text: > Look around
  Inauspiciously surrounded by narrow apartment buildings lies what must be the city dump. The deep, still moat surrounding the palace lies to the south, apparently untroubled by its proximity to mouldering trash. Things smell a bit better to the east.
  
  A huge mound of trash sits here, beset by flies.
  
  > go west
  If you get lost in the tangles of alleys and passageways, you might get mugged or eaten, and that would preclude the existence of the world.
  
  > Go east
  A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.
  
  A large fountain burbles lackadaisically here.
  
  > Go south
  Marble steps lead up to an ornately-carved entryway. Below them on either side sits a stagnant moat.
  
  An open portcullis leads into the palace to the south.
  
  A guard wearing a helmet blocks the way in.
  
  > look at the guard
  She seems to be wearing something under her helmet, possibly earmuffs.
  
  > examine the portcullis
  The portcullis is itself exactly.
  
  > check your inventory
  You are carrying:
  an old bone
  some valence
  
  > give the valence to the trash
  The mound of trash's weight of dharma is insufficient to have strong valence.
  
  > give the valence to the moat
  The moat's weight of dharma is insufficient to have strong valence.
  
  > examine the bone
  Looks a bit gnawed on.
  
  It has strong valence.
  
  > take valence from the bone
  The old bone now has normal valence.
  You now have an amorphous quality of valence.
  
  > Go east
  A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.
  
  A large fountain burbles lackadaisically here.
  
  > go north
  A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.
  
  The gate to the north is open.
  
  > ask the man about valence
  "Valence measures the degree to which something matters.
  Something with strong valence has the power to create good outcomes—both in the sense of abstract virtue and in the sense of matching your desires."
  
  > give the valence to the man
  People are too multifaceted for yourself to modify their valence directly.
  
  > ask the man about Fatalist
  "My name is Froderick. I am a Fatalist.
  
  "But I'm more concerned about what makes you the true Wisher."
  
  > ask the man about the Theurgist
  "Theurgists are people who can light the hidden fires in the world.
  
  "They could be angels, wizards, fairies, or little gods. They could be holy men or women. They are those who, wielding Pramana and Mimamsa, have the power to lift others up into light or cast them down into shadow.
  
  "The theurgists do not desire the jewel for themselves—at least, not at first, and not aloud.
  
  "Their goal is to forge the wishers into the kinds of people who are worthy to give unto God the purpose for this world; into heroes worthy of the wishes that shall define the world. Their goal is to judge the wishers and make them ready for their task—and only then to ensure their success.
  
  "They can use their command of Theurgy to see hidden possibility in the world and make it into truth, to make things how they should be: to give things characteristics they previously lacked."
  
  > show the valence to the man
  Froderick is unimpressed.
  
  > should follow you
  You focus the power of Harmony on Froderick.
  
  "It seems my doubts as to your nature must be swept aside. I will join you."
  The man pauses, considering. "As you certainly know, I am a Fatalist. I have the power of Knowledge. I may speak for the past, the present, and the future when others' inner eyes are blind. You may ask me about anything, and I will explain the truths of the world."
  
  > go west
  A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.
  
  The gate to the north is open.
  
  Froderick arrives from the east.
  
  > go to the south
  A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.
  
  A large fountain burbles lackadaisically here.
  
  Froderick arrives from the north.
  
  > Go south
  Marble steps lead up to an ornately-carved entryway. Below them on either side sits a stagnant moat.
  
  An open portcullis leads into the palace to the south.
  
  A guard wearing a helmet blocks the way in.
  
  Froderick arrives from the north.
  
  > Go south
  The guard blocks your path. "No one enters without a letter from the Queen."
  
  > write on the parchment
  He tries to forge a letter from the queen.
  
  > examine the parchment
  A piece of parchment with "a letter from the queen" written on it.
  
  > show the parchment to the guard
  (first taking the forged letter)
  That seems to belong to Froderick.
  
  > ask Froderick for the letter
  Froderick gives the forged letter to you.
  
  > go south
  The guard looks at your letter. "Are you trying to waste my time?"
  
  > look at the letter
  A piece of parchment with "a letter from the queen" written on it.
  
  It has strong valence.
  
  > take the valence from the letter
  The forged letter now has normal valence.
  You now have an amorphous quality of valence.
  
  > go north
  A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.
  
  A large fountain burbles lackadaisically here.
  
  Froderick arrives from the south.
  
  > Go south
  Marble steps lead up to an ornately-carved entryway. Below them on either side sits a stagnant moat.
  
  An open portcullis leads into the palace to the south.
  
  A guard wearing a helmet blocks the way in.
  
  Froderick arrives from the north.
  
  > give the letter to Froderick
  You give the forged letter to Froderick.
  
  > inspire Froderick to write on the parchment
  You focus the power of Harmony on Froderick.
  
  It's already got something written on it.
  
  > inspire the guard to accept the letter
  You focus the power of Harmony on the palace guard.
  
  She does not respond, almost as if she cannot hear you.
  
  > give the letter to the guard
  (first taking the forged letter)
  That seems to belong to Froderick.
  
  > give letter to the guard
  Froderick gives the forged letter to the palace guard.
  
  > Go south
  The guard blocks your path. "No one enters without a letter from the Queen."
  
  > check your inventory
  You are carrying:
  an old bone
  
  > examine Froderick
  He looks common enough, but you nevertheless perceive his true nature as a Fatalist.
  
  Froderick is carrying a pen.
  
  > check your inventory
  You are carrying:
  some valence
  an old bone
  
  > examine man
  He looks common enough, but you nevertheless perceive his true nature as a Fatalist.
  
  Froderick is carrying a forged letter and a pen.
  
  > hit the guard
  With what? Your bare hands?
  
  > Yes
  She's not a dragon. Honestly.
  
  > ask the man about the guard
  Froderick gives a long and in-depth explanation that, while presumably educational, is nevertheless fundamentally irrelevant.
  
  > drop the bone
  Dropped.
  
  > go south
  You walk through the open gate.
  
  A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.
  
  The gate to the north is open.
  
  > Go south
  A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.
  
  A large fountain burbles enthusiastically here.
  
  > take the valence from the fountain
  The fountain now has normal valence.
  You now have an amorphous quality of valence.
  
  > go north
  A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.
  
  The gate to the north is open.
  
  > inspire the man to follow yourself
  You focus the power of Harmony on the Fatalist.
  
  "It seems my doubts as to your nature must be swept aside. I will join you."
  The man pauses, considering. "As you certainly know, I am a Fatalist. I have the power of Knowledge. I may speak for the past, the present, and the future when others' inner eyes are blind. You may ask me about anything, and I will explain the truths of the world."
  
  > Go west
  A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.
  
  The gate to the north is open.
  
  The Fatalist arrives from the east.
  
  > go south
  A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.
  
  A large fountain burbles lackadaisically here.
  
  The Fatalist arrives from the north.
  
  > go to the west
  Inauspiciously surrounded by narrow apartment buildings lies what must be the city dump. The deep, still moat surrounding the palace lies to the south, apparently untroubled by its proximity to mouldering trash. Things smell a bit better to the east.
  
  A huge mound of trash sits here, beset by flies.
  
  You can also see an old bone here.
  
  The Fatalist arrives from the east.
  
  > ask the man about the bone
  The Fatalist gives a long and in-depth explanation that, while presumably educational, is nevertheless fundamentally irrelevant.
  
  > go to the east
  A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.
  
  A large fountain burbles lackadaisically here.
  
  The Fatalist arrives from the west.
  
  > Go south
  Marble steps lead up to an ornately-carved entryway. Below them on either side sits a stagnant moat.
  
  An open portcullis leads into the palace to the south.
  
  A guard wearing a helmet blocks the way in.
  
  The Fatalist arrives from the north.
  
  > give the valence to the pen
  The pen's weight of dharma is insufficient to have strong valence.
  
  > go north
  A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.
  
  A large fountain burbles lackadaisically here.
  
  The Fatalist arrives from the south.
  
  > ask the man about the letter
  The Fatalist gives a long and in-depth explanation that, while presumably educational, is nevertheless fundamentally irrelevant.
  
  > give the valence to the parchment
  The piece of parchment's weight of dharma is insufficient to have strong valence.
  
  > inspire the man to forge the letter
  You focus the power of Harmony on the Fatalist.
  
  The Fatalist does not respond.
  
  > ask the man about Queen
  "Having lost the Jewel of All Desiring, the royalty of Raif has become vampiric, treacherous, cold-blooded and bloodthirsty monsters. They have elected to help in the discovery of the Jewel. Setting forth without their blessing would be unimaginably improper."
  
  > ask the man about Jewel
  "The Jewel of All Desiring is that sleeper that dreams inwards, that inverted oyster, that creature that we name God the Shaper, God the Maker, Lord—
  
  "And it has not yet begun to shape the world.
  
  "The jewel is a pearl of infinite layers and subtleties and its possessor may obtain everything that they desire.
  
  "For uncounted æons it was in the hands of the Kings and Queens of Raif. Never did they wish.
  
  "Never did they fulfill the destiny of the jewel.
  
  "Who would want to obtain everything that one desires?"
  
  > should write the letter on the parchment
  You focus the power of Harmony on the Fatalist.
  
  He tries to forge a letter from the queen.
  
  > Go west
  Inauspiciously surrounded by narrow apartment buildings lies what must be the city dump. The deep, still moat surrounding the palace lies to the south, apparently untroubled by its proximity to mouldering trash. Things smell a bit better to the east.
  
  A huge mound of trash sits here, beset by flies.
  
  The Fatalist arrives from the east.
  
  > Wish
  I'm not sure that's going to do you much good without the Jewel of All Desiring. (As a Wisher, your main abilities are to use Harmony to inspire people to do things and to take valence from things with high valence and give said valance to other things.)
  
  > give the letter to you
  The Fatalist gives the forged letter to you.
  
  > show the bone to Fatalist
  The Fatalist is unimpressed.
  
  > ask the man for the pen
  The Fatalist gives the pen to you.
  
  > ask the man for the parchment
  The Fatalist gives the piece of parchment to you.
  
  > write on the parchment
  You try to forge a letter from the queen.
  
  > examine the letter
  A piece of parchment with "a letter from the queen" written on it.
  
  > go north
  A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.
  
  A large fountain burbles lackadaisically here.
  
  The Fatalist arrives from the south.
  
  > go to the north
  A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.
  
  The gate to the north is open.
  
  The Fatalist arrives from the south.
  
  > go to the north
  You walk through the open gate.
  
  A large gate guards entrance into the city.
  
  The gate to the south is open.
  
  A guard stands here, watching you.
  
  The Fatalist arrives from the south.
  
  > Go north
  The road approaches the imposing gate to the south. To the north is the crossroads.
  
  The Fatalist arrives from the south.
  
  > go north
  You stand on a dusty crossroads in the Kingdom of Raif. The road leads south, west, and beith.
  
  A signpost stands nearby.
  
  The Fatalist arrives from the south.
  
  > Beith
  The road here winds erratically before coming to a ford, beith of you. The water is flowing too rapidly to allow for safe passage. This surfeit of water has also done a number on the condition of the road, in contrast to its dusty condition back towards the crossroads.
  
  There is a large anvil with a sword sticking out of it by the side of the road.
  
  The Fatalist arrives.
  
  > look at the ANVIL
  A heavy iron anvil. An inscription reads, "Only one with the blood of an angel may take this sword."
  
  In the anvil is a sword.
  
  The Fatalist says, "Hmm, that anvil has strong truth."
  (The Fatalist can manipulate truth. Try "Fatalist, TAKE TRUTH FROM ANVIL" or "Fatalist, GIVE TRUTH TO ANVIL".)
  
  > take the truth from the ANVIL
  The anvil now has normal truth.
  The Fatalist now has an amorphous quality of truth.
  
  > examine the letter
  A finely-written letter of invitation from the queen.
  
  The Fatalist says, "Hmm, that forged letter has strong truth."
  
  > Inventory
  You are carrying:
  a forged letter
  a pen
  an old bone
  some valence
  
  > take the ANVIL
  That's too heavy to lift.
  
  > look
  The road here winds erratically before coming to a ford, beith of you. The water is flowing too rapidly to allow for safe passage. This surfeit of water has also done a number on the condition of the road, in contrast to its dusty condition back towards the crossroads.
  
  The Fatalist is here.
  
  There is a large anvil by the side of the road.
  
  > Beith
  The river is too quick and too cutting.
  
  > Back
  You stand on a dusty crossroads in the Kingdom of Raif. The road leads south, west, and beith.
  
  A signpost stands nearby.
  
  The Fatalist arrives from the beith.
  
  > go south
  The road approaches the imposing gate to the south. To the north is the crossroads.
  
  The Fatalist arrives from the north.
  
  > Go south
  A large gate guards entrance into the city.
  
  The gate to the south is open.
  
  A guard stands here, watching you.
  
  The Fatalist arrives from the north.
  
  > go south
  You walk through the open gate.
  
  A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.
  
  The gate to the north is open.
  
  The Fatalist arrives from the north.
  
  > Go south
  The guard looks at your letter carefully, then motions you through.
  
  A towering room decorated with mosaics in gold and gems.
  
  An open portcullis leads north.
  
  Sitting on a throne is the Queen of Raif, sipping blood out of a jeweled goblet.
  
  Next to the queen stand several well-armed guards.
  
  On a balcony an archer keeps careful watch.
  
  The Fatalist arrives from the north.
  
  > examine Queen
  Before you can do anything, the Queen gives you a hard stare. "Having lost the Jewel of All Desiring, we royals of Raif have elected to help in its discovery by those worthy of it. I am unsurprised that you have come to seek my blessing.
  
  "However, you bear none of the signs of the prophecy and are unquestionably unworthy. How dare you defile my halls like this?" She motions to the guards. "Throw them in a cell until my son gets back. Wishers give me heartburn, and that Fatalist hardly looks like a good meal."
  
  The guards waste no time carrying out her instructions.
  
  A damp cell with slimy stone walls.
  
  The Fatalist is here.
  
  Steel bars block the exit to the east.
  
  A scarred woman sits in the corner.
  
  > examine the woman
  She looks rather wan and hungry, but she is clearly recognizable as a Theurgist.
  
  > ask the woman about herself
  "My name is Theresa. I am a Theurgist.
  
  "But right now I'm mostly a prisoner. Of this cell, and of my guilt."
  
  > ask the woman about the guilt
  "I used Theurgy in anger to immure someone deep within the world. I am rightly guilty of murder."
  
  > ask the woman about the murder
  Theresa shrugs absently.
  
  > inspire woman to follow yourself
  You focus the power of Harmony on Theresa.
  
  "Well, then, I find my heart has moved. I will join you."
  The woman smiles at you. "As a Theurgist, I have the power of Insight. I can see hidden truths through a deep understanding of the
  cosmos—and
  then bring them forth; essentially, if I believe an object should be a certain way I can make it that way. I can make boulders light and lead into gold."
  
  > look
  A damp cell with slimy stone walls.
  
  The Fatalist is here.
  
  Steel bars block the exit to the east.
  
  Theresa is here.
  
  > examine bars
  The steel bars are themselves exactly.
  
  > THERESA, ,LOOK AT BARS
  Theresa looks closely at the steel bars.
  
  > examine the walls
  The walls are made of stone blocks covered in a grimy green slime.
  
  > THERESA, ,EXAMINE WALLS
  Theresa looks closely at the wall.
  
  > open the door
  Theresa is unable to do that.
  
  > inspire Theresa to open the door
  You focus the power of Harmony on Theresa.
  
  Theresa is unable to do that.
  
  > inspire Theresa to lighten the bars
  You focus the power of Harmony on Theresa.
  
  Theresa does not respond.
  
  > make the bars light
  That requires command of the power of Insight.
  
  > make the bars light
  "I'm not sure I believe that should be the case. I don't want to risk Corrupt Insight."
  
  > make the door open
  "I could do that, easily. But I'm guilty of my crime. I should be locked up here. Using Theurgy to break free would be Corrupt Insight."
  
  > ask the man about the truth
  "Truth measures how real something is. Something that is strong in its truth is all but written in the book of the world--- an axiom of creation, a primal cause, a thing that makes ordinary rocks and trees pale into corollaries and lemmas. There is nothing more true or indisputable than this."
  
  > inspire Theresa to make the door open
  You focus the power of Harmony on Theresa.
  
  "I could do that, easily. But I'm guilty of my crime. I should be locked up here. Using Theurgy to break free would be Corrupt Insight."
  
  > examine Theresa
  She looks rather wan and hungry, but she is clearly recognizable as a Theurgist.
  
  > tell Theresa that we're not guilty
  "Ah, I see. You are a victim of this foul Queen. You do not deserve to be locked here. That changes things."
  
  > make the door open
  "Yes, it is not right for you to be confined here."
  The steel bars are now open, as if they had been that way all along.
  
  > go to the east
  A damp hallway lined with cells. Stairs lead up to the north.
  
  Steel bars stand open to the west.
  
  The Fatalist arrives from the west.
  
  Theresa arrives from the west.
  
  > Go upwards
  You seem to lack wings.
  
  > go north
  A beautiful garden with carefully-trimmed topiaries and rather unnerving statues. Doorways are open to the east and south. Across a short railing to the north lies the moat.
  
  You can see a fallen leaf here.
  
  The Fatalist arrives from the south.
  
  Theresa arrives from the south.
  
  > examine the leaf
  The fallen leaf is itself exactly.
  
  > look at statues
  The statues feature individuals of various species screaming in horror.
  
  > examine topiaries
  The topiaries depict dragons, chimerae, and wombats.
  
  > look at railing
  It's only three feet tall and should be easy climb.
  
  Theresa says, "I perceive strong mechanical support in that short easily-climbed railing."
  (Theresa can manipulate mechanical support. Try "Theresa, TAKE SUPPORT FROM SHORT EASILY-CLIMBED RAILING" or "Theresa, GIVE SUPPORT TO SHORT EASILY-CLIMBED RAILING".)
  
  > take the support from the railing
  The short easily-climbed railing now has normal mechanical support. Theresa now has an amorphous quality of mechanical support.
  
  > put support on the leaf
  Theresa is unable to do that.
  
  > Go north
  You are on a narrow muddy bank. A deep, still moat separates you from the main city to the north. To the south is the gardens.
  
  The Fatalist arrives from the south.
  
  Theresa arrives from the south.
  
  > Go north
  Given what you've heard about the royalty of Raif, you're not keen to try swimming. If only you had something you could ride across.
  
  > examine the leaf
  The fallen leaf is itself exactly.
  
  > drop the leaf
  Dropped.
  
  > Ride leaf
  As strange as it may seem, you successfully ride the fallen leaf across the moat with Theresa and the Fatalist.
  
  Inauspiciously surrounded by narrow apartment buildings lies what must be the city dump. The deep, still moat surrounding the palace lies to the south, apparently untroubled by its proximity to mouldering trash. Things smell a bit better to the east.
  
  A huge mound of trash sits here, beset by flies.
  
  You can also see some valence, an old bone, a pen, a forged letter, and a sword here.
  
  The Fatalist arrives from the south.
  
  Theresa arrives from the south.
  
  > examine the leaf
  The fallen leaf is itself exactly.
  
  Theresa says, "I perceive strong mechanical support in that fallen leaf."
  
  > look at the trash
  The mound of trash is itself exactly.
  
  > examine the bone
  Looks a bit gnawed on.
  
  > examine the pen
  The pen is itself exactly.
  
  > examine the letter
  A finely-written letter of invitation from the queen.
  
  The Fatalist says, "Hmm, that forged letter has strong truth."
  
  > ask Fatalist about the prophecy
  "Legend states that Vedic astrologers prophesied that the true Wisher would be bright green, bear a sword of lightning, and carry a representation of Ketu.
  
  "Of course, some say that this legend was created as a way of conveniently dismissing Wishers."
  
  > ask Fatalist about Ketu
  "Ketu, the Contemplation Planet, is the dragon's tail. It is an invisible planet, one of two key secret planets studied in Vedic astrology."
  
  > take all
  fallen leaf: Taken.
  valence: You now have an amorphous quality of valence.
  old bone: Taken.
  pen: Taken.
  forged letter: Taken.
  sword: Taken.
  truth: That requires command of the power of Knowledge.
  
  > go east
  A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.
  
  A large fountain burbles lackadaisically here.
  
  The Fatalist arrives from the west.
  
  Theresa arrives from the west.
  
  > examine the fountain
  A large fountain made of marble. The water is cloudy and has a slight putrid smell.
  
  > go to the north
  A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.
  
  The gate to the north is open.
  
  The Fatalist arrives from the south.
  
  Theresa arrives from the south.
  
  > go to the east
  A large, dimly-lit tavern. It smells of beer and blood.
  
  The Fatalist arrives from the west.
  
  Theresa arrives from the west.
  
  > Go west
  A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.
  
  The gate to the north is open.
  
  The Fatalist arrives from the east.
  
  Theresa arrives from the east.
  
  > Go north
  You walk through the open gate.
  
  A large gate guards entrance into the city.
  
  The gate to the south is open.
  
  A guard stands here, watching you.
  
  The Fatalist arrives from the south.
  
  Theresa arrives from the south.
  
  > look at the guard
  She's wearing chainmail and a steady frown.
  
  > look at the lever
  The guard blocks access to the lever.
  
  > go north
  The road approaches the imposing gate to the south. To the north is the crossroads.
  
  The Fatalist arrives from the south.
  
  Theresa arrives from the south.
  
  > go north
  You stand on a dusty crossroads in the Kingdom of Raif. The road leads south, west, and beith.
  
  A signpost stands nearby.
  
  The Fatalist arrives from the south.
  
  Theresa arrives from the south.
  
  > look at the signpost
  It points south. The lettering has been worn away by the wind.
  
  > go to the west
  Setting forth without the blessing of the royalty of Raif would be unimaginably improper.
  
  > Beith
  The road here winds erratically before coming to a ford, beith of you. The water is flowing too rapidly to allow for safe passage. This surfeit of water has also done a number on the condition of the road, in contrast to its dusty condition back towards the crossroads.
  
  There is a large anvil by the side of the road.
  
  The Fatalist arrives.
  
  Theresa arrives.
  
  > examine the ANVIL
  A heavy iron anvil. It used to have a sword stuck through it. An inscription reads, "Only one with the blood of an angel may take this sword."
  
  > put the truth in the sword
  (the Fatalist first taking the truth)
  The Fatalist is unable to do that.
  
  > get the truth
  The Fatalist is unable to do that.
  
  > check your inventory
  You are carrying:
  a sword
  a forged letter
  a pen
  an old bone
  some valence
  a fallen leaf
  
  > give the letter to Fatalist
  You give the forged letter to the Fatalist.
  
  > get the truth
  The forged letter now has normal truth.
  The Fatalist now has an amorphous quality of truth.
  
  > get the truth from the ANVIL
  The anvil now has normal truth.
  The Fatalist now has an amorphous quality of truth.
  
  > examine sword
  The sword is itself exactly.
  
  The Fatalist says, "Hmm, that sword has strong truth."
  
  > take the truth from the sword
  The sword now has normal truth.
  The Fatalist now has an amorphous quality of truth.
  
  > examine ANVIL
  A heavy iron anvil. An inscription reads, "Only one with the blood of an angel may take this sword."
  
  In the anvil is a sword.
  
  The Fatalist says, "Hmm, that anvil has strong truth."
  
  > ask the man about the angel
  "They're not as rare as you'd think. I saw one get arrested in a tavern brawl just the other day."
  
  > get the truth
  The anvil now has normal truth.
  The Fatalist now has an amorphous quality of truth.
  
  > Back
  You stand on a dusty crossroads in the Kingdom of Raif. The road leads south, west, and beith.
  
  A signpost stands nearby.
  
  The Fatalist arrives from the beith.
  
  Theresa arrives from the beith.
  
  > Go south
  The road approaches the imposing gate to the south. To the north is the crossroads.
  
  The Fatalist arrives from the north.
  
  Theresa arrives from the north.
  
  > Go south
  A large gate guards entrance into the city.
  
  The gate to the south is open.
  
  A guard stands here, watching you.
  
  The Fatalist arrives from the north.
  
  Theresa arrives from the north.
  
  > go south
  You walk through the open gate.
  
  A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.
  
  The gate to the north is open.
  
  The Fatalist arrives from the north.
  
  Theresa arrives from the north.
  
  > go to the east
  A large, dimly-lit tavern. It smells of beer and blood.
  
  The Fatalist arrives from the west.
  
  Theresa arrives from the west.
  
  > look at blood
  Using your nose, you find a bloody rag.
  
  It looks like it was used to mop up a pool of blood.
  
  > look at the rag
  It looks like it was used to mop up a pool of blood.
  
  > Go west
  A wide, well-traveled road leads south from the gate. It seems strangely devoid of traffic. A tavern with a sign possibly resembling an ur-toad stands to the east.
  
  The gate to the north is open.
  
  The Fatalist arrives from the east.
  
  Theresa arrives from the east.
  
  > Go north
  You walk through the open gate.
  
  A large gate guards entrance into the city.
  
  The gate to the south is open.
  
  A guard stands here, watching you.
  
  The Fatalist arrives from the south.
  
  Theresa arrives from the south.
  
  > take the sword
  A bright ray of light shines down from the heavens, and an unseen chorus chants melodiously.
  
  Taken.
  
  > look
  The road here winds erratically before coming to a ford, beith of you. The water is flowing too rapidly to allow for safe passage. This surfeit of water has also done a number on the condition of the road, in contrast to its dusty condition back towards the crossroads.
  
  Theresa is here.
  
  The Fatalist is here.
  
  There is a large anvil by the side of the road.
  
  > take the truth from the ANVIL
  The anvil now has normal truth.
  The Fatalist now has an amorphous quality of truth.
  
  > Back
  You stand on a dusty crossroads in the Kingdom of Raif. The road leads south, west, and beith.
  
  A signpost stands nearby.
  
  The Fatalist arrives from the beith.
  
  Theresa arrives from the beith.
  
  > go south
  A large, tree-lined square sits before the grand steps of the royal palace, which stands ominously to the south. The main road leads north. A dirtier road leads west.
  
  A large fountain burbles lackadaisically here.
  
  The Fatalist arrives from the north.
  
  Theresa arrives from the north.
  
  > Go west
  Inauspiciously surrounded by narrow apartment buildings lies what must be the city dump. The deep, still moat surrounding the palace lies to the south, apparently untroubled by its proximity to mouldering trash. Things smell a bit better to the east.
  
  A huge mound of trash sits here, beset by flies.
  
  The Fatalist arrives from the east.
  
  Theresa arrives from the east.
  
  > Ride leaf
  As strange as it may seem, you successfully ride the fallen leaf across the moat with Theresa and the Fatalist.
  
  You are on a narrow muddy bank. A deep, still moat separates you from the main city to the north. To the south is the gardens.
  
  The Fatalist arrives from the north.
  
  Theresa arrives from the north.
  
  > look at what you're carrying with you
  You are carrying:
  a fallen leaf
  a sword
  a bloody rag
  a pen
  an old bone
  some valence
  
  > Go south
  A beautiful garden with carefully-trimmed topiaries and rather unnerving statues. Doorways are open to the east and south. Across a short railing to the north lies the moat.
  
  The Fatalist arrives from the north.
  
  Theresa arrives from the north.
  
  > examine topiaries
  The topiaries depict dragons, chimerae, and wombats.
  
  > cut the topiaries
  Cutting them up would achieve little.
  
  > look at statues
  The statues feature individuals of various species screaming in horror.
  
  > ask the man about the statues
  The Fatalist gives a long and in-depth explanation that, while presumably educational, is nevertheless fundamentally irrelevant.
  
  > ask the man about Ketu
  "Ketu, the Contemplation Planet, is the dragon's tail. It is an invisible planet, one of two key secret planets studied in Vedic astrology."
  
  > go to the east
  A towering room decorated with mosaics in gold and gems.
  
  A closed portcullis blocks the way north.
  
  Sitting on a throne is the Queen of Raif, sipping blood out of a jeweled goblet.
  
  Next to the queen stand several well-armed guards.
  
  On a balcony an archer keeps careful watch.
  
  The Queen looks down at you with a bored expression. "You have returned. You did better than I thought you would. Remain here as my guests until my son gets back, or until I get particularly hungry. I will overlook your failure to give a proper guest's tribute, and I will even give you leave to attempt to prove yourself worthy. You will fail, of course. You are not the one kissed by prophecy.
  
  "Oh, and don't think of trying your mystical powers. My guards are instructed to kill anyone who does so."
  
  The Fatalist arrives from the west.
  
  Theresa arrives from the west.
  
  > look at Queen
  The Queen is herself exactly.
  
  > look at the guards
  The well-armed guards are themselves exactly.
  
  > look at the archer
  The archer is himself exactly.
  
  > examine the portcullis
  The portcullis is itself exactly.
  
  > ask man about the tribute
  "Royalty expect golden jeweled treasures, I'm sure. But even then, taste and appropriateness are hard to judge."
  
  > inspire Queen to give the blessing to yourself
  To talk to someone, try "someone, hello" or some such.
  
  > should give the blessing to you
  You focus the power of Harmony on the Queen.
  
  The guards kill you without hesitation.
  
  > should shoot Queen
  You focus the power of Harmony on the archer.
  
  The guards kill you without hesitation.
  
  > give the rag to Queen
  "That's hardly a gift worthy of the royalty of Raif. Frankly, it's insulting."
  
  > go west
  A beautiful garden with carefully-trimmed topiaries and rather unnerving statues. Doorways are open to the east and south. Across a short railing to the north lies the moat.
  
  The Fatalist arrives from the east.
  
  Theresa arrives from the east.
  
  > go to the south
  A damp hallway lined with cells. Stairs lead up to the north.
  
  Steel bars stand open to the west.
  
  The Fatalist arrives from the north.
  
  Theresa arrives from the north.
  
  > go west
  A damp cell with slimy stone walls.
  
  Steel bars stand open to the east.
  
  The Fatalist arrives from the east.
  
  Theresa arrives from the east.
  
  > make the pen invisible
  The pen fades from sight.
  
  > go to the east
  A damp hallway lined with cells. Stairs lead up to the north.
  
  Steel bars stand open to the west.
  
  The Fatalist arrives from the west.
  
  Theresa arrives from the west.
  
  > Go north
  A beautiful garden with carefully-trimmed topiaries and rather unnerving statues. Doorways are open to the east and south. Across a short railing to the north lies the moat.
  
  The Fatalist arrives from the south.
  
  Theresa arrives from the south.
  
  > Go east
  The Queen gasps. "You bear the signs of prophecy! There is no escaping it. I must give you my blessing, and resign myself to a world that exists."
  
  With the blessing of the royalty of Raif, you are free to proceed on your journey.
  
  You proceed to Tin 'An, the calcifying city. You evade the Axeman and pay your respects to the Duke and the Foremost Scribe. You learn much here, though the existence of such a dying city is a weight upon your concept of the world you seek to have created.
  
  You travel among the savage peoples, who must pay horrible prices to survive. Your time there redoubled the questions about why the world born from your wish would require such painful compromises.
  
  You make inquiry among the fairies. They are beautiful and magical and tragic. They do not exist. You nevertheless find profound secrets lurking in their stories.
  
  You visit the sun. Great continent-sized fortresses of dark stone drift there: the homes of thieves and blackguards too notorious to live within the dreaming kingdoms. To sail on its surface is absolute torment, but still you find something of value there.
  
  No paths lead to the Dragons of the Deeps. They are impossible to find. Yet, encounter them you do. They are deepness and greatness and inspiration and they war against the shadow. It might have been for them to eat you, but you were not there for their teeth to find.
  
  You travel to the golden meadows under the world. There, you find the ur-toads. They are insanely cool, dreadful, and awe-inspiring. They are mysterious and sagacious. They kill you, and thus end your journey.
  
  Except it is then, in the afterlife, that you find Tiresias, Seer of Thebes. He tells you that the Jewel of All Desiring is not in the world, nor above, nor below it, nor outside it in any direction.
  
  And thus, you have come, the three of you, boon companions all, to this place, a surfeit of the void, a spaceless space both before and after the world. You are at your journey's end. There is but one task left: to wish upon the jewel.
  
  There is nothing all around you, save for raw prameya stripped of danda and your companions.
  
  Theresa is here.
  
  The Fatalist is here.
  
  Floating before you is the Jewel of All Desiring.
  
  > look at Jewel
  It is a celestial jewel that contains all that is, was, and will be within its facets.
  
  > check your inventory
  You are carrying:
  Spring's Root
  a cloak of breezes
  a battery-powered brass lantern
  an obsidian knife
  some empty gallon cans of blood
  
  > examine the Spring 's root
  Spring's Root is itself exactly.
  
  > examine the cloak
  The cloak of breezes is itself exactly.
  
  > examine the lantern
  The battery-powered brass lantern is itself exactly.
  
  > examine the knife
  The obsidian knife is itself exactly.
  
  > look at the cans
  The empty gallon cans of blood are themselves exactly.
  
  > wish upon Jewel
  Theresa nods at you as you grasp the jewel tightly. "Go ahead. You have proven yourself worthy."
  
  You hold the jewel and form your intent, radiance from the jewel emerging the Fatalist, who shall form the firmament of the world.
  
  But before you can conceptualize your wish, shadowy flames emerge from the void and surround you. You find your thoughts thrown back to your decisions and their nature.
  
  Was it correct to force the gate guard to disobey her Queen and then leave her to face that Queen's wrath?
  
  > No
  Was it correct to win the Fatalist's loyalty with the power of Harmony?
  
  > No
  Was it correct to remove the Valence from the fountain, leaving the townspeople to depend on polluted water?
  
  > Yes
  Was it correct to forge a letter to gain access to the Queen under false pretenses?
  
  > Yes
  Was it correct to have Theresa use theurgy to break out of the cell, despite her guilt?
  
  > No
  Was it correct to remove the mechanical support from the railing, creating a safety hazard?
  
  > No
  Was it correct to assume the signs of prophecy to obtain the Queen's blessing?
  
  > Yes
  Was it correct to never even ask the Fatalist's name despite your long journey together?
  
  > Yes
  Is it correct to create the world, with its vampiric queens and calcifing cities and horrible compromises, with its beasts and murderers, with its pain and death and suffering?
  
  > No
  Apparently satisfied with your answers, the shadowy flames disperse.
  
  And then, emanating from the body of the Fatalist, you see the Dreaming Kingdoms you have always known grow and kindle, unmistakably real, until they encompass all.