Meld
David Whyld
Introcomp 2015
Being able to MELD is both a blessing and a curse - you can create incredible things out of every day items, but there are people who don't take kindly to that kind of power being in the wrong hands.
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Ah, this must be Tiamont Plaza. And over there is Rowena's Coffee House. Hopefully you're not late.

This morning you received a note (pushed under your door like your life has suddenly become a spy movie) asking you to come here regarding your sister. Who has been dead for four years as of today.

Press any key...
Meld

This is Tiamont Plaza, the heart of the city's Upias District (named after some long-dead scholar, you think). Few people are about, and those you see hurry past quickly, as if unwilling to spend any more time here than they really have to. A large stone statue has been erected here and looks to have become a target for the locals and their graffiti.

To the north (though blocked by a large gate) is Morring Row, south is Belmont Avenue, southeast is a winding path between tall buildings, west lies Rowena's Coffee House and northwest is City Library.
You examine the statue
A once impressive statue, though now rather worn, of the famed historian Willem Wildemore, one hand raised as he delivers his classic Believe My Words speech. The locals have defaced it with
graffiti.
You examine graffiti
Badly written and illegible in parts. You're probably better off not wasting too much time on this.
About yourself
Your name is Arianah Charles, you're 25 years old and you can meld. You used to work in finance but since you discovered what you are, employment is no longer necessary. You're single and likely to remain so for the foreseeable future; when you can do the things you can do, it's not a good idea to get too close to people.
Inventory
You are carrying:
a note
an ID card
some lipstick
You read the note
This was pushed under your door this morning. It simply tells you to go to Rowena's Coffee House on Tiamont Plaza, find an empty booth and wait there. Someone will contact you then.

Now, normally you'd have assumed this was some kind of practical joke by the neighbourhood kids and just thrown it in the trash, but it also mentioned your sister. Who has been dead for four years. And today, of all days, is her birthday.
You examinethe i d card
A piece of laminated card which fits neatly into your palm and lists your name, age, sex, address and the fact that you are 'clean' (i.e. not a wanted felon).
Go west
One of many coffee houses that have sprung up across the city offering cheap, barely drinkable (in your opinion) coffee to people with more money than common sense. This one is of fairly typical design: numerous tables and booths, an harassed looking waitress (the only employee that you can see) and an atmosphere thick with the smell of burnt coffee beans. Only one booth is free at this moment, this being due southwest.

To the east lies Tiamont Square.
You go to the south-west
A cramped and not altogether pleasant booth, though you guess in this kind of establishment you're not paying for quality so much as cheap coffee. The booth has been defaced more times than you care to count, though some of the graffiti is quite amusing.

You can leave the booth to the northeast.
You examine the graffiti
It mainly involves the city council and the people in charge. It features a goat, a nun's outfit and... well, you might be better off not reading the rest of it.

You hear footsteps from outside the booth and a man hurries in after you, looks around nervously, and says, "I don't think I was followed but it doesn't pay to be careless. The stakes are high, after all."

"Are you the man who sent me the note?"

"Me? Heavens no! That was my associate. I'm just a, um, intermediary you might say. Miss Charles, I'm led to believe you are a most unusual individual possessing an ability some believe to be impossible. My associate wishes me to observe a demonstration of this ability so he can note your... um... worth."

"I don't do demonstrations, Mr...?"

"Frobisher. Hans Frobisher. And I believe in this instance, Miss Charles, you might be willing to make such a demonstration. It involves your sister."

Your breath catches in your throat. "My sister is dead."

"Are you quite certain of that?"

Which is a strange question because yes, you're very certain. You were there when she died. It's not the sort of thing you'd be mistaken about. "What do you know about my sister?"

"First the demonstration, if you will. My associate was very firm on that. Here." He hands you a ring. "See what you can make of this."
You look at the ring
A plain brass ring, worn by the passage of many years.
Meld ring
Your head aches but nothing else seems to happen. You get the distinct feeling you're doing it wrong. Something is missing.
You look at the lipstick
Shockingly red and not your thing at all. You must have bought it without thinking.
You describe your surroundings
A cramped and not altogether pleasant booth, though you guess in this kind of establishment you're not paying for quality so much as cheap coffee. The booth has been defaced more times than you care to count, though some of the graffiti is quite amusing. Frobisher sits in the far corner of the booth.

You can leave the booth to the northeast.
You talk to Frobisher
"What can you make with the ring?" Frobisher asks.
You look at the booth
The cramped booth you're currently seated in. The sooner you're out of here, the better.
Meld ring with the note
You concentrate on the ring and the note and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.

"A good try," says Frobisher, "but that's not what I had in mind."
You examine the graffiti
It mainly involves the city council and the people in charge. It features a goat, a nun's outfit and... well, you might be better off not reading the rest of it.
Meld ring with graffiti
Unfortunately, your meld ability is limited in that you are unable to meld something that you are not physically holding. Also, the items in question can only be of a certain size - no melding buildings or aircraft for you!

You have heard rumours of other people, whose gift is far more advanced than your own, who can meld items simply by looking at them, but perhaps they are simply rumours and nothing more.
Inventory
You are carrying:
a ring
a note
an ID card
some lipstick
You meld the lipstick with the ring
You concentrate on the lipstick and the ring and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.

"A good try," says Frobisher, "but that's not what I had in mind."
You buy the coffee
You order a drink and, indeed, it's every bit as bad as you expected.
Meld  ring with the waitress
Unfortunately, your meld ability is limited in that you are unable to meld something that you are not physically holding. Also, the items in question can only be of a certain size - no melding buildings or aircraft for you!
You examine waitress
Pretty, but looks rushed off her feet.
Go southwest
A cramped and not altogether pleasant booth, though you guess in this kind of establishment you're not paying for quality so much as cheap coffee. The booth has been defaced more times than you care to count, though some of the graffiti is quite amusing. Frobisher sits in the far corner of the booth.

You can leave the booth to the northeast.
You wear the lipstick
No, it makes you look like you make a living dancing on tables. You honestly don't know why you bought it.
Unmeld lipstick
You concentrate on the lipstick and your meld ability takes hold, tearing apart the molecules of the lipstick and reforming them into a bracelet and a chisel.
Examine bracelet
A metal bracelet which feels very cold to the touch.
You examine the chisel
A rusted and somewhat battered chisel which you got when you demelded the lipstick.
Unmeld ring
You concentrate on the ring and bring your meld ability to bear, but nothing happens. It seems the ring hasn't been melded from anything and therefore it can't be unmelded into something else.
Meld ring with the bracelet
You concentrate on the ring and the bracelet and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.

"A good try," says Frobisher, "but that's not what I had in mind."
Meld ring with the chisel
You concentrate on the ring and the chisel and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.

"A good try," says Frobisher, "but that's not what I had in mind."
Unmeld note
You concentrate on the note and bring your meld ability to bear, but nothing happens. It seems the note hasn't been melded from anything and therefore it can't be unmelded into something else.
Unmeld Iunmeld i d.
You concentrate on the ID card and bring your meld ability to bear, but nothing happens. It seems the ID card hasn't been melded from anything and therefore it can't be unmelded into something else.
You meld the ithe d with the ring
You bring your meld ability to focus on the ID card and note. You watch as they become melded together... their molecules becoming one... transforming into something else...

Leaving you holding a key.

"Very good," says Frobisher, his eyes aglow. "You made a key, and not just a normal key either. Tell me, can you guess what lock it might open?"

"The gate outside the cafe would be my first guess."

"Why don't you try it and see?"
Go east
This is Tiamont Plaza, the heart of the city's Upias District (named after some long-dead scholar, you think). Few people are about, and those you see hurry past quickly, as if unwilling to spend any more time here than they really have to. A large stone statue has been erected here and looks to have become a target for the locals and their graffiti.

To the north (though blocked by a large gate) is Morring Row, south is Belmont Avenue, southeast is a winding path between tall buildings, west lies Rowena's Coffee House and northwest is City Library.
You open gate
You slip the key into the lock and turn it. There is a click!
sound from the gate and the key literally sinks into the gate. You try to grab hold of it before it can be absorbed - it's your ID card, after all! - but it's gone.

A moment later, the gate swings open.
You talk to Frobisher
"The gate swallowed the key!" you say (which sounds worryingly weird to you, like the gate came to life and literally ate the key). "My ID card was part of that. How do I get it back?"

"I'm merely here as a go-between for my associate," says Frobisher, "so I'm afraid I don't know. However, my associate mentioned that once the gate was open, you would be able to find an item on the other side that would give you your ID card back."

Your head is spinning. "That doesn't make any damn sense..."

"Nevertheless, that is what my associate said. If you find this item - whatever it may be, he didn't tell me - bring it to me and we will see what can be done about it."

"Or maybe I should just go home and leave you and your crazy associate out of my life..."

Frobisher frowns. "Without your ID card? I wouldn't advise that, Miss. Charles. The council tend to frown on citizens who have 'lost' their ID cards."
You go east
This is Tiamont Plaza, the heart of the city's Upias District (named after some long-dead scholar, you think). Few people are about, and those you see hurry past quickly, as if unwilling to spend any more time here than they really have to. A large stone statue has been erected here and looks to have become a target for the locals and their graffiti.

To the north is Morring Row, south is Belmont Avenue, southeast is a winding path between tall buildings, west lies Rowena's Coffee House and northwest is City Library.
You go to the north
To the northwest stands the grandly-titled Emperor Tavern, a massive structure looming over the whole of Morring Row and putting everything else into the shade. In truth, there's very little here aside from the tavern, a park off to the northeast and Tiamont Plaza to the south. An alley can be seen off to the west, running alongside the tavern.

Someone walking past mutters, "Who left that damn gate open? It's locked for a reason, you know," and gives you a pointed look before disappearing into the park.

For more information on your melding ability, type 'Meld
Info'.
Meld info
No one really knows how melding works. Is it a genetic defect? The result of shady experiments? Latent psychic powers? Even you don't know and you've lived with it all your life.

It doesn't run in the family because your mother didn't have it and neither did your sister. You never met your father but he was a low-life thief who died after being shot whilst robbing a jewellery store. If he could meld, he'd have sold his ability to the highest bidder and to hell with the risks involved or the morality of doing such a thing.

Melding has limits, though it tends to differ from person to person. Some (like you) can only meld items they have physical hold of; some (like you) can only meld one item with another; some (like you) can only meld an item they've seen before (so no melding nuclear weapons or futuristic laser guns!)

Melding is random - something that has frustrated melders for years now. While it would be the ultimate source of income if it could be directed, melding unfortunately doesn't work that way. So while you might want to meld together a cheese grater and an iron and have it produce a cheque for a million credits, you can't. What you end up with when you meld two items together is unknown until the melding process is over and done with.

Most melders can only meld. Some (like you) can also unmeld - or demeld - items; i.e. meld two items together then unmeld them into their base items. All melders are limited, however, in that they can only demeld items they themselves have melded together.

Except you. You can demeld anything that's previously been melded, no matter who did the melding.

Technically, melding isn't illegal but it's definitely not something you want to go around advertising you can do. While no one can simply meld a nuclear weapon out of two random items, the general public believe all the terrible stories they've heard about melders over the years: melding two people together (and no, you can't meld living matter) to form a third person; melding harmless items into bombs; melding killing random people close to the melder; and so on...

You're sure the stories of melders being abducted by the guards and held in secret government labs are just pure rumour, but it doesn't pay to take risks.
You examine Tavern
A little too grandiose for your liking, but there's no
denying it's an impressive site.
You examine the alley
A grimy alley running along the side of the Emperor Tavern.
You go west
City alleys are supposed to be cleaned every day, but apparently the crew responsible for this alley didn't get the memo. It's knee-deep in trash and smells like an open sewer. Just being here makes you feel queasy.

A breath of fresh air flows from the east.
You examine trash
Some of it looks - and smells! - like it's been here for months, if not years. The smell is enough to make your eyes water.
You take the trash
You wouldn't touch it with a barge pole. Literally.
You go to the east
To the northwest stands the grandly-titled Emperor Tavern, a massive structure looming over the whole of Morring Row and putting everything else into the shade. In truth, there's very little here aside from the tavern, a park off to the northeast and Tiamont Plaza to the south. An alley can be seen off to the west, running alongside the tavern.
You go to the north-west
Before today, you'd only heard of the Emperor Tavern but never visited it. It has a somewhat ominous reputation which might be all rumour and no substance, but seeing it from here you can well imagine its reputation is well-founded.

What you see is a large room, massive in fact, in which literally hundreds of people sit around circular tables, drinking beer, smoking all manner of illegal substances, and gambling. Yes, gambling. Banned within the city limits it might be, but here you see it in abundance.

You can make your way deeper into the tavern to the north, west or northwest or you can return to Morring Row to the southeast.

As you step inside the tavern, and before you've had time to properly look around, a man almost walks into.

"Terribly sorry," he says, not sounding it one bit, then walks away.

Hmm... curious. You wonder why he pushed a slip of paper into your hand...?
You look at the slip
It reads, simply, 'Another test. Let's see what you can
unmake of this'.
Unmeld slip
You concentrate on the slip of paper and your meld ability takes hold, tearing apart the molecules of the slip of paper and reforming them into a mirror and a passcard.

Is this what Frobisher wanted from you? Maybe you should go back and speak to him about either the mirror or the passcard and see what he has to say.
You examine the mirror
Your own face peers back at you. You look tired.
Go south
This is Tiamont Plaza, the heart of the city's Upias District (named after some long-dead scholar, you think). Few people are about, and those you see hurry past quickly, as if unwilling to spend any more time here than they really have to. A large stone statue has been erected here and looks to have become a target for the locals and their graffiti.

To the north is Morring Row, south is Belmont Avenue, southeast is a winding path between tall buildings, west lies Rowena's Coffee House and northwest is City Library.
Go west
One of many coffee houses that have sprung up across the city offering cheap, barely drinkable (in your opinion) coffee to people with more money than common sense. This one is of fairly typical design: numerous tables and booths, an harassed looking waitress (the only employee that you can see) and an atmosphere thick with the smell of burnt coffee beans. Only one booth is free at this moment, this being due southwest.

To the east lies Tiamont Square.
You go to the south-west
A cramped and not altogether pleasant booth, though you guess in this kind of establishment you're not paying for quality so much as cheap coffee. The booth has been defaced more times than you care to count, though some of the graffiti is quite amusing.

You can leave the booth to the northeast.

Gone. Frobisher is gone! Damn the man and whatever game he's playing with you. First he encourages you to meld your ID card with the ring he gave you, and now he disappears on you.

This is bad. This is very bad. You need to get to the bottom of what is going on here and, just as important, you need to get your ID card back before you're stopped by the guard. You, of all people, can ill-afford to have the council taking an interest in your background.

You wonder if Frobisher left anything for you here in the booth...
You look at the graffiti
It mainly involves the city council and the people in charge. It features a goat, a nun's outfit and... well, you might be better off not reading the rest of it.

Hmmm... what's that at the bottom? You peer closer and see this written down: "apologies for leaving suddenly. called away on business. left something for you in the shop on mawbury lane."
It's signed 'F'.

Interesting.
Go south
That's back to your apartment and you can't leave without recovering your ID card. It might be weeks till you're stopped and asked for it but you can't risk that happening.
You go southeast
Little sunlight reaches this winding path due to the tall buildings on either side, buildings which seem to lean over, almost touching, above you. This is an old part of the city, with nothing here having been built in the last hundred years.

Northwest you can see Tiamont Plaza, to the south is an abandoned house and southeast is Mawbury Lane.
You examine the house
One of the many ruins which populate the city. No sooner is one fixed (or knocked down) than another needs working on.
You go southeast
As you make your way towards Mawbury Lane, a hulking man emerges suddenly from the shadows and blocks the path. Down one side of his face is a jagged scar and his eyes are mad and staring.

"Going somewhere, sweetheart?" he grunts. "Oh, I don't think so, 'cos this way-" He nods to the southeast. "I own it. Jacob's the name. So if you want to go that way, you gotta pay the toll."

"I never knew there was a toll on this road."

"There ain't. Not officially. But unofficially? Oh yeah. Now, don't go worrying about paying me in credits 'cos I know they can be traced easily enough, but jewellery? Yeah, jewellery is fine. Easy to fence, you know."

"And if I don't pay you anything at all?"

His eyes narrow. "Then you better just go back the way you came 'cos you sure ain't passing through here."
Look around
Little sunlight reaches this winding path due to the tall buildings on either side, buildings which seem to lean over, almost touching, above you. This is an old part of the city, with nothing here having been built in the last hundred years.

Northwest you can see Tiamont Plaza, to the south is an abandoned house and southeast is Mawbury Lane. Blocking the way to Mawbury Lane is a hulking thug by the name of Jacob.
You give the bracelet to Jacob
He sneers at the bracelet. "That cheap piece of trash isn't buying you anything, sweetheart."
Inventory
You are carrying:
a passcard
a mirror
a bracelet
a chisel
a note
You meld the mirror with the bracelet
You concentrate on the mirror and the bracelet and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
You meld the mirror with chisel
You concentrate on the mirror and the chisel and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
You show the passcard to Jacob
Jacob is unimpressed.
You go south
You're in the ruins of an abandoned house which looks to have been uninhabited for longer than you've been alive. The walls are damp, the ceiling has collapsed (in fact, most of it is on the floor) and the floor creaks beneath you. One especially large gap to the north leads out to the winding path. Clinging to one wall, though out of reach, is the remnants of a staircase.
You look at the staircase
Part of a staircase, clinging to the wall. It's quite a way out of reach.
You examine the walls
Crumbly and damp. It's a wonder the place hasn't already collapsed. In one wall is a jagged crack.
You examine the crack
A crack a few inches wide. You could reach inside if you wanted, though the thought of rats in the walls makes you somewhat reluctant.
You hit the crack with chisel
You can only do that to something animate.
You examine the ceiling
For ceiling read floor, as most of it has collapsed and is currently underfoot.
You go northwest
The smell of old books greets you: while hardly a pungent aroma, it's certainly cloying. This is City Library: a sprawling array of bookshelves as far as the eye can see, watched over by a scowling librarian who seems to regard visitors to the library with the same kind of contempt normally reserved for serial killers.
You examine the librarian
An elderly fellow with papery skin who seems to treat the library as his own personal domain. Something about his demeanour indicates he takes slights very personally and knows how to bear a grudge.
You look at the books
Without knowing exactly which book you're looking for - if indeed you have a specific title in mind - you'll never find it here. The filing system is positively archaic!
You go to the northeast
It is surprisingly dark in Freemoor Park, though the trees, of which admittedly there are many, aren't tall enough to block out the sun. At the centre of the park is a pond of turgid, black water, from which rises an odour foul enough to make your eyes water.

To the southwest lies Morring Row.
You examine the trees
Spindly trees with claw-like branches, dotted about the park in a haphazard fashion.
You examine the pond
This isn't water in the pond, surely? It looks like some kind of radioactive waste.
You go southwest
To the northwest stands the grandly-titled Emperor Tavern, a massive structure looming over the whole of Morring Row and putting everything else into the shade. In truth, there's very little here aside from the tavern, a park off to the northeast and Tiamont Plaza to the south. An alley can be seen off to the west, running alongside the tavern.

There is a disturbance just outside the Emperor Tavern. You and several other passers by stop to watch as an old man, clearly drunk, is expelled from the premises by bouncers. He staggers, almost falls, then spins on his heel (which almost causes him to fall over again) and shakes his fist at the bouncers.

"Lousy stinking tavern anyway!" he yells. "Wouldn't drink there if you paid me!"

"Go home, Talbot, you've had enough for day," one of the bouncer says.

"Don't tell me what to do!" the man Talbot shouts. "You stole it from me, didn't you? You and your lousy boss! You... you..."

He yells a few more choice phrases, some of them very colourful, then runs out of steam and staggers away in the direction of Freemoor Park. You give him a wide berth - the odour of sour beer emanating from him is quite pungent.
Go northeast
It is surprisingly dark in Freemoor Park, though the trees, of which admittedly there are many, aren't tall enough to block out the sun. At the centre of the park is a pond of turgid, black water, from which rises an odour foul enough to make your eyes water. Slouched down by the park is Talbot, looking drunker by the second.

To the southwest lies Morring Row.
You talk to Talbot
"Gerrawayfromme!" he snarls, drunkenly waving you away. "They stole it... the swine... they stole it from me..."

"Stole what?" you ask.

But Talbot is lost in drunken rantings and doesn't hear you.
Inventory
You are carrying:
a passcard
a mirror
a bracelet
a chisel
a note
You give the bracelet to Talbot
"Don't try an' trick me with that cheap trash!" Talbot says.
You go southwest
To the northwest stands the grandly-titled Emperor Tavern, a massive structure looming over the whole of Morring Row and putting everything else into the shade. In truth, there's very little here aside from the tavern, a park off to the northeast and Tiamont Plaza to the south. An alley can be seen off to the west, running alongside the tavern.
Go northwest
Before today, you'd only heard of the Emperor Tavern but never visited it. It has a somewhat ominous reputation which might be all rumour and no substance, but seeing it from here you can well imagine its reputation is well-founded.

What you see is a large room, massive in fact, in which literally hundreds of people sit around circular tables, drinking beer, smoking all manner of illegal substances, and gambling. Yes, gambling. Banned within the city limits it might be, but here you see it in abundance.

You can make your way deeper into the tavern to the north, west or northwest or you can return to Morring Row to the southeast.
Go north
Emperor Tavern { North }
Against the back wall of the tavern are a group of strange individuals engaged in some kind of staring contest at each other over a table. No one moves, no one says a word. All is deathly silent.

You can leave to the south when you wish.
You examine table
The table itself is ordinary, but there's a jewel of some kind in the centre of it which draws your attention. Is this what the staring contest is about?
You examine the individuals
From the way they're dressed, you're guessing they're members of one of the strange cults you've heard talk about. According to news reports, they're supposed to be very dangerous and passersby are advised not to approach them.
You take the jewel
The moment you reach out to take the jewel, it flickers, as if it wasn't there at all. The men at the table cease their staring contest and look at you.

"Sacrilege!" shouts one.

"Blasphemy!" shouts another.

A third reaches into his robes for what you guess is a knife, so you decide it's time to go and-

But you stop. One of the men has fixed his eyes onto yours and you find you can't move anywhere. He nods for you to sit down and you do. He indicates for you to place the jewel back on the table and you do.

He looks deep into your eyes, peeling back every secret, every memory. He discovers your meld ability and realises how useful it can be.

You spend a long, long time at the table staring into the eyes of the strange man...
Go west
Emperor Tavern { West }
This area of the tavern seems a little more refined than the main area to the east. Here, the customers - or clientele - sit around sipping wine, talking in hushed voices and discussing the works of art adorning the walls. It's a welcome change after the noise just a short walk to the east.

Every eye in the place, and there are quite a few, look at you and a deathly silence falls. You could literally hear a pin drop here.

But when it becomes apparent that you aren't going to say or do anything dramatic, the clientele seem to lose interest in you and resume their quiet whisperings.
You look at the art
You're not really a fan of modern art so most of this leaves you cold. However, there's one painting of a king staring into the sun which quite catches your eye.
You look at the king
As you stare at the painting, you find your attention being drawn to the sun, in the same way as the king's attention is drawn to it. It takes an effort to look away.
You examine the people
Much more refined than the drunks in the rest of the tavern, these look the sort to actually appreciate the works of art on the walls.
You take the painting
You doubt the people gathered here are simply going to let you walk away with this.
You go east
Before today, you'd only heard of the Emperor Tavern but never visited it. It has a somewhat ominous reputation which might be all rumour and no substance, but seeing it from here you can well imagine its reputation is well-founded.

What you see is a large room, massive in fact, in which literally hundreds of people sit around circular tables, drinking beer, smoking all manner of illegal substances, and gambling. Yes, gambling. Banned within the city limits it might be, but here you see it in abundance.

You can make your way deeper into the tavern to the north, west or northwest or you can return to Morring Row to the southeast.
You examine the people
A rowdy bunch for the most part, deep in their cups and likely to remain that way for the foreseeable future.
You go to the northwest
Emperor Tavern { Northwest }
Ahead of you, to the northwest is an archway which looks like it might have been removed from an ancient monastery or cathedral, beyond which you see... nothing. It must be a simple trick of the light but the area beyond the archway doesn't show up at all. You notice that you're the only one here - apparently all the other customers of the tavern prefer to give this area a wide berth. Returning to the rest of the tavern is possible by going southeast.
You go northwest
As you approach the archway, you experience a strange buzzing sensation in your mind and when it passes you find you're facing
away from the archway.

How strange.
You go west
Emperor Tavern { West }
This area of the tavern seems a little more refined than the main area to the east. Here, the customers - or clientele - sit around sipping wine, talking in hushed voices and discussing the works of art adorning the walls. It's a welcome change after the noise just a short walk to the east.
You talk to the people
As you try to strike up a conversation with a well-dressed gentleman, his equally well-dressed wife quickly steps in and says to you, "Don't even think about speaking to my husband. He's horribly
drunk."

"Pish, darling," says the husband, "I've barely drinked a touch!"

She arches an eyebrow at him. "Indeed. Take two of these." She shoves some tablets into his hand, one of which disappears into his mouth and the rest he drops. "They'll soon sober you up."

The husband snorts, then coughs violently! "Egads! Someone called an ambulance! I believe she's only bally well tried to poison me!"

The wife rolls her eyes. "They're anti-alcohol tablets, you fool." She takes him by the hand and leads him away. "If you're going to make a fool of yourself, at least do it where everyone can't see you."

Silence descends following their departure.
You look around
Emperor Tavern { West }
This area of the tavern seems a little more refined than the main area to the east. Here, the customers - or clientele - sit around sipping wine, talking in hushed voices and discussing the works of art adorning the walls. It's a welcome change after the noise just a short walk to the east.

You can see a tablet here.
You take the tablet
Taken.
You give tablet to Talbot
"This some kinda drug?" he asks blearily, but before you can answer he takes it from you and swallows it in one go.

And howls!

"Yah, that packs a punch and then some!" He thumps himself on
the chest. "You trying to kill me?"

"Just sober you up," you say.

"Well, it certainly did that." He groans. "I need a drink after that." At your expression, he quickly adds, "Just a soft drink. I think there's a coffee house close by. I'll try that."

He puts his hand out and you shake it. "Name's Oscar Talbot. You?

You tell him.

"Nice to meet you, lady. Come see me in the coffee house if you want to talk."

He wanders away from the park.
Go west
One of many coffee houses that have sprung up across the city offering cheap, barely drinkable (in your opinion) coffee to people with more money than common sense. This one is of fairly typical design: numerous tables and booths, an harassed looking waitress (the only employee that you can see) and an atmosphere thick with the smell of burnt coffee beans. Only one booth is free at this moment, this being due southwest. You see Oscar Talbot sat close by.

To the east lies Tiamont Square.
You talk to Oscar
Talbot says, "Sure packed one hell of a punch that tablet you gave me. My head is still throbbing."

"No need to thank me. You needed it more than I did."

He laughs, then groans. "Agh. Laughing's not a good idea when your head's throbbing like mine is." He massages his forehead. "Unusual for someone to help out a complete stranger like that, Miss. You ever need a favour doing, just holler. I'll hear you."

"You mentioned that something had been stolen from you in the Emperor Tavern."

"I did?" Talbot rubs his head again and his good cheer fades. "Yes, I did. A photo of my daughter."
Keep going
Talbot says, "She died. Her name was Annabel. She was young when it happened, and it broke my wife's heart. She left me and I haven't seen her since, though I've had my brain in the bottom of a bottle for a long time now so I don't blame her for leaving."

He goes quiet for a minute, staring into space, before finally saying, "I gambled with some very dangerous people there. They took my money off me, but that wasn't what they wanted. They wanted something precious to me. The photo." Talbot sighs. "I kept it with me as a reminder. After I'd lost all my money, they offered to double everything if I put the photo up as collateral. And I lost. I lost the last photo of my daughter."

"Why would they want the photo?"

"Because of who they are. What they are. Mind thieves. Human
suffering is like a drug to them. Oh, what a fool I was. Gambling away something like that. But I'll get it back from them one day."

"More gambling?"

"No, I've learnt my lesson there. Anyway, they cheated. The game was rigged. They switched the cards around when I wasn't looking and left me with a useless hand. No, lady, when I get the photo back from them, it won't be via gambling. And they won't be walking away from it to suck up someone else's misery, I can tell you."
You continue
Talbot says, "Sorry, I've told you too much. I'm just an old drunk and fool, talking my mouth off. Forget I said anything."

"Maybe I can help," you say.

"Against them? No, don't even think about it. They're dangerous. They could have killed me, but I guess it amuses them to leave me alive knowing how miserable I am now they've taken from me the one thing I miss the most. Stay away from them."
Continue
Talbot says, "Just stay away from them, Miss. Please. I don't want your death on my conscience on top of everything else."
Meld passcard with bracelet
You concentrate on the passcard and the bracelet and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Meld passcard with chisel
You concentrate on the passcard and the chisel and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Meld passcard with note
You concentrate on the passcard and the note and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Unmeld passcard
You concentrate on the passcard and your meld ability takes hold, tearing apart the molecules of the shockter and reforming them into a doll and some putty.
You look at the doll
An old-fashioned kind of doll, the sort of thing that was popular when your mother was a child.
You examine the putty
Soft to the touch, but something prevents it being pulled apart.
Unmeld doll
You concentrate on the doll and bring your meld ability to bear, but nothing happens. It seems the doll hasn't been melded from anything and therefore it can't be unmelded into something else.
Meld the mirror with the putty
You concentrate on the mirror and the putty and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Unmeld mirror
You concentrate on the mirror and bring your meld ability to bear, but nothing happens. It seems the mirror hasn't been melded from anything and therefore it can't be unmelded into something else.
You meld the mirror with the bracelet
You concentrate on the mirror and the bracelet and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
You meld the mirror with the note
You bring your meld ability to focus on the mirror and note. You watch as they become melded together... their molecules becoming one... transforming into something else...

Leaving you holding a magnifying glass.
Unmeld bracelet
You concentrate on the bracelet and bring your meld ability to bear, but nothing happens. It seems the bracelet hasn't been melded from anything and therefore it can't be unmelded into something else.
Meld bracelet with chisel
You bring your meld ability to focus on the bracelet and the chisel. You watch as they become melded together... their molecules becoming one... transforming into something else...

Leaving you holding some lipstick.
Unmeld lipstick
You concentrate on the lipstick and your meld ability takes hold, tearing apart the molecules of the lipstick and reforming them into a bracelet and a chisel.
Unmeld chisel
You concentrate on the chisel and bring your meld ability to bear, but nothing happens. It seems the chisel hasn't been melded from anything and therefore it can't be unmelded into something else.
Meld bracelet with doll
You concentrate on the bracelet and the doll and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Meld bracelet with putty
You concentrate on the bracelet and the putty and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Meld chisel with doll
You concentrate on the chisel and the doll and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Meld chisel with putty
You concentrate on the chisel and the putty and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Unmeld putty
You concentrate on the putty and bring your meld ability to bear, but nothing happens. It seems the putty hasn't been melded from anything and therefore it can't be unmelded into something else.
Unmeld note
You concentrate on the note and bring your meld ability to bear, but nothing happens. It seems the note hasn't been melded from anything and therefore it can't be unmelded into something else.
Meld the mirror with the doll
You concentrate on the mirror and the doll and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
You meld the doll with the note
You concentrate on the doll and the note and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Meld putty with note
You concentrate on the putty and the note and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
You meld the note with the bracelet
You concentrate on the note and the bracelet and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
You meld the note with chisel
You bring your meld ability to focus on the chisel and the note. You watch as they become melded together... their molecules becoming one... transforming into something else...

Leaving you holding a rock.
You look at the rock
A lump of rock big enough to fit comfortably into your hand. It feels unnaturally heavy.
You meld rock with the bracelet
You concentrate on the rock and the bracelet and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
You hit Jacob with the rock
Jacob knocks the rock out of your hand.

"Nice try, sweetheart," he says.
You take rock
You already have that.
Meld rock
Your head aches but nothing else seems to happen. You get the distinct feeling you're doing it wrong. Something is missing.

Of course. You're forgetting the simplest, most basic rule of melding: it needs to work with another item. You cannot meld something
on its own.
You meld rock with the mirror
You concentrate on the rock and the mirror and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Meld rock with the putty
You concentrate on the rock and the putty and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Meld rock with the doll
You concentrate on the rock and the doll and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Meld the doll with the putty
You bring your meld ability to focus on the doll and the putty. You watch as they become melded together... their molecules becoming one... transforming into something else...

Leaving you holding a passcard.
You meld passcard with rock
You concentrate on the passcard and the rock and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Meld passcard with mirror
You bring your meld ability to focus on the mirror and the passcard. You watch as they become melded together... their molecules becoming one... transforming into something else...

Leaving you once more holding the slip of paper.
Meld slip with the rock
You concentrate on the slip of paper and the rock and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Unmeld slip
You concentrate on the slip of paper and your meld ability takes hold, tearing apart the molecules of the slip of paper and reforming them into a mirror and a passcard.
You check your inventory
You are carrying:
a putty
a doll
a mirror
a rock
a bracelet
You meld the mirror with the bracelet
You concentrate on the mirror and the bracelet and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
You talk to the librarian
He looks at you, sighs deeper, as if the very idea of talking to you is a gargantuan effort, and says "Can I help you with anything?"

"I was just-"

"Feel free to browse the bookshelves if you like. We have an excellent collection of Dromond's novels and a rare first by Edias. All very interesting works."

"Well, I was-"

"Or local history? Does that interest you? If so, have a look at some of the bookshelves. I'm sure something will take your fancy."

"I was-"

"Ah, my apologies. Under new library rules, I am only allowed to spend a certain amount of time with each customer, and your time is at an end. Now, if you don't mind, I have other work to attend to."

"But-"

But you're wasting your breath. The librarian clearly has no interest in talking to you.
You talk to the waitress
"Be with you in a minute," she says, and rushes off to serve someone else.
You look at what you're carrying with you
You are carrying:
a magnifying glass
a chisel
a putty
a doll
a bracelet
Unmeld painting
You concentrate on the painting and bring your meld ability to bear, but nothing happens. It seems the painting hasn't been melded from anything and therefore it can't be unmelded into something else.
You talk to the individuals
No matter what you say to them, they don't answer. It's almost like they're so focused on their staring, they literally don't know you're here.
You look at what you're carrying with you
You are carrying:
a magnifying glass
a chisel
a putty
a doll
a bracelet
You put the mirror on the table
You put the mirror on the table.

As soon as this happens, it blocks the view of the jewel from one of the men, and something very strange happens.

The jewel flickers, as if it's not really there at all! Then it fades away altogether.

"How dare you!" one of the men cries, springing to his feet. "You have disrupted a most important experiment!

"Oh, pish, Pavlaroka," another of the men says. "If someone placing a mirror on the table can disrupt your mind jewel, you're nothing but a charlatan anyway. You ought to be ashamed."

Pavlaroka goes pale. "But- but-" He glares daggers at you. "You'll be sorry for this, madam. Believe me, you'll be very, very
sorry."

He storms away, pausing only to flash an angry glance back over his shoulder at you.

One by one, the other men get up and leave, all save the one who dismissed Pavlaroka as a charlatan. He regards you coldly, but with some amusement in his eyes. "Well... that was an interesting turn of events. My name is Tobol. Tell me, did you deliberately do that to antagonise Pavlaroka or was it pure happenstance? No, don't answer the question. I'll just amuse myself with the knowledge that Pavlaroka has more enemies than I previously imagined."
You talk to Tobol
You explain about Oscar Talbot and the photo of his daughter that he lost gambling.

Tobol shrugs. "He gambled. He lost. What more can I say?"

"You could give him the photo back."

"I could, but I won't. He gambled fair and square and he lost fair and square. If he wishes to have the photo back, he can go to the guard and see how far that takes him. And why does it concern you anyway? Are you some kind of good samaritan to the drunken and worthless?"

"Would you take something else in exchange?"

Tobol smiles. "Ah, now we're getting to the heart of the matter, aren't we? Very well. The photo by itself has no value to me. I would take money, but Talbot has none. However, there is a certain pearl I have seen, blue in colour, which rests in the display area of a jewellery shop on Mawbury Lane. It costs, I believe, 2 million credits. I will take that in exchange for the photo."

"I hardly think Talbot has 2 million credits just lying around."

"Then the photo is mine. Perhaps I will burn it, or cut it into small pieces and let the breeze carry it away."
You talk to Tobol
"If you do not have the pearl, we have nothing to discuss. If you do, give it to me."
You examine the buildings
It's really strange how they lean like that and seem to be on the verge of toppling over. Some architectural flaw? Were they designed like that?

You don't feel especially safe on this path, like the buildings might suddenly decide to fall on you at any moment.
You check what you're carrying
You are carrying:
a mirror
a note
a chisel
a putty
a doll
a bracelet
You meld the glass with bracelet
You concentrate on the magnifying glass and the bracelet and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
You meld the glass with chisel
You concentrate on the magnifying glass and the chisel and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
You meld the glass with the doll
You concentrate on the magnifying glass and the doll and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
You meld the glass with the putty
You concentrate on the magnifying glass and the putty and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Meld chisel with bracelet
You bring your meld ability to focus on the bracelet and the chisel. You watch as they become melded together... their molecules becoming one... transforming into something else...

Leaving you holding some lipstick.
You meld the glass with the lipstick
You bring your meld ability to focus on the magnifying glass and the lipstick and the note. You watch as they become melded together... their molecules becoming one... transforming into something else...

Leaving you holding a gun.
You examine the gun
This is the kind of old-fashioned gun you remember seeing as a child in black and white films. It fires bullets, of which it currently none, instead of a laser beam like modern guns.
You meld the gun with the doll
You concentrate on the gun and the doll and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Meld gun with the putty
You concentrate on the gun and the putty and bring your meld ability to bear, but nothing happens. The items cannot be melded with each other.
Shoot gun
You can only do that to something animate.
You show the gun to Oscar
Oscar Talbot is unimpressed.
You show the gun to Jacob
Jacob takes one look at the gun and hastily backs away. "Hey, sweetheart! Take it easy now! I wasn't gonna hurt you, honest, I was just- just-"

Whatever he was just planning to do you never find out because he turns on his heel and runs off as fast as he can.
Go southeast
The old part of the city, but quite charming in its own right. There's a fountain here to drink from, though you're not entirely sure the water is good for you. A street artist can be seen here, performing for passersby.

To the north is Padgett's Jewellers, south is Thorobad Road, east lies the exclusive Bagliatiers Club, southeast the Tower of Morning and northwest is a winding path.
You look at the fountain
An ancient stone fountain, likely built back in the days when people rode around on horses. It's full of water, but you're not sure how clean it is.
You go to the north
The interior of the shop is a ruin: tumbled over displays, flickering lights and the security system seems to be malfunctioning. There's a pedestal in the centre of the store which seems to have survived the worst of the damage.

There is a small manager's office to the north and to the south is Mawbury Lane.

The disruption caused by the Angel's departure seems to have badly hit Padgett's Jewellers. Most of the displays have fallen over and the previous state-of-the-art security system appears to be malfunctioning. Of the manager, Mr Kimble, you can see no sign.
You examine the pedestal
It's hard to pay much attention to the pedestal with the blue pearl atop it.
You examine the pearl
Beautiful and then some. Even for someone not overly impressed with fancy jewels, this is very eye-catching. Unfortunately, the 2 million credit price tag puts it roughly 2 million credits out of your price range.
You take the pearl
Hoping the alarms have been disabled, you pick up the large blue pearl.

Which, the moment it leaves the pedestal, shimmers and shrinks to about half its former size. Clearly the pedestal is fitted with some kind of cloaking device designed to make the pearl look much grander than it previously was.
You take the pedestal
It's fixed in place.
Unmeld pearl
You concentrate on the small blue pearl and bring your meld ability to bear, but nothing happens. It seems the small blue pearl hasn't been melded from anything and therefore it can't be unmelded into something else.
You go to the south
The old part of the city, but quite charming in its own right. There's a fountain here to drink from, though you're not entirely sure the water is good for you. A street artist can be seen here, performing for passersby.

To the north is Padgett's Jewellers, south is Thorobad Road, east lies the exclusive Bagliatiers Club, southeast the Tower of Morning and northwest is a winding path.
You go to the northwest
Little sunlight reaches this winding path due to the tall buildings on either side, buildings which seem to lean over, almost touching, above you. This is an old part of the city, with nothing here having been built in the last hundred years.

Northwest you can see Tiamont Plaza, to the south is an abandoned house and southeast is Mawbury Lane.
Go north
Emperor Tavern { North }
Against the back wall of the tavern is a table. This was previously occupied by a group of strange individuals having a staring contest, but they have now all departed save for one man called Tobol.

You can leave to the south when you wish.
You give the pearl to Tobol
Tobol's eyes narrow slightly. "Interesting. When I asked for the pearl, I did not believe you would be able to acquire it, however it seems you are more resourceful than I imagined."

"We had a deal. Do you have the photo?"

"I do indeed." Tobol produces it from his pocket and casually tosses it to you. "Take it. A small thing. Trivial, of no account. But this," he taps the pearl, "is worth a fortune. You are a strange person, to trade such obvious wealth for something of no value."

"It means everything to Talbot."

Tobol gives you a ghost of a smile. "Indeed."
You take the photo
You already have that.
You examine photo
An old photo of a young girl, smiling prettily at the camera.
You give the photo to Oscar
Talbot's hand shakes as he reaches out to take the photo. "How did you...?"

"Don't ask. I'm just glad I could retrieve it for you."

Talbot stares at the photo. His eyes fill with tears, but he quickly wipes them away. "Oh, I'm an old fool, gambling with this...
But I'm done now. No more gambling for me. I'd die if I lost this again. Tell me, please, how can I repay you?"

You tell him there's no need, but he searches about his person for something, anything, to give you by way of payment. Finally he reaches into his pocket and pulls out a scarf. He holds it tightly then hands it to you. "Accept this. Please. It's not much but... years ago, before my daughter died, before my wife left me and I began drinking myself to death, I was a member of a very important club on Mawbury Lane. Bagliatiers. You may have heard of it. This scarf was something we all wore as a badge of our membership. It's not worth much these days - probably almost nothing in fact - but you might be able to sell it for something, and if not just..." He laughs softly. "Just use it to keep warm."

He won't take no for an answer so you accept the scarf. Talbot thanks you again, then rises slowly to his feet, still clutching the photo of his daughter, and leaves the coffee house.
You check what you're carrying
You are carrying:
a scarf
a gun
a putty
a doll
Wear scarf
You put on the scarf.
Go east
This is the lobby area of a very exclusive club, the kind of place that only people with earnings in the seven figure category ever get to visit. The floor is all marble tiles and the walls fairly shimmer. Steel doors are set into the east wall and look impervious to anything less than a nuclear strike. A small slot to the side looks like the means of access, assuming you have anything that might fit into it. Due west lies Mawbury Lane.

You hear footsteps from behind you and turn to see a tall, heavily-built man stood in the doorway. He has the look of a bodyguard or soldier.

He notices the scarf you're  wearing and offers a short nod. "Welcome to Bagliatiers, madam. I am Farrah, head of security, at your service."
You examine the door
A pair of impressive steel doors set into the east wall, currently closed.
Examine slot
A slot about the size of a playing card.
You talk to Farrah
"Welcome to Bagliatiers, madam," he says.
You look around
This is the lobby area of a very exclusive club, the kind of place that only people with earnings in the seven figure category ever get to visit. The floor is all marble tiles and the walls fairly shimmer. Steel doors are set into the east wall and look impervious to anything less than a nuclear strike. A small slot to the side looks like the means of access, assuming you have anything that might fit into it. Farrah, the head of security at the club, is stood by the doors. Due west lies Mawbury Lane.
Meld the doll with the putty
You bring your meld ability to focus on the doll and the putty. You watch as they become melded together... their molecules becoming one... transforming into something else...

Leaving you holding a passcard.
You put the passcard in the slot
The passcard slides into the slot and, a moment later, the steel doors slide open.
Go east
Old leather chairs surround a central area where you see a large table has been set up. Atop this table is a map of the city shown from an aerial viewpoint. Gathered around the table are a group of elderly men.

"Ah, so good of you come here, Miss Charles," says an elderly gentleman seated in an armchair at the table. "We've been waiting for you."

You glance around uneasily. None of the people here can be younger than eighty, but there's nothing frail about them. They have the look of old money and old power.

"Who are you are what do you want with me?" you ask.

"My name is Carl Mountbatten. I meld." He gestures to the others in the room. "We all meld, but none to quite the extent that you
do. We want to recruit you, Miss Charles, for a little job. We also want to talk to you about Tanya." He smiles. "Yes, your sister. She isn't dead and, with your help, we can rescue her."

Press a key...
The introduction to 'Meld' has finished. Feel free to check out how well you did with the 'stats' command.
Stats
Total items melded: 7/12
Total items unmelded: 5/11

Melded:
Melded G (Gun)
Melded K (Key)
Melded L (Lipstick)
Melded M (Magnifying glass)
Melded P (slip of Paper & Passcard)
Melded R (Rock)

Unmelded:
Unmelded L (Lipstick)
Unmelded M (Magnifying glass)
Unmelded P (slip of Paper & Passcard)
Unmelded R (Rock)
You look at Carl
An elderly fellow.

He looks quite miffed at having such a brief description but then you only meet him at the very end of the introduction so he'll just have to live with it.
You talk to Carl
"Sorry, I don't have any proper dialogue," he says. "You'll have to wait for the full game for that."
Yes
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