
  869. You page-pose, "Agris gently brushes their sharp claws against one of your sheaths, dragging along the little pink tip poking out sending small sparks into it~" to Dawnwing.
  870. Dawnwing pages, "Just one Dawn can make a -very- substantial lake...~" to you.
  871. In a page-pose to you, Dawnwing blushes a little! The sparking causes the shaft within to surge out almost right away, showing off multiple feet of smooth, tapered length. The shaft is somewhat reminiscent of an orca's or dolphin's length!
  872. page Dawnwing=how about a electric fox, mutated with breeding chemicals and your virile fluids into unnatural growth; rooting them into the ground nearby growing hyper enough to eventually be called a spire, shooting hybridized eggs into the galaxy to start colonizing other celestial bodies~ >;3
  873. You page, "how about a electric fox, mutated with breeding chemicals and your virile fluids into unnatural growth; rooting them into the ground nearby growing hyper enough to eventually be called a spire, shooting hybridized eggs into the galaxy to start colonizing other celestial bodies~ >;3" to Dawnwing.
  874. Chevesh patiently waits, paws clasped behind her back, idly rocking back and forth on her paws as she listens for the Cinders approaching. She's really hoping she'll get all of them together in one room, but she full well realizes that's not a realistic assumption. She'll have to just hope for as many as she can draw in at once. As she waits, she starts to emit smoke again, building up a heavy cloud of it where she's standing... but then shuts it off and moves toward the side of the room the Cinder's are coming from, to wait out of view of the doorway. Allowing that cloud of smoke to linger in place for a few seconds, right as the first Cinders -should- be arriving.
  875. In a page-pose to you, Dawnwing blushes -deeply-~
  876. [OOC] Athares says, "Pardon my lack of response"
  877. page Dawnwing=:churrrs watches you grow, gently rubbing their paws and eventually smothering their soft, luxurious white furred arm over your warm, smooth shaft. Agris sending powerful currents through you as they continue to drag their claws across it and licking over your shaft as if they were grooming. The electric currents surging through your sensitive reproductive bits feeling like a massive tugging or throbbing in the direction of the flow through your very core
  878. You page-pose, "Agris churrrs watches you grow, gently rubbing their paws and eventually smothering their soft, luxurious white furred arm over your warm, smooth shaft. Agris sending powerful currents through you as they continue to drag their claws across it and licking over your shaft as if they were grooming. The electric currents surging through your sensitive reproductive bits feeling like a massive tugging or throbbing in the direction of the flow through your very core" to Dawnwing.
  879. [OOC] Chevesh says, "No worries. I understand you're probably turning attention elsewhere, since you haven't really had a lot to do."
  880. [OOC] Chevesh says, "Do you want to respond?"
  881. [OOC] Athares will be typing
  882. [OOC] Chevesh thumbs up.
  883. In a page-pose to you, Dawnwing is -very- easy to draw reactions out of using electricity! Must be that elemental vulnerability to electrics that all 'zards share. Numerous balls tense, other tips peek out a little so they can start dribbling, and the one free shaft lets loose with a massive jet of hot, steaming char-seed with enough volume to spread through a home-sized space in seconds.
  884. [OOC] Cinderglow shall delay to give Athares time to post.
  885. look Dawnwing
  886. I don't see that here.
  887. page Dawnwing=Don't waste all that seed without me >;3
  888. You page, "Don't waste all that seed without me >;3" to Dawnwing.
  889. Athares would've tried disconnecting the remote access from the mainframe and checking its logs on reboot, but, Chev's mobile enough; knowing which terminal that one bit of nuisance came from won't be quite /that/ useful, though as it's obvious we have someone messing with the machine, he'll still leave the computer's networking disabled. While he would advise Cinderglow to try words before fire, he's not going to tell Glow not to use violence; he's seen enough of how violent this galaxy can be already in his short time since revival to know it can be necessary at times. He just hopes that's not now. Especially as he remembers Chevesh's response to the 'invitation' and hopes it's just her being a nuisance as promised, not some other alien coming to cause trouble. On hearing the knock on the door, he won't just respond, he'll walk right over to the door and use the manual override to open it if needed, stepping right out. He tries to look nonthreatening, though he is poised to use his bigness to put someone on their rump if it's truly needed, which, thankfully, it shouldn't be in this case. Yet, all he finds is a cloud of smoke anyway? Wait, that -is- one of Chevesh's abilities. "Chevesh?" He walks forward more, trying to exit the cloud, his tail swaying tensely about behind him.
  890. page Dawnwing=:scoots along your length sticking their maw into the stream; gallons being forcefully gushed into their belly. They would've preferred sticking their glowing vulpine shaft into yours, but at that flow their worried they'd be swept away~ Guess I'll just have to walk around with a full belly for a while, and let it work it's way down into my lower bits you tease~
  891. You page-pose, "Agris scoots along your length sticking their maw into the stream; gallons being forcefully gushed into their belly. They would've preferred sticking their glowing vulpine shaft into yours, but at that flow their worried they'd be swept away~ Guess I'll just have to walk around with a full belly for a while, and let it work it's way down into my lower bits you tease~" to Dawnwing.
  892. Chevesh smiles and raises a paw from the other side of the room. "Hey, Athares." She rumbles, glancing toward the doorway. Then back to the black smoke, which she nods toward. "Careful, that stuff's a little bit flammable. You might lose your whiskers if it goes up."
  893. page Dawnwing=sorry, don't let me steal you away from your xedwan roleplay ;3. Just thought you could use a little pick me up and well, all those heads cutely emoting back at me were just too much to resist ;3
  894. You page, "sorry, don't let me steal you away from your xedwan roleplay ;3. Just thought you could use a little pick me up and well, all those heads cutely emoting back at me were just too much to resist ;3" to Dawnwing.
  895. page Dawnwing=You know, fennerctie DNA is incredibly resistant to electricity. Symbiotic with it you might say~~~ *Agris scritches you with a single clawtip* Just letting you know that~
  896. Dawnwing is currently 10 minutes idle and may not get back to you soon.
  897. You page, "You know, fennerctie DNA is incredibly resistant to electricity. Symbiotic with it you might say~~~ *Agris scritches you with a single clawtip* Just letting you know that~" to Dawnwing.
  898. Cinderglow's first arrivals are a set of four, two of which are still wearing luggage-sacks adapted for flying creatures. They never bothered to take off their cargo. Flametails likely set off all that flash-smoke right away, with the Glows in question shielding their eyes. The Glow in the datacenter is instead remaining inside, determined to defend the base's computing resources at all costs, though it doesn't stop hir from shouting. "If you do not leave -right now,- Chev, I am going to -end you.-"
  899. In a page-pose to you, Dawnwing blushes just a little! "Waste? It's just the barest of trickles," sie teases, more than happy to let you plant your mouth over the shaft tip and take a drink. Plenty of thick, rich dragonseed to be had!
  900. Athares relaxes on spotting her, though eyes aside a hint, giving a look of 'yep, guess who'. But! He'll walk over to her, thankfully sparing himself that bit of fiery unpleasantness though he does pivot at the fwoomf. He deadpans, "Starting fires inside of a habitat is a great way to do a lot more damage than you were intending..." But, stops short of sighing at her. "I think you've made your point?"
  901. In a page-pose to you, Dawnwing mmmmm. If sie's gonna take advantage of that electric relationship, perhaps sie needs to acquire a 'mon form that can actually use electric powers...~
  902. In a page-pose to you, Dawnwing giggles. Dragonite hydra? Even -more- super-hung?~
  903. page Dawnwing=:mleems,   you should share some of that size
  904. You page-pose, "Agris mleems,   you should share some of that size" to Dawnwing.
  905. Chevesh nods a little bit. "Yeah, well. They have a pretty good fire suppression system in here. The first one was fake. I guess that just wasn't enough to set it off... which, actually makes perfect sense, thinking about it. Can't have the suppression system be -too- sensitive, with people walking around with flames on their tails." She sighs. "I guess I won't be tanking some lungs full of halon to spit back." She purrs, smirking, and nods as she greets Athares with a hug. "I sure did make my point, I think." She glances back to the Cinders, as she rumbles, "Being a leopard... sort of... I know a thing or two about territorial behaviors. I trespassed, sure. More like I was invited, since I would have respected your boundaries if you'd just asked. Instead, you had to go making ultimatums." She nods toward the first entrance she used. "Not only did I not come here intending to kill you... I also avoided doing any damage. Eh, except for the front door... force of habit, unintended. But I could have cut through these doors. I could have even left your first instance helpless with that headband. And look at the response... Cinder's spouting hot fire, shouting about ending me. No less violent than I've ever been." She shakes her head. "You really are Kaphre. The warmonger, whenever your attempts at controlling people aren't met with success. THAT was my point. And having made it, I think I'm ready to leave."
  906. In a page-pose to you, Dawnwing blushes. Regular hyper-sized servings of proteins could help with that...~
  907. page Dawnwing=oooh my~~ *snickers* ;3
  908. You page, "oooh my~~ *snickers* ;3" to Dawnwing.
  909. page Dawnwing=:blushes, you tease~
  910. You page-pose, "Agris blushes, you tease~" to Dawnwing.
  911. ( "You're here to try and preach at me? Teach me a lesson? In this case, what I'm learning is that I should start dealing with you a -lot- more aggressively." Glow snorts. "Which, to my regret, I cannot do -now- as it would jeopardize the safety of the one person here who actually -was- invited. I don't care what kind of creative reinterpretation you use to justify your presence here, I told you No Entry and I meant it, and if you or any of the other Spindizzians return here uninvited I -will- enforce it. Now get out and do not come back, or you will find that I am rapidly coming to consider collateral damage acceptable." It's the one still holed up in the datacenter doing all the speaking, and when sie finishes sie remains in the doorway, blocking access. The rest of the Glows present start advancing to herd Chevesh towards the exit. )
  912. In a page-pose to you, Dawnwing loves meeting people that can handle hir loads~
  913. Athares, despite everything, gladly accepts the hug. He smiles a bit, gently rubbing the inside of Chev's ears as he curls his tail around her. Sure, she might be a troublemaker, but he still likes her. Nonetheless, he lets go before long. After all, she didn't have any welcome to wear out to begin with. So, he'll then offer to follow her out the exit, figuring it would be best to have a friend walk out with her than a foe throw her out. Also, it would give him a moment to talk to her in private.
  914. [OOC] Chevesh will just have to save Arkara's gift for the PQ now.
  915. Dawnwing pages, "Local industry helps in that regard, too. Flood avoidance in the form of extensive hypersilos, cushions made of hyperabsorbant sponge material...~" to you.
  916. [OOC] Athares says, "It'll still be there. Or you could just refuse to be led out and proc it here if you want more chaos"
  917. Chevesh shakes her head. "You're making the same mistake all over again, Cinder." She rumbles. "Speaking with a voice of authority you have no right to. And never seeming to learn from it." She frowns and turns to slap away Cinder's hands as sie tries to herd her out, walking out at her own pace... though gratefully accepting Athares' company on the way out all the same. If she keeps getting prodded and herded, though, she's not going to give Cinder that final token bit of satisfaction.
  918. [OOC] Chevesh says, "No, I think this is good. I think this made the point perfectly, and it's ending on a pretty decent note. I would have used it earlier if I'd gotten more Cinders together."
  919. [OOC] Athares nods!
  920. Cinderglow is, unfortunately, absolutely the sort to try to bull Chevesh right out of the building. Sie sees it as hir personal lair, after all. Bodyblocking dragons getting uncomfortably close is going to be A Thing until Chevesh is outside and the doors are locked again.
  921. [OOC] Chevesh says, "On second thought..."
  922. Athares, giving that calmly-mildly-frustrated look to the both of them, would nonetheless try to somewhat-but-not-really-subtly put himself between Chev and Glow in an attempt to stop things from escalating further on the way out. Granted, as there is only one of him and several of Glow, this might not be very effective.
  923. Chevesh looks to Athares, then back to crowding Cinders, gritting her teeth and looking as though she's heavily considering something... and uncharacteristically, it's not even really something that bad. She does it to friends as a form of affection. And maybe that's what really stops her, though it's also Athares trying to interpose himself. So she'll keep pushing back, but she'll eventually allow herself to get herded out of the complex, though it burns her deep to give any such concession.
  924. page Dawnwing=make me grow, turn me into your interplanetary gravity-escaping organic egg cannon launcher shooting our loads across the system
  925. You page, "make me grow, turn me into your interplanetary gravity-escaping organic egg cannon launcher shooting our loads across the system" to Dawnwing.
  926. page Dawnwing=A hard shell will help the eggz survive reentry
  927. You page, "A hard shell will help the eggz survive reentry" to Dawnwing.
  928. Cinderglow's doors don't really 'slam,' so sie can't close one Extra Hard just for emphasis once Chevesh is outside. Beyond that, closing and locking all the doors is pretty much all Glow does at this point, holing hirself up inside without another word.
  929. In a page-pose to you, Dawnwing blushes at that! Eggs all over interstellar space...~
  930. page Dawnwing=:blushes, mind flooded with bliss that the thought of what launching such a powerful load would feel like~
  931. You page-pose, "Agris blushes, mind flooded with bliss that the thought of what launching such a powerful load would feel like~" to Dawnwing.
  932. page Dawnwing=the earth-shuddering testicle clench and explosion of lightning and blue light
  933. You page, "the earth-shuddering testicle clench and explosion of lightning and blue light" to Dawnwing.
  934. In a page-pose to you, Dawnwing mmmms! Sie's imagining an enormous cum volcano...~
  935. page dawnwing=that's also a cock
  936. You page, "that's also a cock" to Dawnwing.
  937. Athares follows Chev out, at a more comfortable distance once Glow isn't pressuring them. He eyes back to the door once it closes, then back to Chev, rubbing behind an ear. "I'll admit I don't really personally like Cinderglow much either, Femashu even less so. Maybe I'm naive in thinking they're tragically misguided... but I'm hoping at least that this research will ensure what happened here doesn't become a galactic terror. Goodness knows there are enough such weapons already around..." He muses at that. Is this even really worthwhile after all? At least, the research is being openly published, so it's not like this is some sort of top secret galactic domination project. "Still, I'm here. Is there anything I can do to help ease your worries?"
  938. Dawnwing pages, "Helps that Dawn-balls also refill very fast~" to you.
  939. page=the amount of energy required to do that and especially with my electric organs forced into overdrive all the time, it's too much for any one creature to expend; but with a constant supply of your... protein~~ feeding the changed fennerctie keeping them fueled and very horny all the time due to it's effects
  940. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  941. page dawnwing=the amount of energy required to do that and especially with my electric organs forced into overdrive all the time, it's too much for any one creature to expend; but with a constant supply of your... protein~~ feeding the changed fennerctie keeping them fueled and very horny all the time due to it's effects
  942. You page, "the amount of energy required to do that and especially with my electric organs forced into overdrive all the time, it's too much for any one creature to expend; but with a constant supply of your... protein~~ feeding the changed fennerctie keeping them fueled and very horny all the time due to it's effects" to Dawnwing.
  943. page dawnwing=we become a gestalt
  944. You page, "we become a gestalt" to Dawnwing.
  945. page Dawning=keeping them.. growing too~~~ For ever longer-range launches~
  946. I don't recognize the player named "Dawning"
  947. page dawnwing=keeping them.. growing too~~~ For ever longer-range launches~
  948. You page, "keeping them.. growing too~~~ For ever longer-range launches~" to Dawnwing.
  949. In a page-pose to you, Dawnwing giggles. Take those seas of cum and use them instead of flooding the planet with them~
  950. page Dawnwing= oh is that what you usually do?
  951. You page, "oh is that what you usually do?" to Dawnwing.
  952. Dawnwing pages, "I would be doing it if it weren't for the immense amounts of hyper-storage being provided~" to you.
  953. page Dawnwing=hyperstorage?
  954. You page, "hyperstorage?" to Dawnwing.
  955. Chevesh turns back to Athares once he starts speaking, and shakes her head. "No. But you're right about there being a lot of such weapons around already." She rumbles. "Every day, I wander past weapons that can easily kill planets... or worse. Much worse. They're available to anyone. Sometimes, they could be set off by accident. I'm sorry to say, what happened to Xedwa could be done in a hundred different, easier and more efficient ways." She taps her lips with a finger, idly flicking her tail. "In one way... it's actually a good thing, you know? The universe is full of terrors, unassuming beings with unfathomable power. But the fact that the weapons are what they are, as horrible as they are, means that you're never too small to fight back. Never too small and weak to not have -some- way to have a say in your own existence. Even if the price is horribly large. And on the other, the bad side... it means that wiping out worlds has become so easy, nobody's fighting over killing eachother anymore. Now everyone's only interested in controlling people, taking away their ability to determine their own lives." She glances back to the door, frowning, and mutters, "Femashu and her people claim to have a good cause. But it's all lies. It's an empire built entirely on self-serving selfishness. And not the mostly benign form of selfishness... the kind that feeds on the will of entire worlds of people as fuel. There's no drop of nobility to it, no shred of benevolence. Those are all lies. It's all about feeling good about having people under your boot."
  956. Dawnwing pages, "Think silos or water towers that are far bigger on the inside than the outside~." to you.
  957. page Dawnwing=oh, so that's where Spindizzy's water supply comes from~ I wonder what would happen if a fox were to be forced-fed hyper-amounts of it unfiltered regularly~
  958. You page, "oh, so that's where Spindizzy's water supply comes from~ I wonder what would happen if a fox were to be forced-fed hyper-amounts of it unfiltered regularly~" to Dawnwing.
  959. WHO
  960. Player Name           On For Idle   Doing...
  961. Volacris               01:09   8m @ 
  962. Maxia                  02:02   3m @ tying knots on ends that ties
  963. Claude                 02:28   3m @ Lazing about.
  964. Agris                  04:12   0s @ 
  965. Dawnwing               04:16  11m @ 
  966. Jaxen                  04:22  25m @ um...  Yay!!!!!!!
  967. Beata                  04:35  23m @ 
  968. Royce                  05:24   9m   Schwubbeldiwappdidu, I am the Wabu! 
  969. Myril                  05:43   6m @ 
  970. Kamare                 06:00   5m @ 
  971. Samnang                07:07  38s @ Dog stuff, it's complicated. No sniffing pl
  972. Chevesh                09:48  11m @ 
  973. Patashu                10:33  17m   
  974. Mote                   10:37  24m @ 
  975. Spots                  10:37  24m @ 
  976. Speckles               10:37  24m @ 
  977. Fisset                 10:37  24m @ 
  978. 17 players are connected.  (Max was 42)
  979. Athares says, "I really do wish Femashu would behave herself on the galactic scene, to say the least." He subtly droops a bit. "And I think a lot of her more dedicated followers are like Cinderglow. They want a mistress to guide them and a cause to serve, even if it isn't the best one; Cinderglow might be abrasive and callous at times, but I'm fairly certain that Cinderglow truly believes in Femashu's cause." Which makes this all the more tragic, he muses. He eyes aside a bit, curling his tail around himself. "I've always considered these kinds of superweapons to be tools tyrants use to terrify lesser peoples into submission, but you have a point. In the world I knew, that was because these weapons could only be built and used by large powers. In the wider galaxy, anyone can level a city, and that's where it starts..." He finally does sound a sigh. "Is it selfish that I don't want to see my world's legacy be yet another means to that?..."
  980. look Athares
  981. Big, fluffy, friendly, that's Athares in a nutshell. This form of his is a finely made replica of a Xedwan; his body plan is similar enough to most Spindizzians to be cross-compatible in a majority of cases with features vaguely reminiscent of mice with a bit of dog and monkey thrown in. He stands average in height for a Xedwan, which puts him about two heads taller than most Spindizzians, his fur an earthy brown with dark grey markings seen in spots such as the back of his hands, ears, and the tip of his tail. He's built in an idealized manner, a fit and healthy looking body showing musculature analogous but not quite identical to terragen standard, suited to climbing on rocky slopes as well as trees. His eyes are a deep blue with round pupils and no discernable boundary between iris and sclera, always keenly focused on something, the window to an inquisitive mind and soul.
  982. His fur thins to show black skin on the palms of his four-digit hands, the bottoms of his plantigrade feet, on the tip of his wiggly nose, and the insides of his ears, said ears dangling floppily along the sides of his somewhat mouselike head in doglike style. A long dark-red tongue normally sits behind semi-pointy omnivorous teeth well hidden in his snout; seems Xedwan blood used something analogous to hemoglobin. He has a long tail as well, thin but prehensile enough to hold things with small tufts of dark grey fur hanging from it. There's a ridge along his back over his spine, not obstructive but noticeable, looking more an extension of his ribs than his spine; one of a few hints that, familiar as his body plan looks, there are a few important differences on the inside. Another example of how, even in closely-matching optima, this wide open universe has many answers for any problem. How many have yet to be found?
  983. Carrying: Rainy-Day Clothes
  984. lookat Athares's Rainy
  985. A sleek grey raincoat with a hood, blue waterproofed jeans, and thick black leather boots comprise the visible parts of this outfit, all tailored to fit a Xedwan. While Xedwans are fluffy enough to not need much in the way of extra insulation, it's always nice to keep the water and snow off, making this an example of typical winterwear as well. The jeans have a button-down tailsleeve for the sake of keeping one's tail from getting soaked, waterproof yet still flexible enough to still allow grasping. While the hood on the coat normally suffices, he also has goggles, normally hanging from his neck, optionally over his eyes if the weather gets particularly troublesome.
  986. page Athares=i love your raincoat and goggles
  987. You page, "i love your raincoat and goggles" to Athares(Z)[Myril].
  988. WHO
  989. Player Name           On For Idle   Doing...
  990. Nova                   00:03   3m @ 
  991. Volacris               01:21  26s @ 
  992. Maxia                  02:14   6m @ tying knots on ends that ties
  993. Claude                 02:40   0s @ Lazing about.
  994. Agris                  04:24   0s @ 
  995. Dawnwing               04:28  23m @ 
  996. Jaxen                  04:34  38m @ um...  Yay!!!!!!!
  997. Beata                  04:47  35m @ 
  998. Royce                  05:36  21m   Schwubbeldiwappdidu, I am the Wabu! 
  999. Myril                  05:56   2m @ 
  1000. Kamare                 06:12   1m @ 
  1001. Samnang                07:19   4m @ Dog stuff, it's complicated. No sniffing pl
  1002. Chevesh                10:01  23m @ 
  1003. Patashu                10:45  29m   
  1004. Mote                   10:50   3m @ 
  1005. Spots                  10:50   3m @ 
  1006. Speckles               10:50   3m @ 
  1007. Fisset                 10:50   3m @ 
  1008. 18 players are connected.  (Max was 42)
  1009. ooc hello?
  1010. [OOC] Agris says, "hello?"
  1011. [OOC] 'Kamare boop.
  1012. Chevesh mutters, "Then it sounds like Cinderglow needs to have better taste. And -much- higher standards." She glances back up, and shakes her head, sighing. She steps over and hugs him, nodding. "Yes, Athares. Yes, it is absolutely selfish." She pauses for a moment, before continuing. "But that doesn't make it a bad thing. You want the legacy of your world to mean something bigger than that. Just because it's for selfish reasons doesn't mean you shouldn't embrace it. Everyone needs to be a little bit selfish, you know? Because nobody else is going to dream that dream for you. You have to start with your own needs, and your own desires, before thinking about turning your mind toward the needs and desires of others." She shrugs. "The universe isn't really going to miss not having Xedwa's weapon of destruction. But if you'd rather not have your world's name attached to such a thing, then that's understandable. Xedwa has lots of brilliant innovations that it's worthy of being known for. Just... be careful what insights you share with Cinder and Femashu. Anything they learn that can be turned toward subjugating people almost certainly will be." She thinks for a moment, flicking her tail. "Femashu's empire certainly doesn't need superweapons. They've got oppressively large fleets of warships, armies, warheads, bio-weapons... most insidious of all, mind-weapons and ways to control what people think and feel. The worst of all kinds of weapon. In a world without weapons, people like Femashu are free to do whatever they want to people, and they're the only people who benefit."
  1013. Athares(Z)[Myril] pages, "Thankya!" to you.
  1014. [OOC] Chevesh says, "Nobody back home is ever going to believe that Chevy came here and was peaceful and nonviolent."
  1015. Athares looks at her for a moment as she hugs again, then closing his eyes to wrap his arms around her, lowering down a bit so he can rest his nose atop her head, gently holding her against himself. Nobody else is going to dream that dream... it's a lot for him to take in, a new way of thinking about things, but it does make sense.
  1016. [OOC] Athares says, "oops, hit enter by accident, got plenty more to type"
  1017. ooc What is femashu's vision?
  1018. [OOC] Agris says, "What is femashu's vision?"
  1019. ooc feel super bad i didn't get to see it
  1020. [OOC] Agris says, "feel super bad i didn't get to see it"
  1021. [OOC] Chevesh says, "Femashu's vision is to unite all worlds she can reach under a single imperial rule, and force peace so that people can't fight."
  1022. Athares looks at her for a moment as she hugs again, then closing his eyes to wrap his arms around her, lowering down a bit so he can rest his nose atop her head, gently holding her against himself. Nobody else is going to dream that dream... it's a lot for him to take in, a new way of thinking about things, but it does make sense. "You're right. And part of why I'm here is also to make sure Cinderglow's work is being published. There are a number of things here Femashu would be interested in... similar as our artifice is to technology on the surface, magic still can touch the soul in ways purely physical works can't. I just hope that if it's published for all to see, it won't be a surprise should she use it for ill ends, and that others will be able to create countermeasures to whatever she does." He then perks slightly. "A world without weapons; that sounds similar to Patashu's goal of rendering warfare trivial and nonlethal. If his vision comes to pass, then it'll only be through means of mind and soul that politics plays out. I've begun to notice that his weapons are of a kind popular with pirates, tyrants... slavers... have you explained this to him?"
  1023. ooc mind weapons?
  1024. [OOC] Agris says, "mind weapons?"
  1025. [OOC] Athares says, "Both psi and technological neural tampering exist"
  1026. [OOC] Athares says, "Not to mention good old fashioned propaganda and abuse of psychology"
  1027. ooc i'm curious about the first kind
  1028. [OOC] Agris says, "i'm curious about the first kind"
  1029. Chevesh rumbles with a purr, flicking her tail as she rests with her head under Athares' chin warmly. Then she splays her ears, frowning a little bit. "Mmm... SpinDizzy already has a soul trade, unfourtunately. Though I'm sure your methods are much, much different. Hoping for countermeasures, yeah... I don't know whether I have a vulnerable soul or not. Souls were only... let's say, theoretical, before I came to SpinDizzy." She glances up, at the last part, her ears swiveling the rest of the way back, and she quietly rumbles "No... now that you mention it, I don't think I ever had really discussed it with him. Though I've mentioned it in passing, certainly, and pointed out how purely nonlethal weapons only seem more benign because people only consider the moment of the shot... and not the potential aftermath. I've been, sort of waging a war against all slavery on Quodlibet. So it's been on my mind... maybe I should bring it up. But Thea's usually said everything I can think to say on it. I can't really add anything. I can just point out that it's true with a second voice."
  1030. Cinderglow falls asleep.
  1031. [OOC] Athares says, "Psychic powers are rarer than magic but do exist on spin. Technological brain-messing was a SED thing of sorts back in the day (programming clones...) It rarely pops up, but I've recently made a character that wields it as a main ability"
  1032. ooc i'd like very much to play with this. don't know what sed is though
  1033. [OOC] Agris says, "i'd like very much to play with this. don't know what sed is though"
  1034. [OOC] Athares says, "A now-defunct villain organization. You'll find the occasional ex-SED character around still"
  1035. [OOC] Chevesh says, "I am kind of sad that I missed the uprising. I love me a good rebellion."
  1036. [OOC] 'Kamare waves her hand! Well, it's sort-of her.
  1037. ooc it seems like the perfect opportunity for some mind consistency game scenarios i had in mind
  1038. [OOC] Agris says, "it seems like the perfect opportunity for some mind consistency game scenarios i had in mind"
  1039. look Kamare
  1040. A fox stands before you, with rust-red fur, fading smoothly to white on her tummy, neck, and the tip of her tail, but black 'socks' on her hands and feet. She has startling green eyes, which glance at you for a moment, before flitting elsewhere. She's short - maybe 5-foot-6 - and slender, without much muscle definition either. Atop her head are two large fennec ears, and her tail is long and bushy, and surprisingly flexible. Flowing down her neck and shoulders is a full head of fire-red hair, immaculately groomed. In her mouth are gleaming white teeth, and a long, thick, and flexible tongue. She also has a set of three parallel scars along her left side, reaching from just below the armpit to the hip.
  1041. She also has a pair of wings attached just below her shoulders, where you might expect the bottom of her shoulder blades to be. When fully extended, they look almost like giant spindly arms with even longer fingers, with a scaled membrane running between each one, and then connecting onto her side from the innermost finger. In total, her wingspan is probably about 2 metres.
  1042. The fox isn't wearing any clothing, save for a belt around her middle, but her natural fur coat more than makes up for it. It's quite thick, but well-groomed so as not to be shaggy. Her fur also keeps her properly decent. There's nothing on her digitigrade feet either, but it doesn't seem to bother her. On one finger she wears a plain golden ring, with an inscription so small it can barely be seen, and in writing unfamiliar to you. Around her neck hangs a clear, perfectly formed crystal, in a golden setting attached to a golden chain. Hanging from a ring attached to her belt, down her side, is a bone arrowhead tied to a length of leather string.
  1043. Carrying:  Thurisaz for Mayor 2015 plush dragon toy, Mayorelot 2015 Plushie, Patashu 2019 Kobold Plushie, and We are SpinDizzy! (Terrence's Mayoral campaign button)
  1044. [OOC] 'Kamare says, "You would've been disappointed, Chev, we never got to *actually* do anything to Mort."
  1045. [OOC] Athares says, "Well! The character on my end I'm referring to is Polybius, who has yet to properly debut outside of a few out-of-the-way scenes"
  1046. [OOC] Athares says, "But he'll be showing up openly before too long"
  1047. Kandra has connected.
  1048. [OOC] Chevesh says, "I was remarking to Patashu earlier, Myril, how you make all of my favourite -and- my least-favourite characters. Nothing in-between."
  1049. [OOC] Chevesh says, "Well, I guess Myril herself is in-between."
  1050. page kamare=DO you think you could demonstrate that power on me later?
  1051. You page, "DO you think you could demonstrate that power on me later?" to Kamare.
  1052. Kamare pages, "Which power?" to you.
  1053. page Kamare=psi and technological neural tampering
  1054. You page, "psi and technological neural tampering" to Kamare.
  1055. Kamare pages, "Kam doesn't have access to that technology, nor the know-how to use it. Plus she considers it rather reprehensible, so wouldn't even if she could." to you.
  1056. [OOC] Kandra says, "...huh."
  1057. [OOC] Kandra says, "Scene over?"
  1058. page=Kamare oh i thought you were saying that was you
  1059. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1060. [OOC] Chevesh says, "Probably. I do need to sign off, so we should probably trail off and say goodnight."
  1061. page Athares=DO you think you could demonstrate that power on me later?
  1062. You page, "DO you think you could demonstrate that power on me later?" to Athares(Z)[Myril].
  1063. [OOC] 'Kamare hugs Chev.
  1064. [OOC] Chevesh says, "I stay up late one night hunting Thea, and suddenly I don't remember to check the time anymore until it gets really early in the morning."
  1065. [OOC] Chevesh hugs and purrs.
  1066. page Kandra=oh my bad i thought you were saying it was you
  1067. You page, "oh my bad i thought you were saying it was you" to Kandra.
  1068. Kandra pages, "what?" to you.
  1069. page kandra=what ath said
  1070. You page, "what ath said" to Kandra.
  1071. [OOC] Kandra says, "Good night"
  1072. In a page-pose to you, Kandra has absolutely no clue what the hell you're talking about
  1073. [OOC] Chevesh says, "Good night!"
  1074. [OOC] Kandra accepts hug, sighs. Not up for purring.
  1075. In a page-pose to you, Kamare looks down at her crest. "Huh! What if... I wanna be the one getting mated?"
  1076. [OOC] Kandra says, "G'night."
  1077. Athares listens in, nosing along the top of Chev's head as he holds the hug a moment more before letting go. "The soul trade... it was a rare thing in the world I knew, but it did happen. It was considered a high crime under universal jurisdiction, worse than slavery. I think the only reason it isn't seen that way elsewhere is that less magical civilizations aren't as familiar with souls and how important they are... No soul is invulnerable, but I think yours is relatively safe. You have an abundance of willpower, and that means a lot, even if you don't wield magic yourself." He then listens in further. "You've given me a lot to think about. I might talk this over with Patashu myself some time, though for now..." He smiles faintly. "I should probably go explain to Cinderglow that we're not conspiring to make more trouble out here."
  1078. Kamare pages, "GDI" to you.
  1079. Kamare pages, "I am so bad at paging." to you.
  1080. [OOC] Athares grins, hugs! Thanks for playing this out!
  1081. [OOC] Kandra says, "(...oh wait, I wasn't hugged.  Ohwell.)"
  1082. page Kamare=wdym?
  1083. You page, "wdym?" to Kamare.
  1084. [OOC] 'Kamare hugs Kandra to make up.
  1085. Athares(Z)[Myril] pages, "Polybius is going to show up at PQ eventually most likely. So if you invite him to use it on you, it could happen" to you.
  1086. [OOC] Kandra sad hug
  1087. Kamare pages, "Paged the wrong person. Please ignore that page." to you.
  1088. page Kamare=oh no fun. you have fun though ;3
  1089. You page, "oh no fun. you have fun though ;3" to Kamare.
  1090. look Kamare
  1091. A fox stands before you, with rust-red fur, fading smoothly to white on her tummy, neck, and the tip of her tail, but black 'socks' on her hands and feet. She has startling green eyes, which glance at you for a moment, before flitting elsewhere. She's short - maybe 5-foot-6 - and slender, without much muscle definition either. Atop her head are two large fennec ears, and her tail is long and bushy, and surprisingly flexible. Flowing down her neck and shoulders is a full head of fire-red hair, immaculately groomed. In her mouth are gleaming white teeth, and a long, thick, and flexible tongue. She also has a set of three parallel scars along her left side, reaching from just below the armpit to the hip.
  1092. She also has a pair of wings attached just below her shoulders, where you might expect the bottom of her shoulder blades to be. When fully extended, they look almost like giant spindly arms with even longer fingers, with a scaled membrane running between each one, and then connecting onto her side from the innermost finger. In total, her wingspan is probably about 2 metres.
  1093. The fox isn't wearing any clothing, save for a belt around her middle, but her natural fur coat more than makes up for it. It's quite thick, but well-groomed so as not to be shaggy. Her fur also keeps her properly decent. There's nothing on her digitigrade feet either, but it doesn't seem to bother her. On one finger she wears a plain golden ring, with an inscription so small it can barely be seen, and in writing unfamiliar to you. Around her neck hangs a clear, perfectly formed crystal, in a golden setting attached to a golden chain. Hanging from a ring attached to her belt, down her side, is a bone arrowhead tied to a length of leather string.
  1094. Carrying:  Thurisaz for Mayor 2015 plush dragon toy, Mayorelot 2015 Plushie, Patashu 2019 Kobold Plushie, and We are SpinDizzy! (Terrence's Mayoral campaign button)
  1095. ['Kamare just looked in your direction! (Herm Fox)]
  1096. In a page-pose to you, Kamare sticks her tongue out.
  1097. Chevesh nods, purring and nuzzling Athares before letting go. "And, I should get going... it's a long flight back home. But thanks. I didn't really expect you to be able to say anything that'd put me more at ease, but you really have." She smirks. "It's almost like you're programmed to be a diplomat, or something." She looks back to her boat, and sighs. "Well. Goodnight, Athares. Sincerely, truthfully hoping I didn't wind up harming your relationship with Cinder at all. You can feel free to paint me a monster if you need to. It's usually true."
  1098. [OOC] Chevesh hugs Kandra.
  1099. ooc goodnight Chev! safe travels
  1100. [OOC] Agris says, "goodnight Chev! safe travels"
  1101. [OOC] Chevesh also Athares. "I'm very happy to! It didn't go quite as I was expecting, but it turned out dramatic and meaningful."
  1102. [OOC] Chevesh says, "Goodnight! Sleep well!"
  1103. [OOC] 'Kamare says, "Night Chevy"
  1104. Chevesh teleports away.
  1105. Chevesh has left.
  1106. who
  1107. You are the only one awake here.
  1108. Only Kandra[4m] is idle here.
  1109. There are no sleepers here.
  1110. The only puppet here is Long_Growler
  1111. WHO
  1112. Player Name           On For Idle   Doing...
  1113. Kandra                 00:13   4m @ 
  1114. Casandro               00:39   7m @ 
  1115. Nova                   00:43  43m @ 
  1116. Volacris               02:01  59s @ 
  1117. Maxia                  02:53  22m @ tying knots on ends that ties
  1118. Claude                 03:20   6m @ Lazing about.
  1119. Agris                  05:04   0s @ 
  1120. Royce                  06:16   1m   Schwubbeldiwappdidu, I am the Wabu! 
  1121. Myril                  06:35   3m @ 
  1122. Kamare                 06:52  25s @ 
  1123. Samnang                07:59  22s @ Dog stuff, it's complicated. No sniffing pl
  1124. Patashu                11:25  25m   
  1125. Mote                   11:29   9m @ 
  1126. Spots                  11:29   9m @ 
  1127. Speckles               11:29   9m @ 
  1128. Fisset                 11:29   9m @ 
  1129. 16 players are connected.  (Max was 42)
  1130. [OOC] Athares should also be logging out for that matter. 'Till next time!
  1131. [OOC] 'Kamare says, "Ciao"
  1132. 'Kamare is glommed down and swept away by a plastic hippopotamus mouth.
  1133. 'Kamare has left.
  1134. ooc gn
  1135. [OOC] Agris says, "gn"
  1136. look
  1137. Xedwa-56(#32155RLJ)
  1138. Behold, the lingering whispers of a dead past finally coming to rest: a scorched, dead landscape of craterized brown and grey marked by broken highways and scattered ruins, seas empty of all but drifting detritus and derelicts matching the grey of the quieting skies above. The cities sleep eternal on this world; there is no birdsong, no howls of the wilds, for nothing remains beyond the broken cities but the brown and black of burnt trees and ash-strewn fields, no sound at all but the sleepy, blank howl of the wind mingling with the patter of rainfall washing the last of the ashes away.
  1139.  
  1140. The lingering radiation around the craterized remains of military bases and large cities speaks the classic tale of apocalyptic rivalry and nuclear armageddon, but even globlal nuclear wars tend to leave something left, some patches of nature that can some day recover. This world couldn't have even been that lucky. Down to even the last microbe, there is simply no lifeforce left... Eventually, this planet will resume being one more barren lifeless rock among the countless many in the universe, the oddly regular patterns of shaped stone and corroded metal the only hints that complex life ever existed here at all. At least, fortunately, someone is now present to learn from these remains before they fade completely.
  1141.  
  1142. While there are scattered settlements, secluded towers, and the occasional odd lone building scatterred around this planet there were two unique and highly developed regions apparent from the remains at large. Across the breadth of a large southern continent, a spider's web of trench-highways and railroads weaves a tattered tapestry of former civilization, stretches of variously purposed buildings made of form-flowed stone likely by earth magic spanning along these paths rather than being clumped together in conventional cities, sub-paths branching out like branches on a tree. The abundance of varied banners and symbols suggests a diverse bunch of nations composed this tapestry, all interconnected with the largest of them occupying most of the hemisphere's temperate land and once commanding its largest ports. The presence of incredibly sophisticated golems along with vehicles and machines for every concievable task, grand artworks and abundant shopping venues, and the absence of any imposing control devices suggests this used to be a fairly comfortable region to live in.
  1143.  
  1144. To the north in regions still abundantly rainy is the heart of the other stretch, showing more conventional-looking cities albeit with circular polar street grids rather than square euclidean ones. Their larger buildings thus tend to be wedge-shaped towers, surrounding the three-sided glass-and-steel pyramids at the heart of their cities. Echoes of divine magic still linger omnipresently, a pyramid temple found at the heart of every city, the larger ones hosting multiple, with sun and cloud symbols absolutely everywhere. While there are shops and such about and the condominiums don't seem that unpleasant, the shelves seem a bit more plain, the city walls and coastal fortifications hinting at a more militaristic society. There are a variety of banners seen among the northern stretches too, though they all seem to share a golden sun symbol at the center.
  1145.  
  1146. Such is history, but what of the future? No longer does the sky bear a purple hue; the now-entirely-conventional thunder has been quieting down lately, the occasional gap in the clouds spilling sun rays through the gloom. The magic once polluting the world has been condensed and removed, a glowing green stretch of land bearing spires of twisted quasi-metal the last mark of mad magic on this world where a crashed starship once was. One last echo of that dying past had been ressurected from that wreck prior, bringing from it one last glimmer of life from the old world. Or perhaps a spark, beginning a new one? This world will soon be ideal for recultivation, though an interlude persists for now. Those last relics still await.
  1147. Contents: Kandra, Cinderglow, Athares, Exploratory Crawler, Modular Hab System, and Long_Growler
  1148. ooc Athares
  1149. [OOC] Agris says, "Athares"
  1150. ooc before you go
  1151. [OOC] Agris says, "before you go"
  1152. ooc did you get my question?
  1153. [OOC] Agris says, "did you get my question?"
  1154. [OOC] Athares says, "Yes, and I replied to it"
  1155. [OOC] Athares will resend the page
  1156. Athares(Z)[Myril] pages, "Polybius is going to show up at PQ eventually most likely. So if you invite him to use it on you, it could happen" to you.
  1157. Athares(Z)[Myril] pages, "And, eventually won't even be that far away. He should be showing up soon enough" to you.
  1158. page Athares=alright =3 thankyou
  1159. You page, "alright =3 thankyou" to Athares(Z)[Myril].
  1160. In a page-pose to you, Athares(Z)[Myril] nodnods!
  1161. page Athares=I am very curious
  1162. You page, "I am very curious" to Athares(Z)[Myril].
  1163. Athares(Z)[Myril] pages, "Ah? Anything you want to ask before I go?" to you.
  1164. page Athares=can i have a general rundown of what happens?
  1165. You page, "can i have a general rundown of what happens?" to Athares(Z)[Myril].
  1166. page Athares=or would you rather leave that to suprise an unsuspecting fox?
  1167. You page, "or would you rather leave that to suprise an unsuspecting fox?" to Athares(Z)[Myril].
  1168. page Athares=polybius is the name right/
  1169. You page, "polybius is the name right/" to Athares(Z)[Myril].
  1170. Athares(Z)[Myril] pages, "He does have actual psionics too, but his technological ends mostly revolve around using electromagnetism to trigger nerves and mess with brainwaves, up to and including acting as his own neural interface to an extent. Very versatile; he can cause a -lot- of different effects" to you.
  1171. pinfo Polybius
  1172. No player by that name can be found.
  1173. Use in format of 'pinfo {field} {player}' or 'pinfo {player}'.
  1174. Athares(Z)[Myril] pages, "And, yep! Named after the mythical arcade machine" to you.
  1175. page Athares=this is one of my favorite things, I would be very happy to battle of the minds with you, or perhaps go on some scenarios
  1176. You page, "this is one of my favorite things, I would be very happy to battle of the minds with you, or perhaps go on some scenarios" to Athares(Z)[Myril].
  1177. page Athares=too tired right now to talk
  1178. You page, "too tired right now to talk" to Athares(Z)[Myril].
  1179. page Athares=but that does sound incredibly interesting, and if you wanted a fox to play with I could give you consent
  1180. You page, "but that does sound incredibly interesting, and if you wanted a fox to play with I could give you consent" to Athares(Z)[Myril].
  1181. page Athares=i am not familar with 'the usual psionics'
  1182. You page, "i am not familar with 'the usual psionics'" to Athares(Z)[Myril].
  1183. Athares(Z)[Myril] pages, "A battle of the minds sounds quite fun! And, well, it's pretty loosely defined beyond 'psychic powers', though in his case it amounts to technologically-induced telepathy at least, haven't established what if anything would be beyond that for him, yet" to you.
  1184. page Athares=remind me to tell you about Fox 2 Fox Networking
  1185. You page, "remind me to tell you about Fox 2 Fox Networking" to Athares(Z)[Myril].
  1186. page Athares=It's sort of a mind-meld exlusive to foxes for quickly sharing complex thoughts
  1187. You page, "It's sort of a mind-meld exlusive to foxes for quickly sharing complex thoughts" to Athares(Z)[Myril].
  1188. page Athares=hugs you
  1189. You page, "hugs you" to Athares(Z)[Myril].
  1190. In a page-pose to you, Athares(Z)[Myril] hugs! And I am curious, but it is late. And I'll probably forget to ask. But it'll probably come up later anyway once Polybius shows up
  1191. Kandra teleports away.
  1192. Kandra has left.
  1193. watchfor Athares
  1194. WatchFor: Can't find a player by that name!
  1195. watchfor Athares
  1196. WatchFor: Can't find a player by that name!
  1197. laston Athares
  1198. Could not find the player named Athares.
  1199. wizzes
  1200. Status     Who?              Brief Unhelpful Quip
  1201. [Asleep]   Ping              Cookie management. No, really!
  1202. [Asleep]   Austin            Managing Editor, Helpstaff Lead
  1203. [Asleep]   Featherwing       Your average friendly helpdragon
  1204. [Asleep]   Azure             Just greasing the wheels of reality!
  1205. Wizzes: They're Not Just For Breakfast Anymore --- But don't forget our excellent Helpstaff, who should be able to answer most any question plaguing you, and be not so fearsome as the wizards are.  Helpstaff: Now with extra Vitamin B!
  1206. laston Azure
  1207. Name              Laston             Last Connected    Last Disconnected
  1208. ---------------------------------------------------------------------------
  1209. Azure             ( 3 days ago )     07:37PM 12/24/21  08:53PM 12/24/21
  1210. staff
  1211. Status     Helpstaff         Hi! Ask me about...
  1212. [Asleep]   BunnyHugger       Building, MUF, MPI, homes, local culture, etc.
  1213. [Asleep]   Beltrami          Building, Tinyplot Scenes, Other, Otherness
  1214. [Asleep]   Dragoncat         Building, MUF/MPI, Minor in Character Descing
  1215. [Asleep]   fluffy            Building, MPI, mad science, laundry
  1216. [Asleep]   Sirianna          
  1217. [On Duty]  Kamare            Building, MPI, RP, A shoulder to lean on
  1218. Helpstaffers are volunteers who offer their time to players' needs.  Check whether a helpstaffer can help before asking a wizard, if possible.
  1219. page Kamare=how do I show aliases or puppets of players?
  1220. You page, "how do I show aliases or puppets of players?" to Kamare.
  1221. page Kamare=and what exactly are puppets?
  1222. You page, "and what exactly are puppets?" to Kamare.
  1223. Kamare pages, "A puppet is basically a remote-controlled player." to you.
  1224. Kamare pages, "Not sure what you mean by aliases?" to you.
  1225. page Kamare=sometimes i get paged by someone and I try to page them back and it says can't find player named x
  1226. You page, "sometimes i get paged by someone and I try to page them back and it says can't find player named x" to Kamare.
  1227. page Kamare=also being going offline at the same time
  1228. You page, "also being going offline at the same time" to Kamare.
  1229. watchfor athares
  1230. WatchFor: Can't find a player by that name!
  1231. @sweep
  1232. Listeners in your inventory:
  1233. Listeners in Xedwa-56(#32155RLJ):
  1234.     Player  Agris(#32770PBJ)
  1235.     Thing   Athares [owner: Myril] [zombie]
  1236.     Thing   Long_Growler [owner: Niny'ah]
  1237. !!    Listen.muf(#6860FLVM3) is a listening program
  1238. Listening rooms down the environment:
  1239. *Done*
  1240. page Kamare=is it possible for someone to have multiple names/characters, or to spoof a name?
  1241. You page, "is it possible for someone to have multiple names/characters, or to spoof a name?" to Kamare.
  1242. Athares(Z)[Myril] pages, "Anyhoo! Anything else before I log out?" to you.
  1243. page Athares=I try to set a watchfor for your name, but it does you don't exist. are you using some kind of alias system? if so how can I check that?
  1244. You page, "I try to set a watchfor for your name, but it does you don't exist. are you using some kind of alias system? if so how can I check that?" to Athares(Z)[Myril].
  1245. WHO
  1246. Player Name           On For Idle   Doing...
  1247. Nova                   00:01   1m @ 
  1248. Shine                  00:02  38s @ 
  1249. Kandra                 00:35   5m @ 
  1250. Volacris               02:23   5m @ 
  1251. Maxia                  03:16  44m @ tying knots on ends that ties
  1252. Claude                 03:42  28m @ Lazing about.
  1253. Agris                  05:26   0s @ 
  1254. Royce                  06:38  23m   Schwubbeldiwappdidu, I am the Wabu! 
  1255. Myril                  06:57   1m @ 
  1256. Kamare                 07:14   4m @ 
  1257. Samnang                08:21   2m @ Dog stuff, it's complicated. No sniffing pl
  1258. Patashu                11:47   3m   
  1259. Mote                   11:52  31m @ 
  1260. Spots                  11:52  31m @ 
  1261. Speckles               11:52  31m @ 
  1262. Fisset                 11:52  31m @ 
  1263. 16 players are connected.  (Max was 42)
  1264. pinfo Myril
  1265. Myril Player Information
  1266. .
  1267. {no entry}
  1268. watchfor Myril
  1269. Myril is currently online.
  1270. Adding Myril to your permanent watchfor list.
  1271. Kamare pages, "Hm, if the name belongs to an unregistered puppet you can't page them. Do you have any examples handy?" to you.
  1272. Kamare pages, "But no, each character has exactly one name, and names cannot be spoofed." to you.
  1273. page Kamare=Athares
  1274. You page, "Athares" to Kamare.
  1275. Athares(Z)[Myril] pages, "Athares is a puppet. Use the command 'ws'. All the way on the right, it'll list the owners of all puppets in the room. The '|Myril' that shows up in my case is due to the fact that my player object is Myril, which is who you should watchfor" to you.
  1276. wa
  1277. WhereAre 1.3b -- 61 Characters awake -- 1 to show a room
  1278. -Location--------------Characters-Comments-----------------------------------
  1279. Recycling Center                1 Where old ideas meet new ones.
  1280. -    Present: Clanky(Z) 
  1281. = Directions: luge s2 e8, re
  1282. AAPC - Sociology Laboratory     1 It's not that you're not good enough...
  1283. -    Present: November(Z) 
  1284. = Directions: :luge S5 E1, d, nw, n
  1285. Quodlibet-Spengo High Orbit     1 Space!
  1286. -    Present: Sunskimmer(Z) 
  1287. = Directions: rose; up, up, o, ho
  1288. Patashu's Personal Quarters     5 The heart of industry! (Yep, it's public!)
  1289. -    Present: Kandra Volacris Kamare Patashu 
  1290. = Directions: t pquarters or luge n11 w2,b,n,sw
  1291. Industrial Cyber Forest         1 The heart of industry! (Yep, it's public!)
  1292. = Directions: t #29446 or luge n11 w2,b,n,ne,ne
  1293. The Rose Garden                 2 The Rose Garden, center of the world!
  1294. -    Present: Nova 
  1295. = Directions: rose
  1296. Public Dorms/Workshops          1 The heart of industry!
  1297. -    Present: Raindrop(Z) 
  1298. = Directions: t #30940 or luge n11 w2,b,n,n,e
  1299. Courtyard                       1 The hub of 000's nanotechnology! (Public)
  1300. -    Present: .Patashu(Z) 
  1301. = Directions:  t #3333
  1302. -----------------------------------------------------------------------------
  1303. 8 rooms listed.
  1304. ws
  1305. Room: Xedwa-56
  1306. -Stat-Name----------------Sex---------Species---------------------------------
  1307.       Agris               herm (pronouVulpes Flourinectie                     
  1308.       >Cinderglow[asleep] Herm        'Shiny' Charizard Hydra|Dawnwing[asleep]
  1309.       >Athares            male        synth-Xedwan                      |Myril
  1310. ---[ Found 3 characters. ( 1 Awake / 2 Zombies ) ]----------------------------
  1311. page Athares=ohm thankyou
  1312. You page, "ohm thankyou" to Athares(Z)[Myril].
  1313. editplayer
  1314. Player Hammer V1.4 (C) 1994-1998 by Triggur
  1315. -------------------------------------------
  1316.  
  1317. Your name is Agris.
  1318. 2. Your MPI description is:
  1319. You see a vulpes with mostly snow white fluffy fur and giant black tipped fennec ears. This fox hybrid seems to be wearing a kind of exotic hat, probably to keep heat from being radiated out through those giant ears. They seem a bit out of place on an otherwise snow white arctic. There are faded grey markings on their snout that start at their eyes and stream down to their mouth and tyrian dashing lines of trim, geometric circuit trace patterns, inscribed with shapes-in-shapes, markings, and logotypes in an alien runic alphabet all over their body. You see a bushy black-tipped tail, fluffy black paw gloves with sharp white claws and pink pads. You swear to occasionally see small electrical sparks jump from the claws.
  1320. 3. Your sex is herm (pronouns she/her).
  1321. 4. Your species is Vulpes Flourinectie.
  1322. 5. You can throw items.
  1323. 6. Your home is Newcomer's Island(#1603).
  1324. 7. You can hand/be handed items.
  1325. 8. You can NOT fly.
  1326. 9. Your smell message is 'Ozone and Alpine'.
  1327. 10. Your taste message is 'Like a 9 volt battery'.
  1328. 11. Your feel message is 'Incredibly soft with the occasional Crackle and POP! of electricity'.
  1329. 12. When you speak you see 'You yip [...]'.
  1330. 13. When you speak others see 'Agris yips [...]'.
  1331.  
  1332. 14. Edit sweep messages.
  1333.  
  1334. Enter '2' through '12', or 'Q' to QUIT.
  1335. 3
  1336. Enter your sex or '.' to abort.
  1337. Herm
  1338.  
  1339.  
  1340.  
  1341. Your name is Agris.
  1342. 2. Your MPI description is:
  1343. You see a vulpes with mostly snow white fluffy fur and giant black tipped fennec ears. This fox hybrid seems to be wearing a kind of exotic hat, probably to keep heat from being radiated out through those giant ears. They seem a bit out of place on an otherwise snow white arctic. There are faded grey markings on their snout that start at their eyes and stream down to their mouth and tyrian dashing lines of trim, geometric circuit trace patterns, inscribed with shapes-in-shapes, markings, and logotypes in an alien runic alphabet all over their body. You see a bushy black-tipped tail, fluffy black paw gloves with sharp white claws and pink pads. You swear to occasionally see small electrical sparks jump from the claws.
  1344. 3. Your sex is Herm.
  1345. 4. Your species is Vulpes Flourinectie.
  1346. 5. You can throw items.
  1347. 6. Your home is Newcomer's Island(#1603).
  1348. 7. You can hand/be handed items.
  1349. 8. You can NOT fly.
  1350. 9. Your smell message is 'Ozone and Alpine'.
  1351. 10. Your taste message is 'Like a 9 volt battery'.
  1352. 11. Your feel message is 'Incredibly soft with the occasional Crackle and POP! of electricity'.
  1353. 12. When you speak you see 'You yip [...]'.
  1354. 13. When you speak others see 'Agris yips [...]'.
  1355.  
  1356. 14. Edit sweep messages.
  1357.  
  1358. Enter '2' through '12', or 'Q' to QUIT.
  1359. q
  1360. Done.
  1361. ws
  1362. Room: Xedwa-56
  1363. -Stat-Name----------------Sex---------Species---------------------------------
  1364.       Agris               Herm        Vulpes Flourinectie                     
  1365.       >Cinderglow[asleep] Herm        'Shiny' Charizard Hydra|Dawnwing[asleep]
  1366.       >Athares            male        synth-Xedwan                      |Myril
  1367. ---[ Found 3 characters. ( 1 Awake / 2 Zombies ) ]----------------------------
  1368. Kamare pages, "Hmm." to you.
  1369. watchfor Dawnwing
  1370. Dawnwing is already in your permanent watchfor list.
  1371. Kamare pages, "Athares *is* registered, so it's not that." to you.
  1372. Kamare pages, "You're sure you spelled it right?" to you.
  1373. In a page-pose to you, Athares(Z)[Myril] nodnods! Anything else? If not, then 'till next time!
  1374. page Kamare=yes
  1375. You page, "yes" to Kamare.
  1376. page Athares=no, goodnight. thankyou for the story
  1377. You page, "no, goodnight. thankyou for the story" to Athares(Z)[Myril].
  1378. In a page-pose to you, Athares(Z)[Myril] nodnods, gladly!
  1379. Athares is glommed down and swept away by a plastic hippopotamus mouth.
  1380. Athares has left.
  1381. page Kamare=what exactly do you mean by registered and unregistered puppets?
  1382. You page, "what exactly do you mean by registered and unregistered puppets?" to Kamare.
  1383. Kamare pages, "So spindizzy has a list of puppets, that new puppets have to register themselves to." to you.
  1384. page Kamare=how can i see that list?
  1385. You page, "how can i see that list?" to Kamare.
  1386. page Kamare=also, is it not normal for a puppet to be not registered is what your saying? like lacking an owner?
  1387. You page, "also, is it not normal for a puppet to be not registered is what your saying? like lacking an owner?" to Kamare.
  1388. Kamare pages, "So" to you.
  1389. Kamare pages, "You can't see the list as far as I know." to you.
  1390. Kamare pages, "You can tell if a puppet is registered because commands that target players will work on them." to you.
  1391. Kamare pages, "All puppets have an owner because otherwise they wouldn't be puppets." to you.
  1392. Kamare pages, "Registering basically tells Spindizzy "I'm a puppet, not an object; please treat me more like a player"" to you.
  1393. t #9575RLJ
  1394. You feel a wrenching sensation...
  1395. Highest Point in Spindizzy(#9575RLJ)
  1396. The highest anyone in Spindizzy can reach. As you look down you notice the small little rock all call Spindizzy. The land, the sea, mountains, buildings, and those who have sharp eyes, the people moving around.
  1397. As you look above you notice that the stars are starting to become brighter and the blue sky is becoming less blue. Going further up means that one will enter space itself and see Spindizzy for what is truly is.
  1398. Obvious Exits:
  1399.    [D]own, and [O]rbit
  1400. Contents: SS Pleiades
  1401. ## There are possible hidden listeners here.
  1402. O
  1403. You breech the athmosphere and leave Spindizzy to enter orbit around it.
  1404. Quodlibet-Spengo Orbit
  1405. Existance itself can take many forms and life must always have a starting point. The life here has travelled far from where it started, though. Two bodies, one the scale of a continent and one that of an island, float serenely in the starry void. Though they seem far too small they exert a gravitational pull roughly that of an earth-sized planet.
  1406. A shining array of starships and space stations orbits the worlds, now and then lit up by the 'spindizzy-shine' off the dorsal surfaces during their day cycles. Rocky debris, swept up by the system's gravitational pull, follows along in its wake, and there's even a miniature 'Oort cloud' of small objects at the periphery that get thrown out of their orbits by the gravitatonal fields of what the system passes by in its endless journey.
  1407. Obvious Exits:
  1408.    [A]round [S]pindizzy, [H]igh [O]rbit, [N]ear [S]pace, [P]atashu [I]ndustries Spaceport, [Q]uodlibet, [S]idereal [T]ower, and Spen[g]o
  1409. Contents: USS Prometheus, Kepler's Butterfly, CSV Spyglass, DSRV Eternal Freefall, Satellite 'Dewitt C. Greer'(#20772CV), FBC Silique-Xc, FBC Silique-VI, and FBC Silique-I
  1410. ## There are possible hidden listeners here.
  1411. @sweep
  1412. Listeners in your inventory:
  1413. Listeners in Quodlibet-Spengo Orbit:
  1414.     Player  Agris(#32770PBJ)
  1415.     Thing   USS Prometheus [owner: Crimson]
  1416. !!    Listen.muf(#6860FLVM3) is a listening program
  1417. !!  Thing   Kepler's Butterfly [owner: Azure] [vehicle]
  1418. !!    vlisten.muf(#2793FLVM3) is a listening program
  1419.     Thing   CSV Spyglass [owner: Zair]
  1420. !!    Listen.muf(#6860FLVM3) is a listening program
  1421.     Thing   DSRV Eternal Freefall [owner: Myril]
  1422. !!    Listen.muf(#6860FLVM3) is a listening program
  1423. !!  Thing   Satellite 'Dewitt C. Greer'(#20772CV) [owner: Joshua] [vehicle]
  1424. !!    Listen.muf(#6860FLVM3) is a listening program
  1425. Listening rooms down the environment:
  1426. *Done*
  1427. look Kepler
  1428. The sail is the biggest part. A round profile made of triangular sections, terribly shiny, all pieced together, stiffened with struts around the edges and held together with monofilament cables. Far in front, connections almost invisible, is a small capsule holding cabin and payload and instrumentation. Spherical and clear.
  1429. look DSRV
  1430. This craft is not really strikingly formidible, not sleek nor glowy, rather, a wide expanse of trussworks and modules, hearkening back to simpler times in space exploration yet with a sort of peaceful elegance about it, a dedicated space ship through and through. 143 meters from bow plate to engine nozzle, and a good 120 from radiator-tip to radiator-tip. It has a sort of mushroom-like silhouette, with a broad ablative shield at the front and wide black-blue solars, radiators, and engine at the rear. Along the central conduit and truss of this deep space research vessel, the name 'DSRV Endless Freefall' is seen printed in red.
  1431.  
  1432. The core piece of the craft is its spine, a long white trussed conduit running the length of the craft, the front third traversable and pressurized, the rear two thirds lined with four silvery propellant tanks covered in gold foil, placed among massive radiators attached to an octahedral thermonuclear-thermal rocket engine and associated turbine generator. The accordioning radiators, sixfold symmetric, can get hot enough to glow a dim red after a long enough thrust time. A Sergaloid unified symbol is shown on the thermonuclear engine, a Confed manufacture logo on the cylindrical skiplight module ahead of it, encased in a baffled aluminum shroud, the faintest twists of light suggesting the cowl only anchors a structure extending out of the cosmic plane. The rocket itself has a strongly focused exhaust beam behind a D-D fusion reactor, recently declassified Sergaloid stealth tech put to peaceful use, keeping sensor sight clear.
  1433.  
  1434. The front is where most of work is done. A four-way docking port with airlock is present between two counter-rotating centrifugal gravity hubs, each carrying a donut-shaped module. A life support core with associated radiators is usually seen near the frontmost module, the rear showing several robotic arms behind it over metal grids where various experiment modules can be carried and deployed. Ahead of it all, the large ablative shield, serving both to protect the rest of the ship from high energy particles, and to serve as an impact target for the analysis of said particles, all ahead of trussed booms carrying various scientific-grade sensor packages networked interferometrically. A fairly sizable share of this ship's mass and silhouette area is dedicated to sensors it seems, detecting and analyzing a broad range of particles along with a broad sweep of the gravitic and EM spectra. If one wishes to board, they may [board freefall] through the airlocks.
  1435. board kepler
  1436. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1437. board kepler
  1438. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1439. board
  1440. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1441. board freefall
  1442. You enter in the hatch, shut it, then cycle through the airlock.
  1443. DSRV Eternal Freefall: Corridor(#14341RLJ)
  1444. An amber-and-grey ribbed tunnel extends 'upwards' along the ship's axis of thrust, generally in freefall, though with a ladder of metal hand holds provided in case, for some reason or another, one needs to move to other modules while the ship is thrusting. Otherwise, one sees several lines and cables trailing along the interior, silvery grey metal rings with regular holes in them providing the ribbing, similar struts keeping this otherwise thin-walled tunnel rigid.
  1445. A metallic foil covers most of the interior, amber brown, merging into the conduit insulation. From those conduits, several vents cycle air, a dull humming heard from the pipes, soft white lights spaced evenly along the entire corridor. Several storage compartments are also available along the length, each able to be marked and delegated as needed.
  1446. The 'top' of the corridor, towards the nose of the craft, houses the cockpit, which doubles as a storm shelter, hidden safely against the ship's ablative shielding. Right 'below' that is the first module, a rotating ring with white laddered shafts heading relative-down into a donut of hab, rotating while the craft's floating, not rotating when the craft's either maneuvering or thrusting. In the center is a cylindrical 'bulge' holding a cargo volume suitable for spare parts, suits, and supplies, not much more, with two zero-gee docking ports and airlocks attached.
  1447. All the way at the rear, another bulge houses a slew of equipment, looking a bit like a mad scientist's kitchen for zero-gee cooking with various platters, tools, odds and ends velcro-strapped down, another rotating ring dividing it down the center, leading out to the variable-gravity laboratory module. Finally, all the way at the back has a robot control panel and interface for checking on the rockets and reactors, though anything major will need a spacewalk.
  1448. Obvious Exits:
  1449.    [C]ockpit, [H]ab Module, [Lab] Module, and [O]ut
  1450. You found one Lagrange point!
  1451. Lab
  1452. You float back to the lab module.
  1453. DSRV Eternal Freefall: Lab Module
  1454. The lab section of the ship consists of two parts, first a cylincrical central hub for zero-gee work and the torus attached to it for variable-gee work. The foil-and-girder framework continues in here, a handhold around the opening leading 'up' into the corridor, with a pair of opposing ladder-equipped tubes heading out into the torus, usually working at low gravity. Up to 1.5 g may be produced if an experiment demands it, though generally such conditions are more suited to surface-bound research.
  1455. The hub contains all of the control and analysis hardware for the zero-gee platforms outside, seats, screens, and joysticks available for controlling the robotic arms with a total of two stations. Certain synthesis machines ring about the wall as well, metal racks for samples nearby, all hand tools velcro'd down around it. Some particular materials, assemblies (particularly the finest nanotech), and nebulous phenomena can only be assembled in freefall, and those are available here, silvery machines connected with insulated conduits producing the purest of samples, albeit at a slow rate.
  1456. Some of the more visually interesting procedures are done in the torus; after all visually interesting usually entails a risk of a mess, far less of a problem in low gravity than in freefall. The torus ribbing also carries an array of conduits, a liquid nitrogen moderated cooling system, closed cycle, keeping superconductors cool, providing very high power for heavy machinery. One particular machine built into the torus is a multipurpose torus accelerator, useful as a mass driver for kinetic tests, or as a small particle accelerator.
  1457. Several design philosophies are seen in the details of the machines, as they were cherry picked from the very best scientific hardware several starfaring races had to offer. All around, this is the place to go to study and reproduce any curious blink-of-an-eye anomaly caught by sensors, or pick apart the secrets of any curious artifact brought aboard.
  1458. Obvious Exits:
  1459.    [O]ut
  1460. You found one Lagrange point!
  1461. Out
  1462. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1463. O
  1464. You float out into the main corridor.
  1465. DSRV Eternal Freefall: Corridor(#14341RLJ)
  1466. An amber-and-grey ribbed tunnel extends 'upwards' along the ship's axis of thrust, generally in freefall, though with a ladder of metal hand holds provided in case, for some reason or another, one needs to move to other modules while the ship is thrusting. Otherwise, one sees several lines and cables trailing along the interior, silvery grey metal rings with regular holes in them providing the ribbing, similar struts keeping this otherwise thin-walled tunnel rigid.
  1467. A metallic foil covers most of the interior, amber brown, merging into the conduit insulation. From those conduits, several vents cycle air, a dull humming heard from the pipes, soft white lights spaced evenly along the entire corridor. Several storage compartments are also available along the length, each able to be marked and delegated as needed.
  1468. The 'top' of the corridor, towards the nose of the craft, houses the cockpit, which doubles as a storm shelter, hidden safely against the ship's ablative shielding. Right 'below' that is the first module, a rotating ring with white laddered shafts heading relative-down into a donut of hab, rotating while the craft's floating, not rotating when the craft's either maneuvering or thrusting. In the center is a cylindrical 'bulge' holding a cargo volume suitable for spare parts, suits, and supplies, not much more, with two zero-gee docking ports and airlocks attached.
  1469. All the way at the rear, another bulge houses a slew of equipment, looking a bit like a mad scientist's kitchen for zero-gee cooking with various platters, tools, odds and ends velcro-strapped down, another rotating ring dividing it down the center, leading out to the variable-gravity laboratory module. Finally, all the way at the back has a robot control panel and interface for checking on the rockets and reactors, though anything major will need a spacewalk.
  1470. Obvious Exits:
  1471.    [C]ockpit, [H]ab Module, [Lab] Module, and [O]ut
  1472. C
  1473. You float ahead into the cockpit.
  1474. DSRV Eternal Freefall: Cockpit
  1475. The corridor ends in a rather cramped but functional space, narrowly enough room for one person in the front, enough for three cramped together, though if there is anything comforting about this 'tin can' of a room, it's that it's the most heavily shielded part of the craft, a handy storm shelter in case the craft gets caught in inclimate space weather.
  1476. The front compartment has a fairly comfortable looking seat with a double strap, a bit upscale for a taller than normal occupant though with barely enough room around it to get into it. It's surrounded by several consoles, no windows at all though a pair of screens show camera views, all directions including docking port cameras. Two joysticks are available, one for translation, one for rotation, with an engineering console for planning burns (there's no 'throttle stick' nor need for one). Several autopilots are available for autoalignment, handling rotation, and stationkeeping, should there only be one (or none) aboard. Communications are also handled here, along with all navigations. Most matters are easily automated though; after all, this ship is designed to run on a crew of 0-3 mission depending.
  1477. Below that is a rather plain silvery grey metal cylinder, buried well within the ship's ablative shield, with several compartments for stowing provisions. The walls are smooth but plated, a cylindrical handhold rail held above the entrance to the corridor.
  1478. Obvious Exits:
  1479.    [C]ontrol, [O]ut, and [S]can
  1480. You found one Lagrange point!
  1481. S
  1482. You see:
  1483. Quodlibet-Spengo Orbit
  1484. Existance itself can take many forms and life must always have a starting point. The life here has travelled far from where it started, though. Two bodies, one the scale of a continent and one that of an island, float serenely in the starry void. Though they seem far too small they exert a gravitational pull roughly that of an earth-sized planet.
  1485. A shining array of starships and space stations orbits the worlds, now and then lit up by the 'spindizzy-shine' off the dorsal surfaces during their day cycles. Rocky debris, swept up by the system's gravitational pull, follows along in its wake, and there's even a miniature 'Oort cloud' of small objects at the periphery that get thrown out of their orbits by the gravitatonal fields of what the system passes by in its endless journey.
  1486. Contents:
  1487.    USS Prometheus
  1488.    Kepler's Butterfly
  1489.    CSV Spyglass
  1490.    Satellite 'Dewitt C. Greer'
  1491.    FBC Silique-Xc
  1492.    FBC Silique-VI
  1493.    FBC Silique-I
  1494. Done.
  1495. O
  1496. You float out into the corridor.
  1497. DSRV Eternal Freefall: Corridor(#14341RLJ)
  1498. An amber-and-grey ribbed tunnel extends 'upwards' along the ship's axis of thrust, generally in freefall, though with a ladder of metal hand holds provided in case, for some reason or another, one needs to move to other modules while the ship is thrusting. Otherwise, one sees several lines and cables trailing along the interior, silvery grey metal rings with regular holes in them providing the ribbing, similar struts keeping this otherwise thin-walled tunnel rigid.
  1499. A metallic foil covers most of the interior, amber brown, merging into the conduit insulation. From those conduits, several vents cycle air, a dull humming heard from the pipes, soft white lights spaced evenly along the entire corridor. Several storage compartments are also available along the length, each able to be marked and delegated as needed.
  1500. The 'top' of the corridor, towards the nose of the craft, houses the cockpit, which doubles as a storm shelter, hidden safely against the ship's ablative shielding. Right 'below' that is the first module, a rotating ring with white laddered shafts heading relative-down into a donut of hab, rotating while the craft's floating, not rotating when the craft's either maneuvering or thrusting. In the center is a cylindrical 'bulge' holding a cargo volume suitable for spare parts, suits, and supplies, not much more, with two zero-gee docking ports and airlocks attached.
  1501. All the way at the rear, another bulge houses a slew of equipment, looking a bit like a mad scientist's kitchen for zero-gee cooking with various platters, tools, odds and ends velcro-strapped down, another rotating ring dividing it down the center, leading out to the variable-gravity laboratory module. Finally, all the way at the back has a robot control panel and interface for checking on the rockets and reactors, though anything major will need a spacewalk.
  1502. Obvious Exits:
  1503.    [C]ockpit, [H]ab Module, [Lab] Module, and [O]ut
  1504. O
  1505. You cycle out through the airlock.
  1506. Quodlibet-Spengo Orbit
  1507. Existance itself can take many forms and life must always have a starting point. The life here has travelled far from where it started, though. Two bodies, one the scale of a continent and one that of an island, float serenely in the starry void. Though they seem far too small they exert a gravitational pull roughly that of an earth-sized planet.
  1508. A shining array of starships and space stations orbits the worlds, now and then lit up by the 'spindizzy-shine' off the dorsal surfaces during their day cycles. Rocky debris, swept up by the system's gravitational pull, follows along in its wake, and there's even a miniature 'Oort cloud' of small objects at the periphery that get thrown out of their orbits by the gravitatonal fields of what the system passes by in its endless journey.
  1509. Obvious Exits:
  1510.    [A]round [S]pindizzy, [H]igh [O]rbit, [N]ear [S]pace, [P]atashu [I]ndustries Spaceport, [Q]uodlibet, [S]idereal [T]ower, and Spen[g]o
  1511. Contents: USS Prometheus, Kepler's Butterfly, CSV Spyglass, DSRV Eternal Freefall, Satellite 'Dewitt C. Greer'(#20772CV), FBC Silique-Xc, FBC Silique-VI, and FBC Silique-I
  1512. You found one Lagrange point!
  1513. ## There are possible hidden listeners here.
  1514. board butterfly
  1515. There's room for a few if they don't mind being cozy. A few compartments, one for living and sterring, one for cargo, and one to hold machinery. The cockpit is just one corner of the largest room, holding analogue flight computers and various 'fly by wire' controls, hooked by servos to actuators on the sails to adjust the angles. The rest of the room is filled with random detritus, a few nets to hold people, and stocks of food suitable for zero-gee use. Behind a door in one corner is a Space Toilet.
  1516. The machine room holds a power supply for the lights and actuators, chemical propellants for the emergency rockets, tools, communications equipment, and air recycling.
  1517. The cargo hold is empty, though the walls have been covered with bouncy, air-filled cushions, including the back of the door.
  1518. ## There are possible hidden listeners here.
  1519. @sweep
  1520. Listeners in your inventory:
  1521. Listeners in Kepler's Butterfly:
  1522.     Player  Agris(#32770PBJ)
  1523. Listening rooms down the environment:
  1524. !!  Thing   Kepler's Butterfly [owner: Azure] [vehicle]
  1525. !!    vlisten.muf(#2793FLVM3) is a listening program
  1526. *Done*
  1527. dbref #2793FLVM3
  1528. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1529. @list #2793FLVM3
  1530. ( vlisten.muf  --  2/23/94  by Squirrelly )
  1531. (
  1532.     To allow sound/sight to travel in and out of a "Vehicle" object.
  1533.     To use:
  1534.        @set <vehicle>=_listen/veh:<this program's number>
  1535.     The <vehicle> must be an object type THING, have its V-flag
  1536.     set, and not be set DARK.  Also, it will not operate if the
  1537.     <vehicle> object is in a room or place that has it's V- or
  1538.     Z-flags set, or if the <vehicle>'s owner has either of those
  1539.     flags set.
  1540.     You can also use @pecho and @oecho on the <vehicle> to change
  1541.     its interior and exterior prefix messages, respectively.  MPI
  1542.     is parsed on them.  The defaults are:
  1543.        @pecho <vehicle>=Outside>
  1544.        @oecho <vehicle>=In {name:this}>
  1545.     Example replacements might be like:
  1546.        @pecho Space Ship=Outside the protal,
  1547.        @oecho Space Ship=Within the U.F.O.,
  1548.     Normally these should be kept short, as they are put in front
  1549.     of every message given.
  1550. )
  1551.  
  1552. lvar TEXT
  1553.  
  1554. : get_oecho  ( -- s )
  1555.     TRIGGER @ "_/oecho" COMMAND @ 0 parseprop
  1556.     dup if
  1557.         dup striplead " " .split pop .pmatch
  1558.         ok? if ">> " swap strcat then
  1559.         " " strcat
  1560.     else
  1561.         pop "In " TRIGGER @ name strcat "> " strcat
  1562.     then
  1563. ;
  1564.  
  1565. : soundout
  1566.     TRIGGER @ location
  1567.     TRIGGER @ "~vlisten_out" getpropstr
  1568.     dup if .atodbref dup ok? if swap then then pop
  1569.     TRIGGER @ "~vlisten_outat" getpropstr
  1570.     dup if
  1571.         .atodbref dup ok? if location then dup ok? if swap then
  1572.     then pop
  1573.     TRIGGER @ dup location 2
  1574.     get_oecho TEXT @ strcat
  1575.     notify_exclude
  1576. ;
  1577.  
  1578. : get_pecho  ( -- s )
  1579.     TRIGGER @ "_/pecho" COMMAND @ 0 parseprop
  1580.     dup if " " strcat else pop "Outside> " then
  1581. ;
  1582.  
  1583. : soundin
  1584.     TRIGGER @
  1585.     TRIGGER @ "~vlisten_in" getpropstr
  1586.     dup if .atodbref dup ok? if swap then then pop
  1587.     (TRIGGER @ dup location 2)
  1588.     TRIGGER @ 1
  1589.     ( -- )
  1590.     begin
  1591.         over #0 dbcmp not while
  1592.         over location swap
  1593.         1 +
  1594.     repeat
  1595.     ( -- )
  1596.     ME @ TRIGGER @ dbcmp if "*> " else get_pecho then
  1597.     TEXT @ strcat
  1598.     notify_exclude
  1599. ;
  1600.  
  1601. : main
  1602.     TEXT !
  1603.     TRIGGER @ owner dup "Vehicle" flag? swap "Zombie" flag? or if
  1604.         exit
  1605.     then
  1606.     TRIGGER @ "Vehicle" flag? TRIGGER @ thing? and
  1607.      TRIGGER @ "Dark" flag? not and
  1608.      TRIGGER @ location dup "Vehicle" flag? swap "Zombie" flag? or not and
  1609.      TRIGGER @ "~vlisten" getpropstr "ok" strcmp not or
  1610.     not if
  1611.         exit
  1612.     then
  1613.     ME @ location TRIGGER @ dbcmp if soundout else soundin then
  1614. ;
  1615. 85 lines displayed.
  1616. look
  1617. There's room for a few if they don't mind being cozy. A few compartments, one for living and sterring, one for cargo, and one to hold machinery. The cockpit is just one corner of the largest room, holding analogue flight computers and various 'fly by wire' controls, hooked by servos to actuators on the sails to adjust the angles. The rest of the room is filled with random detritus, a few nets to hold people, and stocks of food suitable for zero-gee use. Behind a door in one corner is a Space Toilet.
  1618. The machine room holds a power supply for the lights and actuators, chemical propellants for the emergency rockets, tools, communications equipment, and air recycling.
  1619. The cargo hold is empty, though the walls have been covered with bouncy, air-filled cushions, including the back of the door.
  1620. smell
  1621. MPI smell v1.3 -- by Jaffa Tamarin
  1622. Usage: 'smell <player or item>' or 'smell here'.
  1623. smell here
  1624. You smell nothing special.
  1625. taste here
  1626. You taste nothing special.
  1627. listen
  1628. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1629. examine
  1630. Owner: Azure
  1631. out
  1632. Type 'disembark' instead.
  1633. disembark
  1634. You exit the vehicle.
  1635. Quodlibet-Spengo Orbit
  1636. Existance itself can take many forms and life must always have a starting point. The life here has travelled far from where it started, though. Two bodies, one the scale of a continent and one that of an island, float serenely in the starry void. Though they seem far too small they exert a gravitational pull roughly that of an earth-sized planet.
  1637. A shining array of starships and space stations orbits the worlds, now and then lit up by the 'spindizzy-shine' off the dorsal surfaces during their day cycles. Rocky debris, swept up by the system's gravitational pull, follows along in its wake, and there's even a miniature 'Oort cloud' of small objects at the periphery that get thrown out of their orbits by the gravitatonal fields of what the system passes by in its endless journey.
  1638. Obvious Exits:
  1639.    [A]round [S]pindizzy, [H]igh [O]rbit, [N]ear [S]pace, [P]atashu [I]ndustries Spaceport, [Q]uodlibet, [S]idereal [T]ower, and Spen[g]o
  1640. Contents: USS Prometheus, Kepler's Butterfly, CSV Spyglass, DSRV Eternal Freefall, Satellite 'Dewitt C. Greer'(#20772CV), FBC Silique-Xc, FBC Silique-VI, and FBC Silique-I
  1641. ## There are possible hidden listeners here.
  1642. NS
  1643. You fly into near space.
  1644. You arrive, ready to explore!
  1645. Quodlibet-Spengo Near Space
  1646. What's 'near' one day may not be 'near' the next.
  1647.  
  1648. Here and now, the stars are somewhat thick and unremarkable, a few yellow, some orange, mostly red dwarfs. One orange star in particular got fancy, and is surrounded by a sparse dyson swarm, though thick enough to gather a good bit of energy. Sufficiently skilled magesight would see shimmering curves of magic orchestrating and channeling the energy. There's a single world with signs of life.
  1649.  
  1650. Home to some, the Quodlibet-Spengo system glitters like a pair of welcoming, verdant jewels, far enough away you could blot them out with your thumb.
  1651.  
  1652. [If you want to edit this room's description or link things off it, please contact Azure or another wizard. This is a temporary state of affairs until I get a MUF set up to allow people to build without asking me for help.]
  1653. Obvious Exits:
  1654.    [SS-510], Q-S [H]igh [O]rbit, Q-S [O]rbit, and The [U]niverse
  1655. SS-510
  1656. You leave for SS-510-4.
  1657. SS-510-4
  1658. An earthly paradise, you might call it, though extremely extra-terrestrial. The plants here are no normal plants, springing from the ground without cultivation, twining themselves into shelters with little to no work. All the comforts of industrial civilization while being green and alive as far as the eye can see. But there's something off, some vines a little disheveled, leaves ripped off by wind...
  1659. Contents: QDOT Short Range Spaceship
  1660. ## There are possible hidden listeners here.
  1661. board QDOT
  1662. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1663. board
  1664. You leave for QDOT Short Range Spaceship: Cockpit.
  1665. QDOT Short Range Spaceship: Cockpit
  1666. The ship, inside, has the same lavender, grey, and white color scheme as it does outside. Its furnishings are modular, so it can be configured to carry different kinds of cargo or people. For the moment it's filled with comfortable benches and chairs, all with acceleration harnesses that can adjust themselves to the size and shape of different species. In the back is an emergency kit with food, water, shelter, tools, and a signal beacon. Up front is a seat for the driver and simple controls. This ship just gets from point-A to point-B, nothing fancy.
  1667. Obvious Exits:
  1668.    [D]rive, [O]ut, and [S]can
  1669. Outside>> Agris leaves for QDOT Short Range Spaceship: Cockpit.
  1670. Outside>> Agris has left.
  1671. examine
  1672. Owner: Azure
  1673. @sweep
  1674. Listeners in your inventory:
  1675. Listeners in QDOT Short Range Spaceship: Cockpit:
  1676.     Player  Agris(#32770PBJ)
  1677. Listening rooms down the environment:
  1678. *Done*
  1679. S
  1680. You see:
  1681. SS-510-4
  1682. An earthly paradise, you might call it, though extremely extra-terrestrial. The plants here are no normal plants, springing from the ground without cultivation, twining themselves into shelters with little to no work. All the comforts of industrial civilization while being green and alive as far as the eye can see. But there's something off, some vines a little disheveled, leaves ripped off by wind...
  1683. Contents:
  1684. Done.
  1685. @list #32770PBJ
  1686. You can't list anything but a program.
  1687. D
  1688. Sorry, driving is currently @locked.
  1689. @unlock
  1690. I don't see that here.
  1691. @locked
  1692. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1693. commands
  1694. Here is a quick guide to very basic commands on SpinDizzy.  A similar version can be found at http://www.spindizzy.org/nwp/things-new-folks-should-know/
  1695.    
  1696. If you are new to MUCKing, it is recommended to review each section listed below.
  1697.   
  1698. Section                  Type this to view it
  1699. -----------------------------------------------
  1700. Navigation               commands navigation
  1701. Speaking and Actions     commands speaking
  1702. Talking Privately        commands private
  1703. Looking Around           commands look
  1704. Disconnecting            commands disconnecting
  1705. SpinDizzy Commands       commands spindizzy
  1706. Other Command Listings   commands help
  1707.   
  1708. commands look
  1709. ***** Looking Around *****
  1710.   
  1711. Type 'look' to see the area around you and who is in it.  You may 'look <something>' to see its description, if it's in the same area as you.  For instance, 'look austin' will look at Austin.
  1712.   
  1713. To get a summary of who is in a room, type 'ws'.
  1714.   
  1715. To find out who is currently online, you may type '3who' or 'WHO' (must be in all capitals).
  1716.   
  1717. ws
  1718. Room: QDOT Short Range Spaceship: Cockpit
  1719. -Stat-Name----------------Sex---------Species---------------------------------
  1720.       Agris               Herm        Vulpes Flourinectie                     
  1721. ---[ Found 1 character. ( 1 Awake ) ]-----------------------------------------
  1722. look
  1723. QDOT Short Range Spaceship: Cockpit
  1724. The ship, inside, has the same lavender, grey, and white color scheme as it does outside. Its furnishings are modular, so it can be configured to carry different kinds of cargo or people. For the moment it's filled with comfortable benches and chairs, all with acceleration harnesses that can adjust themselves to the size and shape of different species. In the back is an emergency kit with food, water, shelter, tools, and a signal beacon. Up front is a seat for the driver and simple controls. This ship just gets from point-A to point-B, nothing fancy.
  1725. Obvious Exits:
  1726.    [D]rive, [O]ut, and [S]can
  1727. O
  1728. SS-510-4
  1729. An earthly paradise, you might call it, though extremely extra-terrestrial. The plants here are no normal plants, springing from the ground without cultivation, twining themselves into shelters with little to no work. All the comforts of industrial civilization while being green and alive as far as the eye can see. But there's something off, some vines a little disheveled, leaves ripped off by wind...
  1730. Contents: QDOT Short Range Spaceship
  1731. ## There are possible hidden listeners here.
  1732. look vines
  1733. I don't see that here.
  1734. look vine
  1735. I don't see that here.
  1736. look leaves
  1737. I don't see that here.
  1738. out
  1739. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1740. out
  1741. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1742. look
  1743. SS-510-4
  1744. An earthly paradise, you might call it, though extremely extra-terrestrial. The plants here are no normal plants, springing from the ground without cultivation, twining themselves into shelters with little to no work. All the comforts of industrial civilization while being green and alive as far as the eye can see. But there's something off, some vines a little disheveled, leaves ripped off by wind...
  1745. Contents: QDOT Short Range Spaceship
  1746. board QDOT
  1747. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1748. board
  1749. You leave for QDOT Short Range Spaceship: Cockpit.
  1750. QDOT Short Range Spaceship: Cockpit
  1751. The ship, inside, has the same lavender, grey, and white color scheme as it does outside. Its furnishings are modular, so it can be configured to carry different kinds of cargo or people. For the moment it's filled with comfortable benches and chairs, all with acceleration harnesses that can adjust themselves to the size and shape of different species. In the back is an emergency kit with food, water, shelter, tools, and a signal beacon. Up front is a seat for the driver and simple controls. This ship just gets from point-A to point-B, nothing fancy.
  1752. Obvious Exits:
  1753.    [D]rive, [O]ut, and [S]can
  1754. Outside>> Agris leaves for QDOT Short Range Spaceship: Cockpit.
  1755. Outside>> Agris has left.
  1756. D
  1757. Sorry, driving is currently @locked.
  1758. help
  1759.                   MUCK Reference Manual for FBMuck 6.00
  1760.                    by Revar Desmera <revar@belfry.com>
  1761.   
  1762. You may get a listing of topics that you can get help on, either sorted
  1763. Alphabetically or sorted by Category.  To get these lists, type:
  1764.         help alpha        or
  1765.         help category
  1766.   
  1767. help category
  1768.                    List of Topics by Category:
  1769.  
  1770. You can get more help on the following topics:
  1771.  
  1772.   Basics                                   (Basics)
  1773.   Building Help                            (BuildHelp)
  1774.   Object Flags                             (FlagHelp)
  1775.   Object Properties                        (PropHelp)
  1776.   MUF Programming                          (ProgCmds)
  1777.   Wizardly Commands                        (WizCmds)
  1778.   Miscellaneous                            (MiscHelp)
  1779.  
  1780. Use 'help <topicname>' to get more information on a topic.
  1781. PropHelp
  1782. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1783. help PropHelp
  1784. Object Properties
  1785.   
  1786. gender             propdirs           propdirs-example   sex
  1787. strings            
  1788.   
  1789. propdirs
  1790. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1791. help prophelp propdirs
  1792. Sorry, no help available on topic "prophelp propdirs"
  1793. gender
  1794. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1795. sex
  1796. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1797. help prophelp
  1798. Object Properties
  1799.   
  1800. gender             propdirs           propdirs-example   sex
  1801. strings            
  1802.   
  1803. help flaghelp
  1804. Object Flags
  1805.   
  1806. abode      builder    chown_ok   dark       flags      haven      jump_ok
  1807. kill_ok    killing    link_ok    mucker     quell      sticky     vehicle
  1808. wizard     zombie     
  1809.   
  1810. help flaghelp dark
  1811. Sorry, no help available on topic "flaghelp dark"
  1812. help dark
  1813. @SET here=D
  1814.   
  1815.   If a room is DARK, then when people besides the owner 'look' there, they only
  1816. see things they own. If a thing or player is DARK, then "look" does not list
  1817. that object in the room's Contents:. Players can set rooms they own dark, and
  1818. may also set objects they own dark, but they cannot drop dark objects in rooms
  1819. they don't control. Wizards can set players dark.
  1820. When a program is set DARK, it is called DEBUG, and a running stack trace is
  1821. printed out to any users of the program for each instruction executes.
  1822. help vehicle
  1823. @SET <thing>=V
  1824.   
  1825.   Objects of TYPE_THING, that have the VEHICLE flag set, can contain
  1826. players.  To enter a vehicle, you can either use a MUF program to
  1827. teleport you to it via MOVETO, you can get a wizard to @teleport you
  1828. into it, or else you an use an action that is both attached and linked
  1829. to the vehicle to enter it.  This means that you can only enter a vehicle
  1830. from the same room that it is in, and you cannot use far links to enter
  1831. it.  This prevents the use of vehicles to get around locks.  Inside the
  1832. vehicle, you will see it's @idesc, instead of it's @desc, and you will
  1833. not be shown it's @succ or @fail.  Objects dropped in a vehicle will not
  1834. go away to the their homes, as a vehicle cannot have a dropto set in it.  
  1835. Things with the VEHICLE flag set cannot enter rooms or use exits that
  1836. have the VEHICLE flag set.  This allows a way to prevent vehicles from
  1837. entering areas where it would be illogical for them to be.
  1838. When VEHICLE is set on a program, it is called VIEWABLE, and enables the
  1839. program to be @listed.
  1840. @listed
  1841. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1842. @list
  1843. I don't see that here.
  1844. look
  1845. QDOT Short Range Spaceship: Cockpit
  1846. The ship, inside, has the same lavender, grey, and white color scheme as it does outside. Its furnishings are modular, so it can be configured to carry different kinds of cargo or people. For the moment it's filled with comfortable benches and chairs, all with acceleration harnesses that can adjust themselves to the size and shape of different species. In the back is an emergency kit with food, water, shelter, tools, and a signal beacon. Up front is a seat for the driver and simple controls. This ship just gets from point-A to point-B, nothing fancy.
  1847. Obvious Exits:
  1848.    [D]rive, [O]ut, and [S]can
  1849. @list
  1850. I don't see that here.
  1851. help propdirs
  1852. Properties are stored in AVL trees, and organized into directories of
  1853.   properties.  This speeds things up, and keeps you from being spammed on
  1854.   examines.  To examine the properties on an object, use 'ex <obj>=<propdir>'.
  1855.   where to examine the base properties in an object, <propdir> would be '/'.
  1856.   You can see the value of a single property with 'ex <object>=<propname>'.
  1857.       Propdirs are a method of storing and organizing properties to speed
  1858.     access and to provide a sort of built-in organization.  The basic idea
  1859.     is to make something similar to a 'filesystem' for properties.  In this
  1860.     analogy, each person would be a filesystem, with a root directory and
  1861.     (theoretically) an infinite number of properties beneath that.
  1862.       A property has been expanded with the idea that each property may now
  1863.     contain a new property list -- the 'propdir'.  properties can both have
  1864.     a value (either integer or string as before) _and_ contain other
  1865.     properties.
  1866.       The actual directory entries may ALSO contain data.  Propdirs' only
  1867.     real 'visible' changes are in the names of properties -- '/' is used as
  1868.     the property directory separator, and so will not appear in the names
  1869.     of the properties when listed through 'examine' or MUF programs.
  1870.       Property protections have also been expanded -- the . and _ may appear
  1871.     either at the beginning of the property name or immediately following a
  1872.     '/', and that property will have the appropriate protections.  For
  1873.     example, the property '/mail/.inbox/mesg/#' would have the same
  1874.     protections as '.mesg#' would now.
  1875.     There are two ways to remove a property list:
  1876.       * First, and most straight forward, is to remove the property that
  1877.         contains it.  so, in the previous example, removing the property
  1878.         '/mail/.inbox' would (recursively) remove all properties under
  1879.         .inbox before removing .inbox itself.
  1880.       * The second way is to remove all properties within the property list
  1881.         yourself.  When the last property is removed, the parent property
  1882.         (the one that contained the property list) is examined to see if
  1883.         contains data.  If it does, then the property list only is
  1884.         removed.  If the property doesn't contain data then it is removed
  1885.         also.
  1886.       Because of the first method of removing propdirs, the ability to have a
  1887.     property list and value in the same property should be used sparingly.
  1888.       If you try to access a property ending in '/', in MUF, it will give a
  1889.     programmer error, except in NEXTPROP, in which it will give the name of
  1890.     the first property in that propdir.
  1891.       The last visible, non-MUF change that propdirs bring is that 'examine'
  1892.     will no longer show properties _directly_.  Instead, where the properties
  1893.     would normally be shown, it will say:
  1894.         "[ Use 'examine <object>=/' to list root properties. ]"
  1895.       Examine now can take an argument which is the property or propdir to
  1896.     view.  If the property name given ends with a '/', all properties in
  1897.     property directory will be listed, otherwise the single property named
  1898.     will be shown.
  1899.       Internally, a few things changed.  property lists are now stored as AVL
  1900.     trees instead of straight lists, so there is a speed increase even if
  1901.     propdirs are not directly used.  This also means properties are kept in
  1902.     sorted order and will be displayed that way.
  1903.       'addprop' will no longer allow a ":" in the property name.
  1904.       To clear a propdir's value without deleting the proptree below it,
  1905.     from MUF do a '"" 0 addprop' to it.
  1906.       A property can *not* have both a string and integer stored at the same
  1907.     time anymore.  The old property.c was lax and allowed this, even though
  1908.     the integer value would be lost on dbload.
  1909.     See also PROPDIRS-EXAMPLE.
  1910. ex
  1911. Owner: Azure
  1912. ex QDOT=/
  1913. I don't see that here.
  1914. ou
  1915. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1916. out
  1917. SS-510-4
  1918. An earthly paradise, you might call it, though extremely extra-terrestrial. The plants here are no normal plants, springing from the ground without cultivation, twining themselves into shelters with little to no work. All the comforts of industrial civilization while being green and alive as far as the eye can see. But there's something off, some vines a little disheveled, leaves ripped off by wind...
  1919. Contents: QDOT Short Range Spaceship
  1920. ## There are possible hidden listeners here.
  1921. examine QDOT
  1922. Owner: Azure
  1923. examine QDOT=/
  1924. Owner: Azure
  1925. examine QDOT=.
  1926. Owner: Azure
  1927. help strings
  1928. Objects have several standard strings:
  1929.   1) a name.
  1930.   2) a description.                             (stored in _/de property)
  1931.   2) an inside description (for vehicles).      (stored in _/ide property)
  1932.   3) a success message (seen by the player).    (stored in _/sc property)
  1933.   4) a fail message (seen by the player).       (stored in _/fl property)
  1934.   5) an osuccess message (seen by others).      (stored in _/osc property)
  1935.   6) an ofail message (seen by others).         (stored in _/ofl property)
  1936.   7) a drop message (seen by the player).       (stored in _/dr property)
  1937.   8) an odrop message (seen by others).         (stored in _/ofl property)
  1938. (see properties)
  1939. ex QDOT=_/de
  1940. Owner: Azure
  1941. help sex
  1942. @SET me=sex:unassigned|male|female|neuter
  1943.   
  1944.   Default unassigned. If a player's sex is set, %-substitutions will use
  1945. the appropriate pronoun for that player. Only meaningful for players and
  1946. maybe Zombie things.
  1947. Also see: SUBSTITUTIONS
  1948. ex
  1949. Owner: Azure
  1950. sweep
  1951. No one sent home.
  1952. out
  1953. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1954. look
  1955. SS-510-4
  1956. An earthly paradise, you might call it, though extremely extra-terrestrial. The plants here are no normal plants, springing from the ground without cultivation, twining themselves into shelters with little to no work. All the comforts of industrial civilization while being green and alive as far as the eye can see. But there's something off, some vines a little disheveled, leaves ripped off by wind...
  1957. Contents: QDOT Short Range Spaceship
  1958. out
  1959. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1960. NS
  1961. The next scheduled database save will be in 57 mins, 6 secs
  1962. ns
  1963. The next scheduled database save will be in 56 mins, 56 secs
  1964. out
  1965. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1966. disembark
  1967. You can't go that way.
  1968. exit
  1969. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  1970. help
  1971.                   MUCK Reference Manual for FBMuck 6.00
  1972.                    by Revar Desmera <revar@belfry.com>
  1973.   
  1974. You may get a listing of topics that you can get help on, either sorted
  1975. Alphabetically or sorted by Category.  To get these lists, type:
  1976.         help alpha        or
  1977.         help category
  1978.   
  1979. t nearspace
  1980. Teleport:  Destination could not be found.
  1981. t
  1982. Teleport.muf  by Squirrelly  version 20011104a
  1983. Teleport usage:  t <destination>
  1984.   Where <destination> is normally one of the following:
  1985.     #<dbref>  -- The db number of the place to go.
  1986.     *<player> -- The name of a player to go to.
  1987.     $<name>   -- An alias name created with @register.
  1988.     @<name>   -- Alias from #alias or #global, '@' optional.
  1989.     -         -- Back to where last teleported from, if allowed.
  1990.   Or one of the following options:
  1991.     #alias <name>=<dest>   -- Set a personal alias.
  1992.     #global <name>=<dest>  -- Set a global alias.
  1993. (Use '@view #109' for more detailed help.)
  1994. staff
  1995. Status     Helpstaff         Hi! Ask me about...
  1996. [Asleep]   BunnyHugger       Building, MUF, MPI, homes, local culture, etc.
  1997. [Asleep]   Beltrami          Building, Tinyplot Scenes, Other, Otherness
  1998. [Asleep]   Dragoncat         Building, MUF/MPI, Minor in Character Descing
  1999. [Asleep]   fluffy            Building, MPI, mad science, laundry
  2000. [Asleep]   Sirianna          
  2001. [On Duty]  Kamare            Building, MPI, RP, A shoulder to lean on
  2002. Helpstaffers are volunteers who offer their time to players' needs.  Check whether a helpstaffer can help before asking a wizard, if possible.
  2003. [age Kamare=how do i get the dbref id of a place i'm in or an object i'm looking at?
  2004. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  2005. page Kamare=how do i get the dbref id of a place i'm in or an object i'm looking at?
  2006. You page, "how do i get the dbref id of a place i'm in or an object i'm looking at?" to Kamare.
  2007. WHO
  2008. Player Name           On For Idle   Doing...
  2009. J.P.                   00:28  20m*@ Being a squirrel
  2010. Casandro               00:38  38m @ 
  2011. Maxia                  00:50  42m @ tying knots on ends that ties
  2012. Nova                   00:53  22m @ 
  2013. Shine                  00:54  14s @ 
  2014. Kandra                 01:26   4m @ 
  2015. Volacris               03:15  31s @ 
  2016. Agris                  06:17   0s @ 
  2017. Royce                  07:30  19m   Schwubbeldiwappdidu, I am the Wabu! 
  2018. Kamare                 08:05   1m @ 
  2019. Samnang                09:13   3m @ Dog stuff, it's complicated. No sniffing pl
  2020. Patashu                12:38  10m   
  2021. Mote                   12:43  16m @ 
  2022. Spots                  12:43  16m @ 
  2023. Speckles               12:43  16m @ 
  2024. Fisset                 12:43  16m @ 
  2025. 16 players are connected.  (Max was 42)
  2026. wa
  2027. WhereAre 1.3b -- 42 Characters awake -- 1 to show a room
  2028. -Location--------------Characters-Comments-----------------------------------
  2029. J.P.'s Suite                    1 A Squirrelly Apartment
  2030. -    Present: J.P. 
  2031. Patashu's Personal Quarters     5 The heart of industry! (Yep, it's public!)
  2032. -    Present: Kandra Volacris Kamare Patashu 
  2033. = Directions: t pquarters or luge n11 w2,b,n,sw
  2034. Industrial Cyber Forest         1 The heart of industry! (Yep, it's public!)
  2035. = Directions: t #29446 or luge n11 w2,b,n,ne,ne
  2036. The Rose Garden                 2 The Rose Garden, center of the world!
  2037. -    Present: Casandro Nova 
  2038. = Directions: rose
  2039. Public Dorms/Workshops          1 The heart of industry!
  2040. -    Present: Raindrop(Z) 
  2041. = Directions: t #30940 or luge n11 w2,b,n,n,e
  2042. Courtyard                       1 The hub of 000's nanotechnology! (Public)
  2043. -    Present: .Patashu(Z) 
  2044. = Directions:  t #3333
  2045. -----------------------------------------------------------------------------
  2046. 6 rooms listed.
  2047. t #9575RLJ
  2048. You feel a wrenching sensation...
  2049. Highest Point in Spindizzy(#9575RLJ)
  2050. The highest anyone in Spindizzy can reach. As you look down you notice the small little rock all call Spindizzy. The land, the sea, mountains, buildings, and those who have sharp eyes, the people moving around.
  2051. As you look above you notice that the stars are starting to become brighter and the blue sky is becoming less blue. Going further up means that one will enter space itself and see Spindizzy for what is truly is.
  2052. Obvious Exits:
  2053.    [D]own, and [O]rbit
  2054. Contents: SS Pleiades
  2055. ## There are possible hidden listeners here.
  2056. Kamare pages, "You ask the owner." to you.
  2057. Kamare pages, "What are you trying to do?" to you.
  2058. page Kamare=teleport back to places when i get stuck in a dead end
  2059. You page, "teleport back to places when i get stuck in a dead end" to Kamare.
  2060. page Kamare=I'm still getting the hang of this
  2061. You page, "I'm still getting the hang of this" to Kamare.
  2062. Kamare pages, "Ah. If you own the room, 'ex here'. If not, ask the owner." to you.
  2063. Kamare pages, "There's also 'gohome' if you want to return to your home room." to you.
  2064. page Kamare=ok. Is that supposed to be a hidden detail or something? if so, why?
  2065. You page, "ok. Is that supposed to be a hidden detail or something? if so, why?" to Kamare.
  2066. t pquarters
  2067. You feel a wrenching sensation...
  2068. Patashu's Personal Quarters(#29396RLJA)
  2069. While the base is constantly busy manufacturing and researching and testing and shipping and soforth, Patashu often desires to have a space of his own to work on personal projects or to have discussions with friends and associates. The quarters start with an open foyer of sorts - having a lounge and holographic computer systems, workbenches and scientific equipment and a table (with the company logo emblazoned in gold along its surface) that can be used for conferences, gaming and eating just as easily. (Of course, there are amneties for organic visitors - food, water, beds and all!) (Oh yes, and there IS a pile of 'cushions' and 'beanbags'.) From the holographic screens, all activity of the base can be monitored, and base databases/security feeds accessed. Off to one side, a personal hangar has a huge, rotary rack of different robotic parts and even alternate bodies that can be swapped into and out of, as well as a maintenance system with automated scaffold lined with robotic arms. Kobolds clean, maintain and can be called upon for any necessary task. Posters and blueprints line many of the walls, some of them of products the base builds, some of them gaming related or based on legendary mecha, and the noise of the surrounding base is (mostly) dampened.
  2070. Among the Cushions, you see it is empty.
  2071. Obvious Exits:
  2072.    [C]ypher's Room, [Dive] into Cushions, [Isa]ak's Room, [K]andra's Room, [R]alis's Room, [Tan]ya's Room, and ne/out
  2073. Contents: Kandra, Volacris, Kamare, Samnang, Patashu, Antler Headband Box(#32802C), Mechanizing Ray Mk.II, PI Bulletin Board, Dragon Hoard Meter, Speers Errand, Gilded Waterfall, Union-made coffee dispenser, Flamenado Commemorative Snowglobe, Megagiant Ultraplush Nanite, Weather Machine, Private Magma Spa/Shower, Wall Mural In Crayon, Toony Card Press, Refractory Tube Game, Bandit's Den, Paddling Pool, Epoch - Temporal Long Sword, Ornamental Pink Ingot, Chunk of Paradoxium, Cardboard City, DanceRush Stardom Arcade Cabinet, DanceDanceRevolution A20+ Arcade Cabinet, Doggy Bed, A Sign - Interaction Guidelines (look sign), A copy of Femashu's fabulously decadent hoard, The Snack Bar, Excessively Large Dragon's Hoard Missing Just Enough Gold That Only A Dragon Would Notice, Chromatic Elixir, Cohesive Energy Anomaly, and Extropia 16384
  2074. ## There are possible hidden listeners here.
  2075. Volacris waves pincer to Agris
  2076. say hello
  2077. You yip, "hello"
  2078. who
  2079. The players awake here are Agris, Kandra, Volacris, and Kamare.
  2080. The idlers here are Samnang[3m], and Patashu[16m].
  2081. There are no sleepers here.
  2082. The only puppet here is Speers Errand
  2083. say you all having fun here without me? or just spiraling in the cushions
  2084. You yip, "you all having fun here without me? or just spiraling in the cushions"
  2085. Kamare pages, "In truth I don't quite know." to you.
  2086. Volacris spiraling round round round
  2087. Kamare barks, "Hey Agris."
  2088. Kamare barks, "Uh, not much going on here."
  2089. say truth be told, i'm like half-asleep right now
  2090. You yip, "truth be told, i'm like half-asleep right now"
  2091. say i don't think i'll be sticking around for much longer
  2092. You yip, "i don't think i'll be sticking around for much longer"
  2093. Volacris chitters, "Aha. In case you'll sleep again, I wish you a good rest then. :3"
  2094. say ty
  2095. You yip, "ty"
  2096. look Volacris 
  2097. I don't see that here.
  2098. look volacris
  2099.         You see a strange insectoid creature, which looks like someone had magnified an insect to about human size. It has the general looks of a wasp, with a large vespine abdomen --- bulbous but pointed near the end --- and a set of thin wings on the back of its thorax. Yet its stance resembles that of a mantis: it has four thin legs to stand on sprouting from its thorax, and two arms to grab things with. As opposed to the raptorial arms of a mantis, the arms of this creature look similar to pincers. The insides are covered with sharp spikes. Despite looking fierce, the pincers are usually safely tucked away next to the elongated 'neck' sprouting from the thorax, behind the insectoid's head.
  2100.         Its head has a triangular shape, including a wide variety of mantis-like mandible pieces. Two antennae sprout from its head between its large compound eyes, elegantly curving back and upwards. The two eyes, however, are more spherical than those of a mantis. As light reflects off of the compound eyes, they shimmer a colorful star-shaped iridescent pattern, making it seem like the creature is constantly staring at the light source. But looks can deceive: these are merely pseudopupils. Nobody knows what the creature may be looking at right now.
  2101.         The insect moves in smooth, slow motions, its head twitching as it moves so as to stabilize its eyes. Its abdomen increases and decreases in size periodically, as it uses its abdomen to breathe. Occasionally, its head tilts, and the creature moves its front leg upwards to start nibbling on it. Its speech sounds like a series of chitters and clicks, and it has a rather insectoid sound quality. Even so, its communication is somehow perfectly understandable to you.
  2102. ws
  2103. Room: Patashu's Personal Quarters
  2104. -Stat-Name----------------Sex---------Species---------------------------------
  2105.       Agris               Herm        Vulpes Flourinectie                     
  2106.       Kandra[2m idle]                 white fox                               
  2107.       Volacris            None        Mantidfly                               
  2108.  IIC  Kamare              Herm        Lightning Wolf                          
  2109.  I am Samnang[6m idle]    Male        Auflander                               
  2110.  EXC  Patashu[19m idle]   neuter      Big Plushsune                           
  2111. ---[ Found 6 characters. ( 6 Awake ) ]----------------------------------------
  2112. look Kamare
  2113. The critter before you appears to be some sort of wolf, but what an unusual wolf she is! Her fur is ivory in colour, long and soft, giving her a very plush feel, broken only by a number of golden metallic spikes jutting out of her arms, knees, hips, and chest, and two matching horns come from her head. She has very striking eyes, the irises golden on the outside, but glittering emerald green on the inside, framed by her full head of fire-red hair that cascades down her neck and shoulders. And she's tall, very tall - easily reaching 10 feet if she stood up straight, but her legs remain bent and her back is slightly hunched, making her feel a little less imposing.
  2114. She has a slight overbite on her muzzle, with the two front teeth noticeably protruding past her lower jaw, looking very much like a pair of fangs. Her lupine ears poke out through her hair, and swivel this way and that, twitching at every sound. Moving down, her tail is long and fluffy, fluffier than it has any rights to be, while also being incredibly flexible.
  2115. She also has a pair of wings attached just below her shoulders, about where the bottom of her shoulder blades would be. When fully extended, they look almost like giant, furry, spindly arms, with even longer fingers, and a thin cream-coloured membrane running between each one, and then connecting onto her side from the innermost finger. In total, her wingspan is probably about four metres.
  2116. The wolf isn't wearing any clothing, save for a belt around her middle, but her natural fur coat more than makes up for it. It's quite thick, but well-groomed so as not to be shaggy. Her fur also keeps her properly decent. There's nothing on her digitigrade feet either, but it doesn't seem to bother her. On one finger she wears a plain golden ring, with an inscription so small it can barely be seen, and in writing unfamiliar to you. Around her neck hangs a clear, perfectly formed crystal, in a golden setting attached to a golden chain. Hanging from a ring attached to her belt, down her side, is a bone arrowhead tied to a length of leather string.
  2117. Carrying: Plush Giant Nanite, IC Notice, The Omnomicon(#30673C), Chime of Clarity(#30676C), Vice Mayoral Propeller Beanie, Small flask, Gold Medal for Winging It, SEDcomm, A lamb skewer, Amari for Mayor 2021 Feather, Cloud Candy, Gelato33 Edible, GremCo(tm) Official Unofficial 2019 Mayoral Bop Bag, Patashu 2020 Kobold Stress Reliever, Patashu 2021 Kobold Motorized Plastic Toy, Rainbow Choco Pudding, SED Membership Card, Skunky Society of SpinDizzy button, and Vote Raccoony in 2013 Eyemask and Tailring Set
  2118. lookat Kamare's SEDcomm
  2119. This isn't one piece of equipment so much as three related bits. There's a tiny throat-mic affixed via a small silver bump held on with a narrow black band, a pair of slight behind-the-ear press-on - likely bone conduction - earbuds, and a slender haptic sensor screen worn over the non-dominant forearm.
  2120. say Kamare, your lightning?
  2121. You yip, "Kamare, your lightning?"
  2122. Samnang wags "I should be heading off as well, you all take care and I'll catch you later.
  2123. Samnang teleports away.
  2124. Samnang has left.
  2125. Kamare makes crackles of lightning appear from the spikes around her body. "Here it is~"
  2126. lookat Kamare's Membership
  2127. A thin, white piece of cardboard that proclaims:
  2128. __--__--__--__--__--__--__--__--__--__--__--__--__--__--__--__--__-
  2129. |  The bearer of this card is a junior member of the SED and is  |
  2130.  | granted all the rights, privileges, and responsibilities of    |
  2131. |  such a membership.                                            |
  2132.  |                                                 \ | /          |
  2133. |             ___Morticon Wallaby___              --SED--        |
  2134.  |                                                 / | \          |
  2135. __--__--__--__--__--__--__--__--__--__--__--__--__--__--__--__--__-
  2136. pose smiles
  2137. Agris smiles
  2138. say there are a lot of electric creatures here i'm learning
  2139. You yip, "there are a lot of electric creatures here i'm learning"
  2140. say much moreso than i imagined i thought they were quite rare
  2141. You yip, "much moreso than i imagined i thought they were quite rare"
  2142. lookat Kamare's Plush
  2143. A giant, commemarative nanite. It's plush, squeezable, and that very perfect space where it's both a good head pillow and hug pillow. It is large, black, and has giant heart eyes with a 3 grin on the front.
  2144. Kamare barks, "Well, this isn't my natural form, uh, another lightning dog turned me into this - at my request, mind you."
  2145. @list #30673C
  2146. You can't list anything but a program.
  2147. [OOC] Volacris ponders electric bug creature
  2148. examine #30673C=/
  2149. Owner: Lepus
  2150. examine #30673C
  2151. Owner: Lepus
  2152. examine #1
  2153. Amalfi is a player.
  2154. examine #0
  2155. Owner: SpinDizzy
  2156. examine #-1
  2157. I don't see that here.
  2158. examine #2
  2159. Owner: SpinDizzy
  2160. examine #3
  2161. Owner: SpinDizzy
  2162. examine #4
  2163. Owner: SpinDizzy
  2164. say I love Patashu's new plushtsune form
  2165. You yip, "I love Patashu's new plushtsune form"
  2166. say i'm kinda jealous actually
  2167. You yip, "i'm kinda jealous actually"
  2168. pose pat-pats a tsune horn
  2169. Agris pat-pats a tsune horn
  2170. say so Kamare, you used to be a member of SED?
  2171. You yip, "so Kamare, you used to be a member of SED?"
  2172. Kamare barks, "That's right."
  2173. say but not anymore?
  2174. You yip, "but not anymore?"
  2175. Kamare barks, "Well, the organisation fragmented."
  2176. say can you tell me about that? About SED and your experience as a member?
  2177. You yip, "can you tell me about that? About SED and your experience as a member?"
  2178. J.P. has teleported in.
  2179. J.P. has arrived.
  2180. J.P. waves!
  2181. pose slowly wags and floofs down into the beanbag chair, eager to hear a story
  2182. Agris slowly wags and floofs down into the beanbag chair, eager to hear a story
  2183. J.P. says, "Mornin'."
  2184. Kamare barks, "Well, the SED was a military organisation. In the beginning it was mostly trying to conquer Spindizzy, but by the time I'd joined they'd put that on indefinite hold and were being more... protectors of the planetoid from outside threats."
  2185. Volacris waves!
  2186. say hello J.P.
  2187. You yip, "hello J.P."
  2188. J.P. says, "Hey."
  2189. say And why is that Kamare? Why conquer spindizzy, and these greater outside threats you speak of?
  2190. You yip, "And why is that Kamare? Why conquer spindizzy, and these greater outside threats you speak of?"
  2191. Kamare barks, "Because the leader, Morticon, was a megalomaniac."
  2192. Volacris tilts head. "Megalomaniac?"
  2193. Kamare barks, "These threats were... varied in nature, the ones I was involved with were generally supernatural in nature. A war demon vying to become a god, literal nightmares trying to get into the real world, a mud monster, uh..."
  2194. say nightmares aren't so bad
  2195. You yip, "nightmares aren't so bad"
  2196. say they can be friends
  2197. You yip, "they can be friends"
  2198. [OOC] Kandra says, "youd be surprised"
  2199. say winks to their shadowfox
  2200. You yip, "winks to their shadowfox"
  2201. pose winks to their shadowfox
  2202. Agris winks to their shadowfox
  2203. [OOC] Kandra says, "nightmares certainly can get extremely worse"
  2204. ooc oh?
  2205. [OOC] Agris says, "oh?"
  2206. Kamare looks at Volacris. "He was hungry for power and control, basically. He wanted to rule the planetoid."
  2207. Volacris chitters, "Oh, eep!"
  2208. say well now, i'm a little bit more interested in these nightmares
  2209. You yip, "well now, i'm a little bit more interested in these nightmares"
  2210. say literal ones?
  2211. You yip, "literal ones?"
  2212. [OOC] Kandra says, "just trust me."
  2213. [OOC] Kandra says, "it's bad."
  2214. say or do you speak in analogy
  2215. You yip, "or do you speak in analogy"
  2216. [OOC] Volacris nodnods.
  2217. Kamare barks, "Yeah. The dream realm is... complicated. Nightmares are entities that roam around and influence your dreams to various levels of bad."
  2218. say I guess it can depends on what terms you are with them
  2219. You yip, "I guess it can depends on what terms you are with them"
  2220. Kamare barks, "Well, the way they wanted to get into the real world would have brought dream logic with them. *That* would be indescribably bad for everyone."
  2221. pose chuckles
  2222. Agris chuckles
  2223. Kamare barks, "They're mostly harmless when contained in the dream realm."
  2224. Kamare barks, "Thankfully they're not the worst  things out there..."
  2225. Kamare shudders a little.
  2226. pose offers Kamare a hot coaticocoa
  2227. Agris offers Kamare a hot coaticocoa
  2228. Kamare sips.
  2229. Volacris perks antennae. "What kind of things would be worse?"
  2230. ooc *a coatico
  2231. [OOC] Agris says, "*a coatico"
  2232. Kamare barks, "Imagine an entity that is utterly devoid of everything. *That* is what's worse."
  2233. Volacris chitters, "Oh dear!"
  2234. say i'll admit, i've thought about that a lot
  2235. You yip, "i'll admit, i've thought about that a lot"
  2236. say it unfortunately results in a lot of infinitely recursive and paradoxial trains of thought
  2237. You yip, "it unfortunately results in a lot of infinitely recursive and paradoxial trains of thought"
  2238. Volacris perks!
  2239. say so yeah, I can imagine that being pretty bad
  2240. You yip, "so yeah, I can imagine that being pretty bad"
  2241. pose gulps
  2242. Agris gulps
  2243. say even that statement is a false paradox if you think about it
  2244. You yip, "even that statement is a false paradox if you think about it"
  2245. pose ears splay
  2246. Agris ears splay
  2247. pose pets Volacris
  2248. Agris pets Volacris
  2249. Kamare barks, "This is why we like it when the Nothings stay in the dream realm. Or preferably do not come into existence in the first place."
  2250. Volacris meepmeeps and bobs in like a spring while pet.
  2251. pose is a bit offended at the conflation of NULL and the shadow foxen
  2252. Agris is a bit offended at the conflation of NULL and the shadow foxen
  2253. Volacris perks at Kamare. "This... dream realm you mention. What does it consist of? Is it akin to an abstract space as an emergent property of intelligent networks?"
  2254. Kamare goes quiet at the question.
  2255. say I would like to know too Kamare. Good question Volacris
  2256. You yip, "I would like to know too Kamare. Good question Volacris"
  2257. Kamare barks, "I don't have a good answer to this."
  2258. Volacris ponders... "Or maybe... it's the effect of disconnecting individual nodes from a network?"
  2259. Kamare barks, "The dream realm is a *place*, but more than that I can't really explain."
  2260. Volacris chitters, "Oh! A place?"
  2261. J.P. is glommed down and swept away by a plastic hippopotamus mouth.
  2262. J.P. has left.
  2263. A kobold is assembling a power core out of what appears to be scrap.
  2264. Volacris wiggles its antennae. "That's interesting!"
  2265. Kamare barks, "There are beings who exist both here and there simultaneously, or else can physically cross between the two - bringing others with them if they so choose."
  2266. Volacris chitters, "...may I ask, what coordinates does it have? I would like to explore some of its properties."
  2267. Kamare barks, "It's not part of our universe."
  2268. Volacris tilts its head a little.
  2269. Kamare barks, "I told you I don't have a good answer."
  2270. page kamare=i would like to know the coords too
  2271. You page, "i would like to know the coords too" to Kamare.
  2272. Kamare pages, "OOCly it's just a setting for RPs to use." to you.
  2273. say I know the nightmare creatures can front here in the physical realm 
  2274. You yip, "I know the nightmare creatures can front here in the physical realm "
  2275. Volacris ponders. "If it is not in our universe... do you then use the definition of 'universe' as being a physical space that is embedded in a collection of multiple physical spaces that have energy transfer between them in some way or form? Or rather universe as in 'reality that comes to expression from the infinite list of possible rulesets that can form a fractal'...? Forgive me if I ask too many questions, I am eager to learn what it is!"
  2276. Kandra whines, curls up.  Stares around nervously.  Very softly, she asks, "...am I going to have nightmares now?"
  2277. pose grins toothily and waves their right paw, a darker glint in Agris's right eye and a dark translucent wave around their arm
  2278. Agris grins toothily and waves their right paw, a darker glint in Agris's right eye and a dark translucent wave around their arm
  2279. Volacris mreeps!
  2280. say if you let them of course
  2281. You yip, "if you let them of course"
  2282. Kandra furbristles, on seeing this.  Burrows her way in the opposite direction to Agris, wrapping around a pillow to hold onto.
  2283. Kamare pauses. "The former, I think."
  2284. Volacris sneaks closer to Agris, gently trying to touch the dark translucent wave with a pincer. "What is this?"
  2285. Volacris looks at Kamare. "Ah, okay"
  2286. spoof Your pincher phases right through it
  2287. ( Your pincher phases right through it )
  2288. Volacris moves its pincer up and down, to no effect. "What a strange substance."
  2289. pose returns to normal
  2290. Agris returns to normal
  2291. [OOC] Kamare says, "If this all seems very handwavey it's because I'm describing a setting I have only experienced through RPs run by a friend of mine several years ago."
  2292. [OOC] Volacris says, "Oh, aha!"
  2293. [OOC] Volacris says, "I have a few ideas on how to make it work..."
  2294. [OOC] Volacris says, "...if that's appreciated of course."
  2295. ooc oh ok, they seem like something i'd love to read, but i'll do my best to help you right now
  2296. [OOC] Agris says, "oh ok, they seem like something i'd love to read, but i'll do my best to help you right now"
  2297. [OOC] Volacris doesn't want to accidentally be annoying
  2298. [OOC] Kamare says, "It's fine."
  2299. [OOC] Volacris coughs a little. "Chlorine gas"
  2300. [OOC] Volacris opens a window
  2301. [OOC] Kamare says, "Eef"
  2302. [OOC] Kamare also shares https://www.youtube.com/watch?v=LHsl9jSOO6M
  2303. [OOC] Volacris says, "Cucumbers!"
  2304. say I might be able to answer some questions you have Volacris
  2305. You yip, "I might be able to answer some questions you have Volacris"
  2306. Volacris nodnods
  2307. say clarify some things about the nightmare creatures
  2308. You yip, "clarify some things about the nightmare creatures"
  2309. say it's part of something i've been researching
  2310. You yip, "it's part of something i've been researching"
  2311. say I think it's more of ... spaces.. i wouldn't say physical ones
  2312. You yip, "I think it's more of ... spaces.. i wouldn't say physical ones"
  2313. say I know for sure energy can be transferred between them. I've even built a device to do such a thing!
  2314. You yip, "I know for sure energy can be transferred between them. I've even built a device to do such a thing!"
  2315. Volacris chitters, "Ooh!"
  2316. say though, it's not connected to the same realm Kamare describes
  2317. You yip, "though, it's not connected to the same realm Kamare describes"
  2318. Volacris chitters, "Aha"
  2319. say it's more connected to one of the spiritual realms
  2320. You yip, "it's more connected to one of the spiritual realms"
  2321. Volacris tilts its head. "Spiritual realms?"
  2322. say I call it the sEM Transducer
  2323. You yip, "I call it the sEM Transducer"
  2324. [OOC] Volacris says, "Scanning Electron Microscope Transducer"
  2325. say it's one of the realms of... I don't want to say existance
  2326. You yip, "it's one of the realms of... I don't want to say existance"
  2327. say it would be more accurate to say 'phase space'
  2328. You yip, "it would be more accurate to say 'phase space'"
  2329. say I've even hunted there
  2330. You yip, "I've even hunted there"
  2331. Volacris nodnods. "A phase space of what properties, may I ask?"
  2332. Volacris chitters, "How many dimensions does it have?"
  2333. say a different kind of energy
  2334. You yip, "a different kind of energy"
  2335. say it has at least 4, though the 4th one isn't directly accessible in the way you'd think
  2336. You yip, "it has at least 4, though the 4th one isn't directly accessible in the way you'd think"
  2337. Volacris chitters, "Ooh"
  2338. pose polls out a picture from their floof and passes it to Volacris https://c-v.sh/limpidthrivers.jpg
  2339. Agris polls out a picture from their floof and passes it to Volacris https://c-v.sh/limpidthrivers.jpg
  2340. Volacris looks and tilts its head. "Ooh~ What does this represent?"
  2341. say the great thing about the spirit realm is that you can hunt all and as many creatures as you want, and they just phase out of you moments later
  2342. You yip, "the great thing about the spirit realm is that you can hunt all and as many creatures as you want, and they just phase out of you moments later"
  2343. Volacris meeps?
  2344. say getting smarter and slighter harder to catch next time around
  2345. You yip, "getting smarter and slighter harder to catch next time around"
  2346. say trickier than before
  2347. You yip, "trickier than before"
  2348. say it's quite the rewarding challenge or arms race
  2349. You yip, "it's quite the rewarding challenge or arms race"
  2350. pose smiles
  2351. Agris smiles
  2352. say though, they definitely don't like it. being eaten and all
  2353. You yip, "though, they definitely don't like it. being eaten and all"
  2354. Volacris chitters, "I see!"
  2355. Volacris chitters, "Oh..."
  2356. Volacris tilts its head again. "Why do you do it then?"
  2357. say that's me sticking my head into a much tinier whole in the ground squeezing and molding into the much smaller space to devour the bunny spirits there
  2358. You yip, "that's me sticking my head into a much tinier whole in the ground squeezing and molding into the much smaller space to devour the bunny spirits there"
  2359. say well, me in my spiritwolf gestalt form
  2360. You yip, "well, me in my spiritwolf gestalt form"
  2361. Volacris chitters, "Ooh"
  2362. [OOC] Volacris says, "Fun cucumber house!"
  2363. say each time I do it, they get a little bit smart and better at evading it
  2364. You yip, "each time I do it, they get a little bit smart and better at evading it"
  2365. say is there something you'd like to ask me?
  2366. You yip, "is there something you'd like to ask me?"
  2367. [OOC] Volacris says, "Sorry, I need to take a small break from RP. Feeling really exhausted."
  2368. [OOC] Kamare says, "Take the time you need."
  2369. sorry Kamare, I don't mean to steal the campfire light from you. Please go ahead and continue telling us about SED
  2370. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  2371. say sorry Kamare, I don't mean to steal the campfire light from you. Please go ahead and continue telling us about SED
  2372. You yip, "sorry Kamare, I don't mean to steal the campfire light from you. Please go ahead and continue telling us about SED"
  2373. Kamare barks, "Uh, right. Sure."
  2374. pose tailswishes
  2375. Agris tailswishes
  2376. [OOC] Volacris shares a music https://invidious.snopyta.org/watch?v=Ie969kVshGg
  2377. ooc listens
  2378. [OOC] Agris says, "listens"
  2379. [OOC] Patashu belatedly gns and slips off to bed
  2380. Patashu has disconnected.
  2381. Kamare barks, "So, the mainstay of the soldiers were clones, from four lines. There were also a handful like me, non-clones, at various positions in the organisation. I was just a soldier like most, my friend was a commander, and Morticon was Supreme Commander."
  2382. [OOC] Kandra says, "Sokay"
  2383. ooc puts it on in the background. (good choice!)
  2384. [OOC] Agris says, "puts it on in the background. (good choice!)"
  2385. [OOC] Volacris perks
  2386. Kamare barks, "The clones were also given a mental imprint to give them basic combat training, and also an undying loyalty to Morticon."
  2387. say And Cinderglow?
  2388. You yip, "And Cinderglow?"
  2389. Kamare barks, "Nothing to do with us, thank the Maker."
  2390. say the maker?
  2391. You yip, "the maker?"
  2392. Kamare barks, "The force of creation in my people's mythology."
  2393. Kamare barks, "We personify it because it acts intelligently."
  2394. ooc this music reminds me of old flash games like pwong2
  2395. [OOC] Agris says, "this music reminds me of old flash games like pwong2"
  2396. ooc i like it. 
  2397. [OOC] Agris says, "i like it."
  2398. [OOC] Volacris smiles
  2399. [OOC] Volacris looks up pwong2
  2400. [OOC] Volacris says, "Yep! That's Trance as well"
  2401. ooc reminds me of another game too, some game with flashing colors and a white player where the obsticles move along with the music
  2402. [OOC] Agris says, "reminds me of another game too, some game with flashing colors and a white player where the obsticles move along with the music"
  2403. [OOC] Kamare is busy watching a Communist breakdown of Chicken Run, will listen in a sec.
  2404. [OOC] Volacris ooh!
  2405. [OOC] Kamare says, "https://www.youtube.com/watch?v=VSId6BNjC60"
  2406. [OOC] Volacris really likes Trance for its futuristic vibes
  2407. [OOC] Volacris clicks
  2408. [OOC] Volacris says, "Huh, doesn't load for me"
  2409. [OOC] Volacris says, "I should probably try again later"
  2410. ooc share more trance with me sometime Volacris 
  2411. [OOC] Agris says, "share more trance with me sometime Volacris"
  2412. [OOC] Volacris says, "Sure! I'd love to"
  2413. ooc no, snopyta's invidious instance went down a long time ago it's not just you. use vid.puffyan.us instead
  2414. [OOC] Agris says, "no, snopyta's invidious instance went down a long time ago it's not just you. use vid.puffyan.us instead"
  2415. [OOC] Volacris says, "Oh? Snopyta still works for me strangely"
  2416. [OOC] Kamare hears the words 'share more trance', and perks up.
  2417. [OOC] Kamare drops https://www.youtube.com/user/DragonsReborn333/videos on Agris.
  2418. [OOC] Volacris giggles
  2419. [OOC] Volacris says, "There's actually a little bit of Acid there, as well as Hardtrance I think."
  2420. [OOC] Kandra says, "Okay, i should go to sleep..."
  2421. ooc all good things
  2422. [OOC] Agris says, "all good things"
  2423. [OOC] Volacris offers pillows
  2424. ooc offers a swishy arctic foxtail
  2425. [OOC] Agris says, "offers a swishy arctic foxtail"
  2426. ooc maybe you can continue this another time Kamare?
  2427. [OOC] Agris says, "maybe you can continue this another time Kamare?"
  2428. [OOC] Volacris also liked this one, yesterday (Kamare has already seen it) https://invidious.snopyta.org/watch?v=91qgW7LQrFA
  2429. [OOC] Kamare says, "Sure, Agris."
  2430. [OOC] Kandra buries herself deep in the pillows.  Some "<item crafts>" and "<item placed in world>" and various other noises are heard, as she architects an adjustable cooling/airflow/ventilation mechanism to make the hidden nest liveable.  ...she is then never seen again.
  2431. [OOC] Volacris omai
  2432. ooc oh cool
  2433. [OOC] Agris says, "oh cool"
  2434. ooc nini
  2435. [OOC] Agris says, "nini"
  2436. [OOC] Kandra says, "(...idle thoughts about technology in a Minecraft-inspired sandbox: the ability to build boats, possibly semiautomatic 'probes', or maybe even aircraft, in a world much larger than oneself, might be rather nice...)  (...shame that working on learning to make such a thing would involve not making progress on any of the things I need)"
  2437. [OOC] Kandra mutter mutter.  Why am i like this
  2438. [OOC] Volacris petpets fox
  2439. ooc :floofs
  2440. [OOC] Agris floofs
  2441. ooc Volacris i'm still here if you want to talk
  2442. [OOC] Agris says, "Volacris i'm still here if you want to talk"
  2443. [OOC] Volacris nodnods!
  2444. [OOC] Kandra says, "(...also, it would be cool if creative mode <-> survival mode were less of a dichotomy and more of a sliding scale that didn't require you to unload and reload worlds to work with, and had more intuitive/effective shape prototyping tools for structures.  like, maybe you can enter some kind of 'daydream'/'plotting' mode where you can block out and adjust larger scale shapes in the world similar to how Factorio's ghost/blueprint system works, and look around at stuff you've built from further away or other angles without trudging back and forth; and then also as a more extreme version of that, open a scratch/sandbox 'creative mode' world inline for briefly testing mechanisms or game mechanics or what have you.  idk.)"
  2445. [OOC] Volacris says, "Ooh"
  2446. Volacris noticed that its reaction speed increases when playing fast-paced music... It's currently playing Starcraft and it seems to help, somehow.
  2447. Volacris has put a song at 130% speed
  2448. [OOC] Kandra idly wonders how much the 'freecam' mods as used in e.g. docm77's recent videos for looking at builds, are actually 'cheating'.  being able to look at the world from a less limited perspective, just by itself, seems like a nice thing to have.  ehh
  2449. ooc a nice cozy pillow fort/den Kamare?
  2450. [OOC] Agris says, "a nice cozy pillow fort/den Kamare?"
  2451. ooc oh my bad, i thought Kamare was leaving. It was actually Kandra
  2452. [OOC] Agris says, "oh my bad, i thought Kamare was leaving. It was actually Kandra"
  2453. ooc i mised em up
  2454. [OOC] Agris says, "i mised em up"
  2455. [OOC] Kandra says, "don't worry, it's like that on purpose.  we're running a slow-burn plot to make everyone else's names start with Ka- and end in a vowel eventually."
  2456. [OOC] Kandra says, "</ridiculous>"
  2457. ws
  2458. Room: Patashu's Personal Quarters
  2459. -Stat-Name----------------Sex---------Species---------------------------------
  2460.       Agris               Herm        Vulpes Flourinectie                     
  2461.       Kandra                          white fox                               
  2462.       Volacris            None        Mantidfly                               
  2463.  IIC  Kamare[12m idle]    Herm        Lightning Wolf                          
  2464.  EXC  Patashu[asleep]     neuter      Big Plushsune                           
  2465. ---[ Found 5 characters. ( 4 Awake / 1 Asleep ) ]-----------------------------
  2466. [OOC] Volacris renames itself to Kalacre
  2467. [OOC] Volacris says, "Actually, that's not even a bad name"
  2468. ooc Kagris
  2469. [OOC] Agris says, "Kagris"
  2470. [OOC] Kamare giggles.
  2471. ooc please continue Kamare
  2472. [OOC] Agris says, "please continue Kamare"
  2473. [OOC] Kamare says, "One sec, arranging Christmas present stuff"
  2474. [OOC] Kandra says, "@name Patashu=Katashu"
  2475. [OOC] Kandra says, "See, barely changed at all!"
  2476. ooc ha
  2477. [OOC] Agris says, "ha"
  2478. [OOC] Kandra says, "It's like it already was that."
  2479. ooc that actually sounds nice
  2480. [OOC] Agris says, "that actually sounds nice"
  2481. ooc Kagris sounds forced
  2482. [OOC] Agris says, "Kagris sounds forced"
  2483. ooc :ties a little bow around Kamare arranging them as present stuff
  2484. [OOC] Agris ties a little bow around Kamare arranging them as present stuff
  2485. [OOC] Kamare says, "All done"
  2486. Kamare barks, "Uh, not sure what else to say about the SED... was there something in particular you wanted to know?"
  2487. [OOC] Kamare says, "Little NSFW but very cute: https://www.furaffinity.net/view/42098162/"
  2488. say why you joined and the history behind it
  2489. You yip, "why you joined and the history behind it"
  2490. ooc cute
  2491. [OOC] Agris says, "cute"
  2492. Kamare barks, "Oh. Well, uh... I joined cos it sounded like a good cause at the time."
  2493. Kamare . o O ( Also my player was already friends with about half the major players in the RP group, so she injected me with concerning levels of handwavium. )
  2494. say so when did cinder and femashu come about?
  2495. You yip, "so when did cinder and femashu come about?"
  2496. say and what's this talk of controlling entire planets
  2497. You yip, "and what's this talk of controlling entire planets"
  2498. Kamare barks, "Femashu arrived a few years ago, not long after Patashu did."
  2499. say i have not met them
  2500. You yip, "i have not met them"
  2501. wa
  2502. WhereAre 1.3b -- 21 Characters awake -- 1 to show a room
  2503. -Location--------------Characters-Comments-----------------------------------
  2504. Recycling Center                1 Where old ideas meet new ones.
  2505. -    Present: Clanky(Z) 
  2506. = Directions: luge s2 e8, re
  2507. Patashu's Personal Quarters     4 The heart of industry! (Yep, it's public!)
  2508. -    Present: Agris Kandra Volacris Kamare 
  2509. = Directions: t pquarters or luge n11 w2,b,n,sw
  2510. The Rose Garden                 1 The Rose Garden, center of the world!
  2511. -    Present: Casandro 
  2512. = Directions: rose
  2513. -----------------------------------------------------------------------------
  2514. 3 rooms listed.
  2515. WGO
  2516. ?SYNTAX  ERROR  (Type 'commands', 'help', or 'globals' for help.)
  2517. WHO
  2518. Player Name           On For Idle   Doing...
  2519. Claude                 00:00  27s @ Lazing about.
  2520. Casandro               00:07   7m @ 
  2521. Ouroboros              01:38  37m @ 
  2522. Maxia                  02:01  37m @ tying knots on ends that ties
  2523. Kandra                 03:30  12m @ 
  2524. Volacris               05:18  19m @ 
  2525. Agris                  08:21   0s @ 
  2526. Royce                  09:34  26m   Schwubbeldiwappdidu, I am the Wabu! 
  2527. Kamare                 10:09   3m @ 
  2528. 9 players are connected.  (Max was 42)
  2529. pinfo Clanky
  2530. No player by that name can be found.
  2531. Use in format of 'pinfo {field} {player}' or 'pinfo {player}'.
  2532. say well things are slowing down
  2533. You yip, "well things are slowing down"
  2534. Kamare barks, "She's egotistical and hell-bent on conquering the universe, with herself as Empress."
  2535. say oh
  2536. You yip, "oh"
  2537. Kamare barks, "As for Cinderglow... you'd have to ask Dawnwing for the full backstory."
  2538. ooc well things are slowing down and you seem busy
  2539. [OOC] Agris says, "well things are slowing down and you seem busy"
  2540. ooc so i'm going to spiral now
  2541. [OOC] Agris says, "so i'm going to spiral now"
  2542. ooc goodnight
  2543. [OOC] Agris says, "goodnight"
  2544. [OOC] Kamare says, "I am pretty tired"
  2545. [OOC] Kamare says, "I might go fall over as well"
  2546. [OOC] Kandra says, "goodnight"
  2547. ooc can i fall over onto you?
  2548. [OOC] Agris says, "can i fall over onto you?"
  2549. [OOC] Kandra says, "would rather you not"
  2550. ooc ok
  2551. [OOC] Agris says, "ok"
  2552. [OOC] Kandra is in a pillow fort though. ^_^
  2553. ooc oh nice
  2554. [OOC] Agris says, "oh nice"
  2555. [OOC] Kandra already described it!
  2556. ooc damn it, mixed your two names up again
  2557. [OOC] Agris says, "damn it, mixed your two names up again"
  2558. [OOC] Kamare giggles.
  2559. ooc ok what's this rp event going on with the name melding?
  2560. [OOC] Agris says, "ok what's this rp event going on with the name melding?"
  2561. ooc i want in it sounds cool
  2562. [OOC] Agris says, "i want in it sounds cool"
  2563. [OOC] Kamare says, "Does your client support highlighting?"
  2564. ooc yes
  2565. [OOC] Agris says, "yes"
  2566. [OOC] Kamare says, "Then I'd suggest adding a highlight to either or both of our names, to help you tell them apart."
  2567. [OOC] Kandra snorts a bit.  "There is no such event.  That I know of.  Probably."
  2568. rpread
  2569. +----------------------------------------------------------------------------+
  2570. |#*1. Welcome!                                              |    Morticon    |
  2571. |#*2. Another use for this board                            |    Morticon    |
  2572. |#*3. Spindizzy                                             |     Kinsor     |
  2573. |#*4. Wizards' Statement on the Mayoralty and Election      |     Austin     |
  2574. |#*5. Known RP Groups / Regions                             |    Morticon    |
  2575. |#*6. SED Information                                       |    Morticon    |
  2576. |#*7. Suggestions when running a public event               |     fluffy     |
  2577. |*8. Cookie Shipment, with Malk. Open RP (01DEC21, 6pm)     |     Moriar     |
  2578. |*9. Significant RPs or events for the week of 29NOV21      |     Moriar     |
  2579. |*10. A Time for Queueing, Open RP (08DEC21, 6pm)           |     Moriar     |
  2580. |*11. Significant RPs or events for the week of 06DEC21.    |     Moriar     |
  2581. |*12. Contestants, Rise! Open RP (15DEC21, 6pm)             |     Moriar     |
  2582. |13. Significant RPs or events for the week of 13DEC21.     |     Moriar     |
  2583. |14. Significant RPs or events for the week of 20DEC21.     |     Moriar     |
  2584. |15. Kobold Sommelier Diagnostics, Open RP (23DEC21, 6pm)   |     Moriar     |
  2585. |*16. Scaley Spa Suspicions, Open RP (29DEC21, 6pm)         |     Moriar     |
  2586. |*17. Significant RPs or events for the week of 27DEC21.    |     Moriar     |
  2587. +----------------------------------------------------------------------------+
  2588. | Type 'rphelp' for a list of commands.                                      |
  2589. +----------------------------------------------------------------------------+
  2590. Done.
  2591. [OOC] Kamare says, "Kandra was being a silly little fox."
  2592. rpread 17
  2593.  
  2594. 17. From: Moriar
  2595. On: 2021-12-26 18:38:52
  2596. This post will expire on: 2022-01-25 18:38:52 -- 29 days and 13 hours from now.
  2597. Subject: Significant RPs or events for the week of 27DEC21.
  2598.  
  2599. Significant RPs or events for the week of 27DEC21.
  2600. Talk to Moriar to add your RP to this list each week - please page #mail by mid-day Sunday.
  2601. ~
  2602. Monday,27DEC21:   Your RP here!
  2603. Tuesday:          [Mako/Closed]   (6:30pm server) Fantasy Roadtrip (see +read)
  2604.                                          (Spectators welcome)
  2605. Wednesday:     [Moriar / Open ]   (6:00pm server) Something Something (see rpread)
  2606.                                          (Spectators welcome)
  2607. Thursday:         Your RP here!
  2608. Friday:           Your RP here!
  2609. Saturday:         Your RP here!
  2610. Sunday,33DEC21:  [Thea / Open ]   (6:30pm server) Weekend Vacation on Xedwa-56 (see +read)
  2611.                                       (Assumed by Moriar to still be going.)
  2612. ~
  2613. Did you know you can use the SpinDizzy wiki to write out summaries and more for RPs?  https://wiki.spindizzy.org
  2614. Join our Discord!  You can plan events and RPs there!  See +read for details.
  2615.  
  2616. Done.
  2617. [OOC] Kamare mumbles to Kandra, "You ... ... just give away ... ... ... secret plans!"
  2618. ooc i want in
  2619. [OOC] Agris says, "i want in"
  2620. [OOC] Kamare says, "Secret plans? What secret plans?"
  2621. [OOC] Kamare says, "More seriously, no, there is no such event."
  2622. [OOC] Kandra says, "Right... oops, sorry Kamare."
  2623. [OOC] Kamare says, "It really is complete coincidence that our names both begin Ka-"
  2624. ooc it's not intentional?
  2625. [OOC] Agris says, "it's not intentional?"
  2626. [OOC] Kamare says, "There have been many mixups over the years."
  2627. [OOC] Kamare says, "No."
  2628. ooc so no Katashu?
  2629. [OOC] Agris says, "so no Katashu?"
  2630. [OOC] Kandra says, "And end with a similar vowel... and are both five letters long..."
  2631. [OOC] Kamare says, "I can't speak to Kandra's name, but my name was devised before I actually joined the MUCK."
  2632. bus
  2633. A sleek tram rushes around the corner at high speed with a startling sonic boom, stopping only at the last possible second to let you on.  You get an odd feeling as you step on...
  2634. Spindizzy Tram System
  2635.    Thick pale pink carpeting lays underfoot, the cabin of the monorail
  2636. pressurized by hidden vents whose hissing you can softly hear as you make
  2637. yourself comfortable, perhaps upon one of the nearby plush-upholstered swivel
  2638. chairs or soft modular sofas. The spacious tubular cabin of Patricia resembles
  2639. the shape of a grand aircraft and is richly decorated, with a cozy bistro at
  2640. one far end of the compartment, and a harpsichord lit by a baby spotlight at
  2641. another. There are no windows, but indirect lighting glows from panels high on
  2642. the walls. A chandelier dangles at the halfway point of the cabin's length,
  2643. pivoting gently in response to the light-speed motions of the tram.
  2644.   
  2645.    The engines wind to life and, as the floor thrums with their power, the
  2646. gentle cant of Patricia's automated voice sounds; the feminine voice first
  2647. soothing to the ears, but soon running off into a wild garble of high-pitched
  2648. garbling, sobbing, and crazed giggling that leaves you wondering if this 
  2649. monorail is exactly the safest way around..
  2650.  
  2651.    "Welcome to Patricia. Praise the Imperium! Please make sure your
  2652. transit-card is available for collection and remember that false boarding is
  2653. a serious crime punishable by law. We hopehopeHOPE you enjoy your trip, but
  2654. not the faaallllll. ALL EXITS ARE NOW CLOSED. PLEASE STAY FOR THE SHOW. WHY
  2655. WON'T YOU STA--STOP, YOU'RR.R.R..E MAKING FUN OF MhMHME.."
  2656.         Stars shine brightly all over the sky, the star-field slowly shifting in the freezing air.  It's about 2 am from the way the place feels.
  2657. Obvious Exits:
  2658.         [O]ff, [R]equest / [A]sk, and Look at the [destination] list
  2659. Contents: Rampart
  2660. You found one Lagrange point!
  2661. ask Tess
  2662. Agris requests Archway to Tesseract Apts.  Patricia steps on the gas, pinning everyone against their seats.  Archway to Tesseract Apts is reached in a blink of the eye.
  2663. out
  2664. You try and leave Patricia, but she doesn't like that idea!  After some carefully chosen words, she lets you out via an exit.
  2665. Archway to Tesseract Apts
  2666. A broad archway separates Tesseract Gardens Apartments from the street outside. Set into each side is a small wrought iron gate with an engraved wooden sign: "Office" on the left and "Foyer" on the right. Through the arch is a tiny roofless patio lined with stone walls and filled by a delicate spiral staircase which rises out of sight. Bouganvilla twines along the banisters, reaching up toward the sunlight.
  2667. The air here is cool and quiet, regardless of the weather outside.
  2668. Obvious Exits:
  2669.    Mailroom, Manager's Office, Out (to the street), and Up (the stairs)
  2670. Contents: Zeph
  2671. look Zeph
  2672. This particular creature looks like a....well, it's hard to say _what_ it looks like, other then something small. 3 inches, to be precise. It might possibly be a chipmunk were it not for a few subtle yet essential details. Firstly, it's blue. A bright aquamarine with pale green stripes along its back. Secondly, it seems to have luminescent green eyes. Thirdly, the forearms appear to be vestigal wings - each hidden by a small fan. Vents run up and down the sides of the creature's body, each tinted the same pale green. There appears to be a pepetual breeze stirring its fur, even when the fans are not spinning. Perhaps that soft humming noise has something to do with it?
  2673. In keeping with the halloween season, it has a miniature pair of felt bat wings tied to its back. They flutter slightly as if in a constant breeze.
  2674. who
  2675. You are the only one awake here.
  2676. There are no sleepers here.
  2677. Up
  2678. Garden Gazebo
  2679. This is a smallish open-walled hexagonal structure with white walls and dark green trim. Six arched entrances support the pointed roof, each one leading down to to a path through one of the many gardens. Someone has furnished the place with two tiny wrought-iron tables and four matching chairs, additionally six small benches pokes out of the corners at just the right height for sitting.
  2680. A ring of metal about a yard in diameter, surrounded by curlicue designs, has been inlaid into the center of the wooden floor.  
  2681. Tucked away in one corner (perhaps you miscounted those benches) is a small spiral staircase leading up and down. Bouganvilla twines along its railings as well as the gazebo wall behind it.
  2682.         Stars shine brightly all over the sky, the star-field slowly shifting in the freezing air.  It's about 2 am from the way the place feels.
  2683. Obvious Exits:
  2684.         <Air>, <Down> the Spiral Staricase, <Fire>, <Metal>, <Stone>, <Up> the Spiral Staircase, <Water>, and <Wood>
  2685. Contents: Ditto, and SIGN: Apartments can be reached by going through any of the gardens. To get back out, just go <out> until you reach the entrance.
  2686. You found one Lagrange point!
  2687. Water
  2688. Garden of Water
  2689. A circle of evergreens shelter this tiny clearing, their somber coloring contrasting with the brilliant green of the undergrowth. A tiny stream empties out into a placid pool covered in water lilies. Peeking in between their broad leaves, one might catch a glimpse of orange or yellow koi. A miniature waterwheel, barely three feet tall, turns lazily over a bend in the stream.
  2690.         Stars shine brightly all over the sky, the star-field slowly shifting in the freezing air.  It's about 2 am from the way the place feels.
  2691. Obvious Exits:
  2692.         <Center> to Gazebo, <In>to Apartment Foyer, Clockwise to Air Garden, and Counterclockwise to Wood Garden
  2693. You found one Lagrange point!
  2694. In
  2695. Water Foyer
  2696. This hexagonal entryway is larger than it appears from the outside. The walls are painted dark blue, and a circular pale blue carpet covers the floor. Five plain doors in pale blue frames are set into the walls, each with a name or number on a plaque. The sixth doorway opens onto a small stairway leading down and an archway in the opposite wall leads out to a garden.
  2697. Obvious Exits:
  2698.    [St]airs leading Down, out, and Room <4>
  2699. 4
  2700. You leave for Living Room.
  2701. Living Room
  2702. You walk into the living room, and notice all the windows open, letting in the fresh sea air from outside. There is a stone fireplace built into the wall, the logs crackling as they burn. Also in the room is a 55" Projection TV across from a large, soft, emerald green couch. There is also a matching loveseat, and recliner, all very inviting. There is a wide, open corridor leading into the kitchen, and doors leading to the other rooms of the house. You can go out onto the beach through the sliding glass door.
  2703. Obvious Exits:
  2704.    (Out) to Tessaract Apts, (Up)stairs, Indoor (Po)ol, To the (Beach), To the (Ch)ildren's Playroom, and To the (Ki)tchen