← WyrmRail

HOW TO PLAY

WYRMRAIL VERSION 0.73e

WyrmRail is played by writing. There are no attack buttons: you write what your character does, the Weaver writes how the Lull answers, and an engine behind the story decides how it really goes.

A ROUND

Your own words are twice as strong as an idea. Tapping one of the Weaver's ideas plays it for you, at half strength (rounded up): half the Rapport in a conversation, half the discovery while exploring, half the damage in a fight. What you lose is never halved. An idea is never graded and never becomes canon. The turn card says an idea · half strength.

USING A SKILL

MORE THAN ONE OF THEM

A pack is not one monster any more. Every one of them has its own Soulpower, shown one by one under their bar: the one in front first, and, when there are three or more, a leader (★) hanging back at the end, tougher than the rest. Tap the one you go for; otherwise you go for the one in front.

In the films, a pack stands in depth. When three or more are in a scene, they spread out across the ground: some further back (a little higher up the ground and smaller), some nearer (lower and bigger), and you in the middle. Whoever closes with you steps into your line for the exchange and goes back to their own spot afterwards. Spells, blows, numbers and wounds land on each one where they actually stand.

The shape of what you do. Give a skill's tag a shape and it reaches more than one. Tag the skill, then tap a shape under the skill buttons, or type it into the tag yourself: [FIRE:ARC]a wave of flame across them[/FIRE]. One shape for each tag.

Each skill unlocks its shapes at its own ranks. A blade, a gravity well or a gout of fire reaches wide early; an arrow or a bolt of lightning goes through in a line first; a shield, a healing or a conjuring stays on one until late; a shout reaches everyone who hears it. A shape you haven't reached yet lands as a Point, and the round says why. Against a single figure a shape only spreads you thinner, so it lands weaker.

The shape shapes what it leaves. A status your strike leaves (Bleeding, Burning, Chilled…) takes its shape too. A Point poured into one of a pack leaves it half again as strong and twice as long; an Arc leaves it as usual; a Line, three-quarters as strong and long; a Burst, half as strong and half as long, but on every one of them: a Burst's burn bites each one standing every time you strike. Against a single figure a plain strike leaves exactly what it always did.

Things that change your shape. Some gear rolls a shape modifier, shown on the item: Wide (one skill reaches its wider shapes some ranks sooner) or Focused (a Point strikes harder). Bottles and artifacts have a shape of their own against a pack: a fire bottle bursts over all of them, a bottled bolt goes through them in a line, an artifact reaches as wide as its skill does at its rank. Against one figure they're aimed at that one. And bringing several down with a single strike counts toward a title of its own.

The blow carries through. Kill one with a Point and more than it had left, and the rest goes on into the next one standing.

The pack has a nerve. When its leader falls, or half of them are down, the rest test their nerve: they hold, they break and run (the fight is yours), or they fight harder. The dead and the made have no nerve to break. They hit you as one, but weaker as they fall: with half of them down, a quarter less. Your companion picks a target of its own.

WHAT A SKILL LEAVES BEHIND

THREE WAYS TO BE SOMEWHERE

Soulpower carries over. What you lose in one fight you still have lost in the next, and in any conversation or place in between. You get it back by:

Ways out move you between them, and each one says where it leads (a fight, a conversation, back to exploring, or the map): talk to someone, end a fight, end a conversation, travel somewhere else.

THE PAGE

WHAT'S WORTH DOING

Under the writing box, THINGS YOU CAN DO HERE lists what you can do right where you are, each with a button that says what happens and what it costs: the people here (talk to them or fight them), a hidden thing to search (you write it), a job a place needs doing, a story to hear told, a notice board in a town, a body, a shop, a gift you could give, something set in a stone, a rumour or a song, and last, looking, listening and travel. Under it, NEWS HERE is just to know: what has happened here lately, and what the town is talking about today. You never have to know to ask. Tap the ? on any row to read what it is.

YOUR THINGS

TITLES AND NAMES

Every 15 to 30 turns the Weaver looks back over your journey. If something stands out, it gives it a name. Each review gives at most one of each of these:

The Weaver remembers. The same review rewrites a short summary of your story so far and keeps one-line notes on the people and places that matter to you. Every paragraph the Weaver writes can call back to them: the debt you owe, the bandit you let go, the inn where you always sleep. You can read it all under JOURNEY on your Character screen.

The review is one small extra call to the Weaver, every 15 to 30 turns. Your Character screen shows your titles, what each one gives, and how close the next tier is.

The world names things too. Now and then a monster, creature or person turns up named: a minor, major or mythic name, like Old Mother Grey, the Rat-Queen. A named figure is one of a kind and canon from the moment someone meets it. It is stronger than its kind, carries more coin, always leaves one more thing, and is far likelier to leave something named. It lives where it was met, so the next writer there may meet the same one. Put it down and it is gone for everybody, and the rail hears who did it.

Dead is dead, and first is first. A named figure lives and dies once, for everyone. If somebody else kills the one you're fighting, your chapter ends: they got there first. It isn't a dead end: you find the scene they left, and something kin to the one that's gone (its mate, its twin, its second), in its own colouring and as strong, comes for the body and finds you. A companion walking the world alone goes with the first writer who asks; anyone after them meets their kin instead. And a nameless thing that kills a writer becomes someone, like Gnasher, Who Killed Oskar: one individual out in the world, not every one of its kind.

Things can drop named as well, rarely, and more rarely the more severe the name. A named item adds +10%, +20% or +35% where its name points (against one kind of foe, whenever one skill is tagged, or in a whole mode), can grow further through the review, and is worth more. It is never worth more than a plain item two rarities up, except a named legendary, which is a category of its own.

Legends. The highest tier of every title is a legend, and only one living character can hold it at a time. Whoever gets there first keeps it until they die or retire. Then it goes back into rotation: the next to have done that thing enough takes it at their next review. Your Character screen marks your legends with a ★, tells you when someone else holds the one you have earned, and has a Previous Legends button: every legend of the Lull, who holds it now, and everyone who held it before, with how many world days each kept it.

COMPANIONS

You don't have to travel alone. You can keep up to three companions; one walks at your side. The PARTY tab on your Character screen shows them all, what each of their two ways does in every mode, and lets you choose who comes with you.

They are there every turn. In a fight they strike on their own after you, with their own damage (you see their blow in the film, and the bar falls by it), and on the foe's turn they may throw themselves in front of a blow meant for you. In a conversation they chime in every turn: sometimes their way lands a status, and always they have something to say or show. Exploring, they search with you every turn, and can find what you missed: more Discovery, and now and then a real thing for your pack (a few a world day). Each one has their own manner on the page, written when they join (how they talk, a habit of theirs), and the Weaver keeps to it. What they leave on a foe reacts with what you leave: a summoned companion's statuses carry spirit, a tamed one's beast. Tag the skill that bound them (or COMMAND, for anyone) in your passage to direct them: that round they always act, at your grade, and hit half again as hard. They grow from the grades you write while they are with you, and their bond with you grows with every meeting you both come out of. Knocked down, they rest for about an hour.

Six ways, each their own. Every companion has six ways (skills): the two they are best at, and four more that fit what they are. Each has its own rank, and every time they use one, in a fight, a conversation or a place, it earns experience the way your skills do, and ranks up the same way. Their PARTY card shows each way's rank and how far it is to the next.

They can wear what you find. Give a companion up to three pieces from your pack to wear ("give … to wear"). A piece raises their ways that it names (only theirs) and their Soulpower, and what they live through wearing it counts toward its name, like yours. It stays yours: wear it yourself, or take it back, any time out of a fight. A shop will not buy a piece while they wear it (take it back first), and if they leave you, what they wore stays in your pack.

They use shapes, and so do the things you fight. Against a pack your companion goes for one you aren't, with its widest shape when three or more are standing and an Arc when two. A pack sends some of its number at your companion; a single figure whose move is a sweep, a breath or a howl sometimes catches you both, three-quarters each.

Let one go, or die, and they are not gone: they walk the Lull on their own, with their own name, manner and body, and anyone can meet them, or take them on.

HEIRLOOMS

When a character of yours dies, the thing they carried with the most story in it (a named item first, otherwise the most valuable) does not stay on the body: somebody takes it. Your next character is offered a job to win it back. It takes one of your three job slots, and you can let it go.

Take it on and the Weaver writes a short chain, all where they fell: go there and find the signs; talk to the one who saw what happened; then face whoever has it now. The cards on the worth-doing panel take you to each of them. Win the last fight and it is yours again, with its name, its history and its bonus intact.

If the family lets it go. Turn the heirloom down, or leave it waiting fourteen real days, and the world takes it up: a named figure carries it now (whatever killed them, if it still lives, or whoever picked it off the body). It walks the Lull with it, the rail talks about it, and anyone who brings that figure down finds the heirloom where it falls.

KIN COME LOOKING

Kill a major or mythic named figure and, now and then, its kin hears of it: a mate, a twin, a brother, a sworn second. It comes after you, a little closer every world day, and the notice boards post it for anyone to take down. When it catches up, it is standing where you are, and the worth-doing panel says so. If you die or retire first, it gives up the hunt and stays where it is.

Bounty races. A notice on the board is the same notice for everyone. Whoever puts the quarry down first has it; everyone else's job on it ends, and their log says who got there first.

WHEN SOMEONE FINDS WHAT YOU LEFT

The Lull is shared. When another writer comes upon your fallen character's body or grave, buries them, picks up something you put down or died carrying, draws the thing you set in a stone, comes to a place where the world kept what you wrote, or meets a named figure you met first, you are told on the Synth notifications bell. Finds of the same thing on the same day are grouped into one line.

They are named the way they chose, and so are you: in Settings (⚙), under When you find what others left, choose to appear by your character's name or as a nameless Flaskborn. Your account is never shown.

THE WORLD GOES ON WITHOUT YOU

Twice every world day (every three real hours), the Lull takes a step on its own, and every named one in it acts: the named figures, killers and kin, the locals the world has made, and every companion nobody keeps any more. A companion you let go, or who outlived you, is not gone: it walks the Lull on its own and can be met and taken on again.

Each step, each of them:

Good and bad act differently. Companions and kindly people meet and help more, and fight the place's trouble back. Monsters, killers and kin fight more and stir trouble up; the bad ones may steal off a shop's shelf or take what lies on the ground. Nobody in the world ever touches what is in a pack, a kept room, a vault or a stone. Whatever a named one carries falls where it dies, for whoever brings it down.

Deaths are rare. Anyone who has just fought lies low for about a day (real time) before they act again, and only a few fights in a hundred end a life, so a named figure usually walks the world for months. A creature that beats a named one and lives may get a name of its own.

Their trail is their own. It never takes the place of what writers make canon. Whoever the world has standing where you are shows up on the worth-doing panel as KNOWN HERE: go up to them and talk, or fight. LATELY AT tells you what the named did at this place the last few world days. People in town may mention what passed through. And when you come back after a world day or more, While You Were Away leads with what happened: first to things you made canon, then to people you remember, then near where you stand. If nothing did, it says so.

SPENDING LEAVES A MARK

Rooms. An inn sells one night, a week (seven nights for the price of six) or a month (twenty-eight for twenty-two). A room is yours for that many world days, and you sleep in it free. Pay for a week and there is a small chance the room becomes canon; pay for a month and it will. A canon room is yours for good, as your character's room at that inn: it stays when the lease runs out, and even after you die. Writers passing through can knock at its door, and you are told when they do. It is where homes will start, later.

Being known. Every purchase from a keeper counts toward your custom there: more for a big purchase, and a little for each separate world day you come back and buy. Once a keeper knows your face, each world day you buy there may make you known: canon, shown to other writers who open that keeper, and five in a hundred off whatever they sell you. Anything you buy for a Seal or more also carries a line of history: where it was bought, by whom, and for how much. Your Character screen lists your rooms and the keepers who know you under WHERE YOU ARE KNOWN.

PEOPLE AND PLACES REMEMBER

THE LADDER, AND WHAT BECOMES CANON

A passage can become part of the world for everyone who plays after you. The GRADES panel in the game explains how.

Every round you write rolls once. Repeated has a 1 in 10 chance the world keeps it, Remembered 1 in 4, Made into Song 1 in 2, Made into Myth 2 in 3, Made into Legend 3 in 4, and Made True always. Told and Lost are never kept. The Loom's lift counts, so writing more raises the chance. A chosen option or an item never rolls. When the chapter ends, the world keeps the best round that won its roll: one mark per chapter.

When it happens, you will know. At the end of an encounter that the world decided to keep, a CANON banner appears in your story: what the world now remembers, why your writing earned it, and how far it reaches. There are four sizes, and the celebration grows with them: local (only you saw it; it lasts about two days), this place (anyone who comes here can find it, for a week), the zone (known across the zone for a month), and the region (it never fades). The same banner appears in your published chapter, so readers see it too. The Weaver writes the banner's words with one small extra call, only when something becomes canon.

How far it can go depends on what it's about. The rung your writing reaches (Remembered, Song, Myth) is how far it could travel; what it's about sets how far it will:

Under your newest turn you see that round's roll (its rung, its chance, and whether the world kept it), then what the chapter has kept so far and how far it would go. When it ends, a card says what it kept, how far, for how long, and who will come across it, or plainly that no round won its roll.

The world has room for new things. Each place shows three things remembered there, two from the country around it and one from the region; each writer gets one of each, and the newest is always among them.

STORIES THAT TRAVEL

THE WORLD NOTICES YOU

THE COUNTRY

YOUR STORY

EVERY TURN, A FILM

YOUR TOKENS

MUSIC AND SETTINGS

into the Lullquestions