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	<id>https://wildermyth.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Annie</id>
	<title>Wildermyth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wildermyth.com/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Annie"/>
	<link rel="alternate" type="text/html" href="https://wildermyth.com/wiki/Special:Contributions/Annie"/>
	<updated>2026-04-09T22:43:07Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wildermyth.com/w/index.php?title=Biome&amp;diff=11237</id>
		<title>Biome</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Biome&amp;diff=11237"/>
		<updated>2018-08-22T14:36:04Z</updated>

		<summary type="html">&lt;p&gt;Annie: Created page with &amp;quot; == Biomes ==  All tiles on the overland map have a biome. The current biomes are: *Field *Forest - coniferous *Forest - broadleaf *Swamp *Foothills *Water (players can&amp;#039;t trav...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Biomes ==&lt;br /&gt;
&lt;br /&gt;
All tiles on the overland map have a biome. The current biomes are:&lt;br /&gt;
*Field&lt;br /&gt;
*Forest - coniferous&lt;br /&gt;
*Forest - broadleaf&lt;br /&gt;
*Swamp&lt;br /&gt;
*Foothills&lt;br /&gt;
*Water (players can&amp;#039;t travel here)&lt;br /&gt;
*High mountains (players can&amp;#039;t travel here)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Environments ==&lt;br /&gt;
&lt;br /&gt;
When a mission happens on a tile, that mission takes place in an environment. The environment will be the same as the biome, with a few exceptions:&lt;br /&gt;
*Field&lt;br /&gt;
*Forest (eventually coniferous &amp;amp; broadleaf)&lt;br /&gt;
*Swamp&lt;br /&gt;
*Foothills&lt;br /&gt;
*Cave&lt;br /&gt;
*Dungeon&lt;br /&gt;
*Town&lt;br /&gt;
&lt;br /&gt;
An environment may be in the wilderness, or it may contain a [[site]]. The site determines the layout of the map, what types of scenery and furniture are found there, and what resources the players may gain from securing it.&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Hook&amp;diff=513</id>
		<title>Hook</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Hook&amp;diff=513"/>
		<updated>2018-05-17T15:09:05Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A powerful marker that changes how the [[character]] might interact with [[event]]s, and also acts as a seed for the character to undergo a specific [[quest]]; applied by [[history]] and sometimes events. Hooks are fundamentally just [[aspect]]s with a special naming convention and some extra tooling around them.&lt;br /&gt;
&lt;br /&gt;
Heroes start the game with 3 hooks, which are specific character aspects and often take the form of a personality flaw or quirk.&lt;br /&gt;
&lt;br /&gt;
Brash&lt;br /&gt;
&lt;br /&gt;
Brokenheart&lt;br /&gt;
&lt;br /&gt;
Clown&lt;br /&gt;
&lt;br /&gt;
Creative&lt;br /&gt;
&lt;br /&gt;
Curious&lt;br /&gt;
&lt;br /&gt;
Darkheart&lt;br /&gt;
&lt;br /&gt;
Destiny&lt;br /&gt;
&lt;br /&gt;
Distant&lt;br /&gt;
&lt;br /&gt;
Dreamer&lt;br /&gt;
&lt;br /&gt;
Flirt&lt;br /&gt;
&lt;br /&gt;
Gritty&lt;br /&gt;
&lt;br /&gt;
Inhabited&lt;br /&gt;
&lt;br /&gt;
Integrity&lt;br /&gt;
&lt;br /&gt;
Literary&lt;br /&gt;
&lt;br /&gt;
Loyal&lt;br /&gt;
&lt;br /&gt;
Lucky&lt;br /&gt;
&lt;br /&gt;
Mysterious&lt;br /&gt;
&lt;br /&gt;
Nostalgic&lt;br /&gt;
&lt;br /&gt;
Physical&lt;br /&gt;
&lt;br /&gt;
Potential&lt;br /&gt;
&lt;br /&gt;
Proud&lt;br /&gt;
&lt;br /&gt;
Shame&lt;br /&gt;
&lt;br /&gt;
Slacker&lt;br /&gt;
&lt;br /&gt;
Thorny&lt;br /&gt;
&lt;br /&gt;
Wanderlust&lt;br /&gt;
&lt;br /&gt;
Weird&lt;br /&gt;
&lt;br /&gt;
Wildheart&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Character_Sheet&amp;diff=434</id>
		<title>Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Character_Sheet&amp;diff=434"/>
		<updated>2018-02-28T16:14:15Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CharacterSheet_gear.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Everything you could possibly want to know about your heroes. Some of the stuff in here is still cheaty-debuggy.&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Your heroes start out with some story lines and gain more as things happen to them. These story lines affect their [[stats]].&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Heroes have [[relationships]] with each other, each at a level 1 through 5.&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
Keeps track of the [[equipment]] your heroes have. &lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
There are a lot of [[stats]] in here, both personality stats and more practical combat stats. Clicking on them will show what is currently buffing or debuffing each one.&lt;br /&gt;
&lt;br /&gt;
== Aspects ==&lt;br /&gt;
[[Aspects]] are how the game looks at this hero and figures out what the heck their deal is. Aspects include everything from &amp;quot;being alive&amp;quot; to &amp;quot;having a particular ability.&amp;quot; Most of it is debug-related at the moment.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
A collection of the [[abilities]] that a hero has collected over time. Many abilities are passive (e.g. Barlox&amp;#039;s physical attack apply Poison 1&amp;quot;), but a few are active and will add new things to do in your [[Action Bar]] during combat. Go ahead and cheat for now—give them a few abilities and click to read the descriptions and mechanics!&lt;br /&gt;
&lt;br /&gt;
== Customize ==&lt;br /&gt;
Here you can change your hero&amp;#039;s physical appearance (gear is changed in the gear section). Play around with hairstyles, faces, skin tones, and the colors of their clothing. &amp;quot;Export Character&amp;quot; exports 2 pngs (the head and the body, since they move separately right now) to the folder &amp;#039;&amp;#039;wildermyth_core/master/out&amp;#039;&amp;#039;.&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Character_Sheet&amp;diff=433</id>
		<title>Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Character_Sheet&amp;diff=433"/>
		<updated>2018-02-28T16:14:01Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CharacterSheet_gear.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Everything you could possibly want to know about your heroes. Some of the stuff in here is still cheaty-debuggy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Your heroes start out with some story lines and gain more as things happen to them. These story lines affect their [[stats]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Heroes have [[relationships]] with each other, each at a level 1 through 5.&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
Keeps track of the [[equipment]] your heroes have. &lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
There are a lot of [[stats]] in here, both personality stats and more practical combat stats. Clicking on them will show what is currently buffing or debuffing each one.&lt;br /&gt;
&lt;br /&gt;
== Aspects ==&lt;br /&gt;
[[Aspects]] are how the game looks at this hero and figures out what the heck their deal is. Aspects include everything from &amp;quot;being alive&amp;quot; to &amp;quot;having a particular ability.&amp;quot; Most of it is debug-related at the moment.&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
A collection of the [[abilities]] that a hero has collected over time. Many abilities are passive (e.g. Barlox&amp;#039;s physical attack apply Poison 1&amp;quot;), but a few are active and will add new things to do in your [[Action Bar]] during combat. Go ahead and cheat for now—give them a few abilities and click to read the descriptions and mechanics!&lt;br /&gt;
&lt;br /&gt;
== Customize ==&lt;br /&gt;
Here you can change your hero&amp;#039;s physical appearance (gear is changed in the gear section). Play around with hairstyles, faces, skin tones, and the colors of their clothing. &amp;quot;Export Character&amp;quot; exports 2 pngs (the head and the body, since they move separately right now) to the folder &amp;#039;&amp;#039;wildermyth_core/master/out&amp;#039;&amp;#039;.&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Character_Sheet&amp;diff=432</id>
		<title>Character Sheet</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Character_Sheet&amp;diff=432"/>
		<updated>2018-02-28T16:13:25Z</updated>

		<summary type="html">&lt;p&gt;Annie: Created page with &amp;quot;File:CharacterSheet_gear.jpg  Everything you could possibly want to know about your heroes. Some of the stuff in here is still cheaty-debuggy.   == Story == Your heroes st...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:CharacterSheet_gear.jpg]]&lt;br /&gt;
&lt;br /&gt;
Everything you could possibly want to know about your heroes. Some of the stuff in here is still cheaty-debuggy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Story ==&lt;br /&gt;
Your heroes start out with some story lines and gain more as things happen to them. These story lines affect their [[stats]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Relationships ==&lt;br /&gt;
Heroes have [[relationships]] with each other, each at a level 1 through 5.&lt;br /&gt;
&lt;br /&gt;
== Gear ==&lt;br /&gt;
Keeps track of the [[equipment]] your heroes have. &lt;br /&gt;
&lt;br /&gt;
== Stats ==&lt;br /&gt;
There are a lot of [[stats]] in here, both personality stats and more practical combat stats. Clicking on them will show what is currently buffing or debuffing each one.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Aspects ==&lt;br /&gt;
[[Aspects]] are how the game looks at this hero and figures out what the heck their deal is. Aspects include everything from &amp;quot;being alive&amp;quot; to &amp;quot;having a particular ability.&amp;quot; Most of it is debug-related at the moment.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Abilities ==&lt;br /&gt;
A collection of the [[abilities]] that a hero has collected over time. Many abilities are passive (e.g. Barlox&amp;#039;s physical attack apply Poison 1&amp;quot;), but a few are active and will add new things to do in your [[Action Bar]] during combat. Go ahead and cheat for now—give them a few abilities and click to read the descriptions and mechanics!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Customize ==&lt;br /&gt;
Here you can change your hero&amp;#039;s physical appearance (gear is changed in the gear section). Play around with hairstyles, faces, skin tones, and the colors of their clothing. &amp;quot;Export Character&amp;quot; exports 2 pngs (the head and the body, since they move separately right now) to the folder &amp;#039;&amp;#039;wildermyth_core/master/out&amp;#039;&amp;#039;.&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:CharacterSheet_gear.jpg&amp;diff=431</id>
		<title>File:CharacterSheet gear.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:CharacterSheet_gear.jpg&amp;diff=431"/>
		<updated>2018-02-28T15:55:12Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=345</id>
		<title>Writer&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=345"/>
		<updated>2018-02-11T15:51:26Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* The Yondering Lands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All about writing for Wildermyth!&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
==The Yondering Lands==&lt;br /&gt;
&lt;br /&gt;
[[File:YonderingLands.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The world goes through cycles. Civilizations rise and fall, and threats to humanity wax and wane. Building ruins, powerful artifacts, the memories of great deeds all fade into myth or are lost to memory and are rediscovered time and again. The history of the lands are repeated patterns that are still never quite the same.&lt;br /&gt;
&lt;br /&gt;
The Yondering Lands are sortof vaguely American. Or at least, if you have a choice between American and European, lean American. This applies mainly to flora and fauna, but also to little things like, we don&amp;#039;t talk a lot about nobility, kings and queens, and we don&amp;#039;t use a lot of the strongly-flavored medieval-fantasy words. No British accents or isms, unless it&amp;#039;s a particularly foreign character. (People have been known to fall into the lands from time to time from other places, so.) But then also, we don&amp;#039;t quite do banjos and cowboy hats. Guitars are maybe right on the edge. Fiddles are probably cool, right? I don&amp;#039;t know.&lt;br /&gt;
&lt;br /&gt;
==Monsters!==&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_deepist.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Deepist]]s are a minotaur-worshiping cult who live in cave systems. They put stone and fungi to creative use, and our heroes aren&amp;#039;t sure whether their power comes from their own passion, or from something more sinister... Read some in-fiction lore [[Deepist Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_drauven.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Drauven]] are grouchy lizard-folk who primarily live in the trees of forests and swamps, but are happy to descend to the ground to go raid a village and maybe snack on a villager. They decorate themselves and their environment with bird and dragon-like motifs. Read some in-ficiton lore [[Drauven Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_gorgon.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Gorgon]]s have been corrupting the local wildlife and turn them into raging tentacular monsters. They seem to be doing this experimentally, in pursuit of some deeper truth, but to call them &amp;quot;scientists&amp;quot; would tarnish the word. In the meantime, they continue to create the beasts as quickly as we can slaughter them. Read some in-fiction lore [[Gorgon Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_morthagi.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Morthagi]] are clockwork undead, created from bone and metal long ago to serve some dark master. Their creator may be long gone, but the Morthagi themselves have persisted, clanking and hissing in the dusty, forgotten corners of the world. Read some in-fiction lore [[Morthagi lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_thrixl.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Thrixl]]s are dreamlike and insectoid. Their powers are more subtle than those of a Drauv, but more frightening—they prefer to attack minds and souls directly. Read some in-fiction lore [[Thrixl lore|here]].&lt;br /&gt;
&lt;br /&gt;
All monsters are indeed monstrous. There may be shades of gray, but in aggregate monstrous life is incompatible with human life. Humans fight monsters to survive.&lt;br /&gt;
&lt;br /&gt;
There are no demi-humanish creatures in the Yondering Lands: no elves, dwarves, orcs, or their kin. But I mean, we COULD have some badger-people or some other weird stuff. I mean, Drauven are kindof on the line, aren&amp;#039;t they? But certainly none of the &amp;quot;stock fantasy races.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Magic!==&lt;br /&gt;
Human magic is performed by [[mystic]]s who [[interfuse]] with objects to manipulate them.&lt;br /&gt;
&lt;br /&gt;
But also, some [[monster]]s can perform magic and/or ARE magic.&lt;br /&gt;
&lt;br /&gt;
==Equipment!==&lt;br /&gt;
There&amp;#039;s lots of [[equipment]] in the game. Generally procedurally generated, but its history grows over time. Every piece of equipment has a description, some narrative insight that follows some [[Equipment Descriptions|general rules]].&lt;br /&gt;
&lt;br /&gt;
=How the Game Works=&lt;br /&gt;
This is a quick overview of how the game functions. It&amp;#039;s good to have a handle on this so you know what you can do.&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Hero]]es are generated with [[History]], which drives [[Aspects]], which drive [[Stats]].&lt;br /&gt;
&lt;br /&gt;
Hero History is generated as three lines, an Origin, and Anecdote, and a Motivation. These affect prime stats and personality stats, and also seed Hooks.&lt;br /&gt;
&lt;br /&gt;
History lines leave behind a number of [[Hooks]] (usually 3 per hero), which are more specific character aspects and often take the form of a personality flaw or quirk. Hooks are great things to hang quests off of! They&amp;#039;re also useful for letting a hero have a moment of badassery or weakness that&amp;#039;s totally in theme for them. You can call out hooks when adding story roles, if you want to tell a whole story that hinges on one, or if you want to call out an optional character to provide an alternative path, that sort of thing.&lt;br /&gt;
&lt;br /&gt;
[[Aspects]] are just facts about the hero. Stuff like &amp;quot;human&amp;quot;, &amp;quot;female&amp;quot;, &amp;quot;attractedToMen&amp;quot;, &amp;quot;hunter&amp;quot;, &amp;quot;missingLeftArm&amp;quot;. Aspects can carry stat modifiers and [[Effects]]. Aspects are the workhorse of the dynamic content in the game, almost everything you need to know about a hero, site, anything really, can be accessed as an aspect (other than stat values). (History lines cannot be queried, but can apply aspects, which can be queried.) Hooks are just aspects with a special naming convention and some extra tooling around them.&lt;br /&gt;
&lt;br /&gt;
[[Stats]] are divided into Prime and Secondary, and into Gameplay and Personality. You can use any of the stats when selecting targets and determining difficulty rolls for events. Some stats have different natural ranges, which is a bit awkward, but that&amp;#039;s where we&amp;#039;re at right now. Personality stats are a great way to make characters come alive.&lt;br /&gt;
&lt;br /&gt;
==Overland Tile Map==&lt;br /&gt;
==Mission Maps==&lt;br /&gt;
==Legacy and Unlockables==&lt;br /&gt;
==Effects: Triggers, Targets and Outcomes==&lt;br /&gt;
Most things that happen in the game are modeled with [[Effects]]. Effects each have a trigger, a set of targets, and a set of branching outcomes. This same system is used for combat abilities and storytelling.&lt;br /&gt;
&lt;br /&gt;
Stories use this system to specify when they can be told, and how they change the game world.&lt;br /&gt;
&lt;br /&gt;
See Main Article: [[Story Inputs and Outputs]]&lt;br /&gt;
&lt;br /&gt;
=Tools=&lt;br /&gt;
==Set up your work space==&lt;br /&gt;
How to use [[Source Control]], how to run [[Scratchpad]], how to submit files.&lt;br /&gt;
&lt;br /&gt;
==Using The Editors==&lt;br /&gt;
See main article: [[Comic Editor Reference]]&lt;br /&gt;
&lt;br /&gt;
=Tone, Style, Voice, Visuals=&lt;br /&gt;
hey what&amp;#039;s a good story?&lt;br /&gt;
&lt;br /&gt;
What&amp;#039;s our &amp;quot;bar&amp;quot; for comic panels?&lt;br /&gt;
&lt;br /&gt;
How many personality-specific lines should there be?&lt;br /&gt;
&lt;br /&gt;
Each character in an [[event]] can fulfill a particular [[Story role]].&lt;br /&gt;
&lt;br /&gt;
An example event and the thinking behind it can be found [[Event design philosophy|here]].&lt;br /&gt;
&lt;br /&gt;
=Stretching and Establishing new Content=&lt;br /&gt;
&lt;br /&gt;
How far can stories range from the existing material and game assets? Spoiler: quite far!&lt;br /&gt;
&lt;br /&gt;
Because we are using 2D art and no animation, certain things are incredibly cheap for us to do, which would be prohibitively expensive for other games. Here are some examples which should give you an idea. In general, we are looking for writing to stretch and grow our content range as much as possible.&lt;br /&gt;
&lt;br /&gt;
Here are few but if you have a particular idea, run it past!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Comic Art&amp;#039;&amp;#039;&amp;#039; is very cheap. If you need a prop or a background to tell a story properly, ask for it!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Gear&amp;#039;&amp;#039;&amp;#039; Weapons are maybe the second-cheapest asset class in the game, specify as many as you like. Augments are also pretty cheap. Armor is fairly expensive, but we can do it if it feels really special.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;One-Off Monsters&amp;#039;&amp;#039;&amp;#039; if none of the existing monsters make sense, you can call for a one-off monster to appear in a story or a fight. Most stories probably won&amp;#039;t need this, but it&amp;#039;s relatively inexpensive, so let&amp;#039;s do it when it makes sense.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Body Modifications&amp;#039;&amp;#039;&amp;#039; are where our character rig really shines. Any limb, or the head, can be swapped out for something monstrous or more awesome. Hair styles, skin patterns, scars, tattoos, bring it! It gets a little tricky if it modifies the face, because the different facial expressions &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playable Characters&amp;#039;&amp;#039;&amp;#039; might be monsters or weirdthings that you can recruit or get transformed into. Fairly cheap, and we really want these. One thing to consider is whether they will be able to use weapons or armor. The default approach is that non-humans don&amp;#039;t use gear, but we could possibly make an exception for weapon-wielding, since that is relatively easy to rig up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-game Scenery&amp;#039;&amp;#039;&amp;#039; is cheap, and could double as comic props?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Map icons&amp;#039;&amp;#039;&amp;#039; are very cheap if you need something specific.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-Game Environments&amp;#039;&amp;#039;&amp;#039; are expensive, since they require a lot of art to work together, and a deal of programming too. But, bring your ideas. We might be able to make something work.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Abilities&amp;#039;&amp;#039;&amp;#039; Do you need special abilities, as rewards, for one-off enemies, playable characters, or whatever? They are pretty easy to make! Say what you want and we can talk it over.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffs/Debuffs&amp;#039;&amp;#039;&amp;#039; are relatively cheap, particularly if they are similar to an existing effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Avantages/Disadvantages&amp;#039;&amp;#039;&amp;#039; are not totally implemented, so let us know what you want to see.&lt;br /&gt;
&lt;br /&gt;
=Event Types=&lt;br /&gt;
For a list of Event Types that we need, see Main Article: [[Event Types]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=344</id>
		<title>Writer&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=344"/>
		<updated>2018-02-11T15:51:08Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* The Yondering Lands */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All about writing for Wildermyth!&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
==The Yondering Lands==&lt;br /&gt;
&lt;br /&gt;
[[File:YonderingLands.jpg]]&lt;br /&gt;
&lt;br /&gt;
The world goes through cycles. Civilizations rise and fall, and threats to humanity wax and wane. Building ruins, powerful artifacts, the memories of great deeds all fade into myth or are lost to memory and are rediscovered time and again. The history of the lands are repeated patterns that are still never quite the same.&lt;br /&gt;
&lt;br /&gt;
The Yondering Lands are sortof vaguely American. Or at least, if you have a choice between American and European, lean American. This applies mainly to flora and fauna, but also to little things like, we don&amp;#039;t talk a lot about nobility, kings and queens, and we don&amp;#039;t use a lot of the strongly-flavored medieval-fantasy words. No British accents or isms, unless it&amp;#039;s a particularly foreign character. (People have been known to fall into the lands from time to time from other places, so.) But then also, we don&amp;#039;t quite do banjos and cowboy hats. Guitars are maybe right on the edge. Fiddles are probably cool, right? I don&amp;#039;t know.&lt;br /&gt;
&lt;br /&gt;
==Monsters!==&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_deepist.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Deepist]]s are a minotaur-worshiping cult who live in cave systems. They put stone and fungi to creative use, and our heroes aren&amp;#039;t sure whether their power comes from their own passion, or from something more sinister... Read some in-fiction lore [[Deepist Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_drauven.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Drauven]] are grouchy lizard-folk who primarily live in the trees of forests and swamps, but are happy to descend to the ground to go raid a village and maybe snack on a villager. They decorate themselves and their environment with bird and dragon-like motifs. Read some in-ficiton lore [[Drauven Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_gorgon.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Gorgon]]s have been corrupting the local wildlife and turn them into raging tentacular monsters. They seem to be doing this experimentally, in pursuit of some deeper truth, but to call them &amp;quot;scientists&amp;quot; would tarnish the word. In the meantime, they continue to create the beasts as quickly as we can slaughter them. Read some in-fiction lore [[Gorgon Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_morthagi.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Morthagi]] are clockwork undead, created from bone and metal long ago to serve some dark master. Their creator may be long gone, but the Morthagi themselves have persisted, clanking and hissing in the dusty, forgotten corners of the world. Read some in-fiction lore [[Morthagi lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_thrixl.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Thrixl]]s are dreamlike and insectoid. Their powers are more subtle than those of a Drauv, but more frightening—they prefer to attack minds and souls directly. Read some in-fiction lore [[Thrixl lore|here]].&lt;br /&gt;
&lt;br /&gt;
All monsters are indeed monstrous. There may be shades of gray, but in aggregate monstrous life is incompatible with human life. Humans fight monsters to survive.&lt;br /&gt;
&lt;br /&gt;
There are no demi-humanish creatures in the Yondering Lands: no elves, dwarves, orcs, or their kin. But I mean, we COULD have some badger-people or some other weird stuff. I mean, Drauven are kindof on the line, aren&amp;#039;t they? But certainly none of the &amp;quot;stock fantasy races.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Magic!==&lt;br /&gt;
Human magic is performed by [[mystic]]s who [[interfuse]] with objects to manipulate them.&lt;br /&gt;
&lt;br /&gt;
But also, some [[monster]]s can perform magic and/or ARE magic.&lt;br /&gt;
&lt;br /&gt;
==Equipment!==&lt;br /&gt;
There&amp;#039;s lots of [[equipment]] in the game. Generally procedurally generated, but its history grows over time. Every piece of equipment has a description, some narrative insight that follows some [[Equipment Descriptions|general rules]].&lt;br /&gt;
&lt;br /&gt;
=How the Game Works=&lt;br /&gt;
This is a quick overview of how the game functions. It&amp;#039;s good to have a handle on this so you know what you can do.&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Hero]]es are generated with [[History]], which drives [[Aspects]], which drive [[Stats]].&lt;br /&gt;
&lt;br /&gt;
Hero History is generated as three lines, an Origin, and Anecdote, and a Motivation. These affect prime stats and personality stats, and also seed Hooks.&lt;br /&gt;
&lt;br /&gt;
History lines leave behind a number of [[Hooks]] (usually 3 per hero), which are more specific character aspects and often take the form of a personality flaw or quirk. Hooks are great things to hang quests off of! They&amp;#039;re also useful for letting a hero have a moment of badassery or weakness that&amp;#039;s totally in theme for them. You can call out hooks when adding story roles, if you want to tell a whole story that hinges on one, or if you want to call out an optional character to provide an alternative path, that sort of thing.&lt;br /&gt;
&lt;br /&gt;
[[Aspects]] are just facts about the hero. Stuff like &amp;quot;human&amp;quot;, &amp;quot;female&amp;quot;, &amp;quot;attractedToMen&amp;quot;, &amp;quot;hunter&amp;quot;, &amp;quot;missingLeftArm&amp;quot;. Aspects can carry stat modifiers and [[Effects]]. Aspects are the workhorse of the dynamic content in the game, almost everything you need to know about a hero, site, anything really, can be accessed as an aspect (other than stat values). (History lines cannot be queried, but can apply aspects, which can be queried.) Hooks are just aspects with a special naming convention and some extra tooling around them.&lt;br /&gt;
&lt;br /&gt;
[[Stats]] are divided into Prime and Secondary, and into Gameplay and Personality. You can use any of the stats when selecting targets and determining difficulty rolls for events. Some stats have different natural ranges, which is a bit awkward, but that&amp;#039;s where we&amp;#039;re at right now. Personality stats are a great way to make characters come alive.&lt;br /&gt;
&lt;br /&gt;
==Overland Tile Map==&lt;br /&gt;
==Mission Maps==&lt;br /&gt;
==Legacy and Unlockables==&lt;br /&gt;
==Effects: Triggers, Targets and Outcomes==&lt;br /&gt;
Most things that happen in the game are modeled with [[Effects]]. Effects each have a trigger, a set of targets, and a set of branching outcomes. This same system is used for combat abilities and storytelling.&lt;br /&gt;
&lt;br /&gt;
Stories use this system to specify when they can be told, and how they change the game world.&lt;br /&gt;
&lt;br /&gt;
See Main Article: [[Story Inputs and Outputs]]&lt;br /&gt;
&lt;br /&gt;
=Tools=&lt;br /&gt;
==Set up your work space==&lt;br /&gt;
How to use [[Source Control]], how to run [[Scratchpad]], how to submit files.&lt;br /&gt;
&lt;br /&gt;
==Using The Editors==&lt;br /&gt;
See main article: [[Comic Editor Reference]]&lt;br /&gt;
&lt;br /&gt;
=Tone, Style, Voice, Visuals=&lt;br /&gt;
hey what&amp;#039;s a good story?&lt;br /&gt;
&lt;br /&gt;
What&amp;#039;s our &amp;quot;bar&amp;quot; for comic panels?&lt;br /&gt;
&lt;br /&gt;
How many personality-specific lines should there be?&lt;br /&gt;
&lt;br /&gt;
Each character in an [[event]] can fulfill a particular [[Story role]].&lt;br /&gt;
&lt;br /&gt;
An example event and the thinking behind it can be found [[Event design philosophy|here]].&lt;br /&gt;
&lt;br /&gt;
=Stretching and Establishing new Content=&lt;br /&gt;
&lt;br /&gt;
How far can stories range from the existing material and game assets? Spoiler: quite far!&lt;br /&gt;
&lt;br /&gt;
Because we are using 2D art and no animation, certain things are incredibly cheap for us to do, which would be prohibitively expensive for other games. Here are some examples which should give you an idea. In general, we are looking for writing to stretch and grow our content range as much as possible.&lt;br /&gt;
&lt;br /&gt;
Here are few but if you have a particular idea, run it past!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Comic Art&amp;#039;&amp;#039;&amp;#039; is very cheap. If you need a prop or a background to tell a story properly, ask for it!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Gear&amp;#039;&amp;#039;&amp;#039; Weapons are maybe the second-cheapest asset class in the game, specify as many as you like. Augments are also pretty cheap. Armor is fairly expensive, but we can do it if it feels really special.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;One-Off Monsters&amp;#039;&amp;#039;&amp;#039; if none of the existing monsters make sense, you can call for a one-off monster to appear in a story or a fight. Most stories probably won&amp;#039;t need this, but it&amp;#039;s relatively inexpensive, so let&amp;#039;s do it when it makes sense.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Body Modifications&amp;#039;&amp;#039;&amp;#039; are where our character rig really shines. Any limb, or the head, can be swapped out for something monstrous or more awesome. Hair styles, skin patterns, scars, tattoos, bring it! It gets a little tricky if it modifies the face, because the different facial expressions &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playable Characters&amp;#039;&amp;#039;&amp;#039; might be monsters or weirdthings that you can recruit or get transformed into. Fairly cheap, and we really want these. One thing to consider is whether they will be able to use weapons or armor. The default approach is that non-humans don&amp;#039;t use gear, but we could possibly make an exception for weapon-wielding, since that is relatively easy to rig up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-game Scenery&amp;#039;&amp;#039;&amp;#039; is cheap, and could double as comic props?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Map icons&amp;#039;&amp;#039;&amp;#039; are very cheap if you need something specific.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-Game Environments&amp;#039;&amp;#039;&amp;#039; are expensive, since they require a lot of art to work together, and a deal of programming too. But, bring your ideas. We might be able to make something work.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Abilities&amp;#039;&amp;#039;&amp;#039; Do you need special abilities, as rewards, for one-off enemies, playable characters, or whatever? They are pretty easy to make! Say what you want and we can talk it over.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffs/Debuffs&amp;#039;&amp;#039;&amp;#039; are relatively cheap, particularly if they are similar to an existing effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Avantages/Disadvantages&amp;#039;&amp;#039;&amp;#039; are not totally implemented, so let us know what you want to see.&lt;br /&gt;
&lt;br /&gt;
=Event Types=&lt;br /&gt;
For a list of Event Types that we need, see Main Article: [[Event Types]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:YonderingLands.jpg&amp;diff=343</id>
		<title>File:YonderingLands.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:YonderingLands.jpg&amp;diff=343"/>
		<updated>2018-02-11T15:50:41Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=342</id>
		<title>Writer&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=342"/>
		<updated>2018-02-11T15:35:56Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Monsters! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All about writing for Wildermyth!&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
==The Yondering Lands==&lt;br /&gt;
The world goes through cycles. Civilizations rise and fall, and threats to humanity wax and wane. Building ruins, powerful artifacts, the memories of great deeds all fade into myth or are lost to memory and are rediscovered time and again. The history of the lands are repeated patterns that are still never quite the same.&lt;br /&gt;
&lt;br /&gt;
The Yondering Lands are sortof vaguely American. Or at least, if you have a choice between American and European, lean American. This applies mainly to flora and fauna, but also to little things like, we don&amp;#039;t talk a lot about nobility, kings and queens, and we don&amp;#039;t use a lot of the strongly-flavored medieval-fantasy words. No British accents or isms, unless it&amp;#039;s a particularly foreign character. (People have been known to fall into the lands from time to time from other places, so.) But then also, we don&amp;#039;t quite do banjos and cowboy hats. Guitars are maybe right on the edge. Fiddles are probably cool, right? I don&amp;#039;t know.&lt;br /&gt;
&lt;br /&gt;
==Monsters!==&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_deepist.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Deepist]]s are a minotaur-worshiping cult who live in cave systems. They put stone and fungi to creative use, and our heroes aren&amp;#039;t sure whether their power comes from their own passion, or from something more sinister... Read some in-fiction lore [[Deepist Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_drauven.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Drauven]] are grouchy lizard-folk who primarily live in the trees of forests and swamps, but are happy to descend to the ground to go raid a village and maybe snack on a villager. They decorate themselves and their environment with bird and dragon-like motifs. Read some in-ficiton lore [[Drauven Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_gorgon.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Gorgon]]s have been corrupting the local wildlife and turn them into raging tentacular monsters. They seem to be doing this experimentally, in pursuit of some deeper truth, but to call them &amp;quot;scientists&amp;quot; would tarnish the word. In the meantime, they continue to create the beasts as quickly as we can slaughter them. Read some in-fiction lore [[Gorgon Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_morthagi.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Morthagi]] are clockwork undead, created from bone and metal long ago to serve some dark master. Their creator may be long gone, but the Morthagi themselves have persisted, clanking and hissing in the dusty, forgotten corners of the world. Read some in-fiction lore [[Morthagi lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_thrixl.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Thrixl]]s are dreamlike and insectoid. Their powers are more subtle than those of a Drauv, but more frightening—they prefer to attack minds and souls directly. Read some in-fiction lore [[Thrixl lore|here]].&lt;br /&gt;
&lt;br /&gt;
All monsters are indeed monstrous. There may be shades of gray, but in aggregate monstrous life is incompatible with human life. Humans fight monsters to survive.&lt;br /&gt;
&lt;br /&gt;
There are no demi-humanish creatures in the Yondering Lands: no elves, dwarves, orcs, or their kin. But I mean, we COULD have some badger-people or some other weird stuff. I mean, Drauven are kindof on the line, aren&amp;#039;t they? But certainly none of the &amp;quot;stock fantasy races.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Magic!==&lt;br /&gt;
Human magic is performed by [[mystic]]s who [[interfuse]] with objects to manipulate them.&lt;br /&gt;
&lt;br /&gt;
But also, some [[monster]]s can perform magic and/or ARE magic.&lt;br /&gt;
&lt;br /&gt;
==Equipment!==&lt;br /&gt;
There&amp;#039;s lots of [[equipment]] in the game. Generally procedurally generated, but its history grows over time. Every piece of equipment has a description, some narrative insight that follows some [[Equipment Descriptions|general rules]].&lt;br /&gt;
&lt;br /&gt;
=How the Game Works=&lt;br /&gt;
This is a quick overview of how the game functions. It&amp;#039;s good to have a handle on this so you know what you can do.&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Hero]]es are generated with [[History]], which drives [[Aspects]], which drive [[Stats]].&lt;br /&gt;
&lt;br /&gt;
Hero History is generated as three lines, an Origin, and Anecdote, and a Motivation. These affect prime stats and personality stats, and also seed Hooks.&lt;br /&gt;
&lt;br /&gt;
History lines leave behind a number of [[Hooks]] (usually 3 per hero), which are more specific character aspects and often take the form of a personality flaw or quirk. Hooks are great things to hang quests off of! They&amp;#039;re also useful for letting a hero have a moment of badassery or weakness that&amp;#039;s totally in theme for them. You can call out hooks when adding story roles, if you want to tell a whole story that hinges on one, or if you want to call out an optional character to provide an alternative path, that sort of thing.&lt;br /&gt;
&lt;br /&gt;
[[Aspects]] are just facts about the hero. Stuff like &amp;quot;human&amp;quot;, &amp;quot;female&amp;quot;, &amp;quot;attractedToMen&amp;quot;, &amp;quot;hunter&amp;quot;, &amp;quot;missingLeftArm&amp;quot;. Aspects can carry stat modifiers and [[Effects]]. Aspects are the workhorse of the dynamic content in the game, almost everything you need to know about a hero, site, anything really, can be accessed as an aspect (other than stat values). (History lines cannot be queried, but can apply aspects, which can be queried.) Hooks are just aspects with a special naming convention and some extra tooling around them.&lt;br /&gt;
&lt;br /&gt;
[[Stats]] are divided into Prime and Secondary, and into Gameplay and Personality. You can use any of the stats when selecting targets and determining difficulty rolls for events. Some stats have different natural ranges, which is a bit awkward, but that&amp;#039;s where we&amp;#039;re at right now. Personality stats are a great way to make characters come alive.&lt;br /&gt;
&lt;br /&gt;
==Overland Tile Map==&lt;br /&gt;
==Mission Maps==&lt;br /&gt;
==Legacy and Unlockables==&lt;br /&gt;
==Effects: Triggers, Targets and Outcomes==&lt;br /&gt;
Most things that happen in the game are modeled with [[Effects]]. Effects each have a trigger, a set of targets, and a set of branching outcomes. This same system is used for combat abilities and storytelling.&lt;br /&gt;
&lt;br /&gt;
Stories use this system to specify when they can be told, and how they change the game world.&lt;br /&gt;
&lt;br /&gt;
See Main Article: [[Story Inputs and Outputs]]&lt;br /&gt;
&lt;br /&gt;
=Tools=&lt;br /&gt;
==Set up your work space==&lt;br /&gt;
How to use [[Source Control]], how to run [[Scratchpad]], how to submit files.&lt;br /&gt;
&lt;br /&gt;
==Using The Editors==&lt;br /&gt;
See main article: [[Comic Editor Reference]]&lt;br /&gt;
&lt;br /&gt;
=Tone, Style, Voice, Visuals=&lt;br /&gt;
hey what&amp;#039;s a good story?&lt;br /&gt;
&lt;br /&gt;
What&amp;#039;s our &amp;quot;bar&amp;quot; for comic panels?&lt;br /&gt;
&lt;br /&gt;
How many personality-specific lines should there be?&lt;br /&gt;
&lt;br /&gt;
Each character in an [[event]] can fulfill a particular [[Story role]].&lt;br /&gt;
&lt;br /&gt;
An example event and the thinking behind it can be found [[Event design philosophy|here]].&lt;br /&gt;
&lt;br /&gt;
=Stretching and Establishing new Content=&lt;br /&gt;
&lt;br /&gt;
How far can stories range from the existing material and game assets? Spoiler: quite far!&lt;br /&gt;
&lt;br /&gt;
Because we are using 2D art and no animation, certain things are incredibly cheap for us to do, which would be prohibitively expensive for other games. Here are some examples which should give you an idea. In general, we are looking for writing to stretch and grow our content range as much as possible.&lt;br /&gt;
&lt;br /&gt;
Here are few but if you have a particular idea, run it past!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Comic Art&amp;#039;&amp;#039;&amp;#039; is very cheap. If you need a prop or a background to tell a story properly, ask for it!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Gear&amp;#039;&amp;#039;&amp;#039; Weapons are maybe the second-cheapest asset class in the game, specify as many as you like. Augments are also pretty cheap. Armor is fairly expensive, but we can do it if it feels really special.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;One-Off Monsters&amp;#039;&amp;#039;&amp;#039; if none of the existing monsters make sense, you can call for a one-off monster to appear in a story or a fight. Most stories probably won&amp;#039;t need this, but it&amp;#039;s relatively inexpensive, so let&amp;#039;s do it when it makes sense.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Body Modifications&amp;#039;&amp;#039;&amp;#039; are where our character rig really shines. Any limb, or the head, can be swapped out for something monstrous or more awesome. Hair styles, skin patterns, scars, tattoos, bring it! It gets a little tricky if it modifies the face, because the different facial expressions &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playable Characters&amp;#039;&amp;#039;&amp;#039; might be monsters or weirdthings that you can recruit or get transformed into. Fairly cheap, and we really want these. One thing to consider is whether they will be able to use weapons or armor. The default approach is that non-humans don&amp;#039;t use gear, but we could possibly make an exception for weapon-wielding, since that is relatively easy to rig up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-game Scenery&amp;#039;&amp;#039;&amp;#039; is cheap, and could double as comic props?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Map icons&amp;#039;&amp;#039;&amp;#039; are very cheap if you need something specific.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-Game Environments&amp;#039;&amp;#039;&amp;#039; are expensive, since they require a lot of art to work together, and a deal of programming too. But, bring your ideas. We might be able to make something work.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Abilities&amp;#039;&amp;#039;&amp;#039; Do you need special abilities, as rewards, for one-off enemies, playable characters, or whatever? They are pretty easy to make! Say what you want and we can talk it over.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffs/Debuffs&amp;#039;&amp;#039;&amp;#039; are relatively cheap, particularly if they are similar to an existing effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Avantages/Disadvantages&amp;#039;&amp;#039;&amp;#039; are not totally implemented, so let us know what you want to see.&lt;br /&gt;
&lt;br /&gt;
=Event Types=&lt;br /&gt;
For a list of Event Types that we need, see Main Article: [[Event Types]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=341</id>
		<title>Writer&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=341"/>
		<updated>2018-02-11T15:34:43Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Monsters! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All about writing for Wildermyth!&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
==The Yondering Lands==&lt;br /&gt;
The world goes through cycles. Civilizations rise and fall, and threats to humanity wax and wane. Building ruins, powerful artifacts, the memories of great deeds all fade into myth or are lost to memory and are rediscovered time and again. The history of the lands are repeated patterns that are still never quite the same.&lt;br /&gt;
&lt;br /&gt;
The Yondering Lands are sortof vaguely American. Or at least, if you have a choice between American and European, lean American. This applies mainly to flora and fauna, but also to little things like, we don&amp;#039;t talk a lot about nobility, kings and queens, and we don&amp;#039;t use a lot of the strongly-flavored medieval-fantasy words. No British accents or isms, unless it&amp;#039;s a particularly foreign character. (People have been known to fall into the lands from time to time from other places, so.) But then also, we don&amp;#039;t quite do banjos and cowboy hats. Guitars are maybe right on the edge. Fiddles are probably cool, right? I don&amp;#039;t know.&lt;br /&gt;
&lt;br /&gt;
==Monsters!==&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_deepist.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Deepist]]s are a minotaur-worshiping cult who live in cave systems. They put stone and fungi to creative use, and our heroes aren&amp;#039;t sure whether their power comes from their own passion, or from something more sinister... Read some in-fiction lore [[Deepist Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_drauven.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Drauven]] are grouchy lizard-folk who primarily live in the trees of forests and swamps, but are happy to descend to the ground to go raid a village and maybe snack on a villager. They decorate themselves and their environment with bird and dragon-like motifs. Read some in-ficiton lore [[Drauven Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_gorgon.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Gorgon]]s have been corrupting the local wildlife and turn them into raging tentacular monsters. They seem to be doing this experimentally, in pursuit of some deeper truth, but to call them &amp;quot;scientists&amp;quot; would tarnish the word. In the meantime, they continue to create the beasts as quickly as we can slaughter them. Read some in-fiction lore [[Gorgon Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_morthagi.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Morthagi]] are clockwork undead, created from bone and metal long ago to serve some dark master. Their creator may be long gone, but the Morthagi themselves have persisted, clanking and hissing in the dark corners of the world. Read some in-fiction lore [[Morthagi lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_thrixl.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Thrixl]]s are dreamlike and insectoid. Their powers are more subtle than those of a Drauv, but more frightening—they prefer to attack minds and souls directly. Read some in-fiction lore [[Thrixl lore|here]].&lt;br /&gt;
&lt;br /&gt;
All monsters are indeed monstrous. There may be shades of gray, but in aggregate monstrous life is incompatible with human life. Humans fight monsters to survive.&lt;br /&gt;
&lt;br /&gt;
There are no demi-humanish creatures in the Yondering Lands: no elves, dwarves, orcs, or their kin. But I mean, we COULD have some badger-people or some other weird stuff. I mean, Drauven are kindof on the line, aren&amp;#039;t they? But certainly none of the &amp;quot;stock fantasy races.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Magic!==&lt;br /&gt;
Human magic is performed by [[mystic]]s who [[interfuse]] with objects to manipulate them.&lt;br /&gt;
&lt;br /&gt;
But also, some [[monster]]s can perform magic and/or ARE magic.&lt;br /&gt;
&lt;br /&gt;
==Equipment!==&lt;br /&gt;
There&amp;#039;s lots of [[equipment]] in the game. Generally procedurally generated, but its history grows over time. Every piece of equipment has a description, some narrative insight that follows some [[Equipment Descriptions|general rules]].&lt;br /&gt;
&lt;br /&gt;
=How the Game Works=&lt;br /&gt;
This is a quick overview of how the game functions. It&amp;#039;s good to have a handle on this so you know what you can do.&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Hero]]es are generated with [[History]], which drives [[Aspects]], which drive [[Stats]].&lt;br /&gt;
&lt;br /&gt;
Hero History is generated as three lines, an Origin, and Anecdote, and a Motivation. These affect prime stats and personality stats, and also seed Hooks.&lt;br /&gt;
&lt;br /&gt;
History lines leave behind a number of [[Hooks]] (usually 3 per hero), which are more specific character aspects and often take the form of a personality flaw or quirk. Hooks are great things to hang quests off of! They&amp;#039;re also useful for letting a hero have a moment of badassery or weakness that&amp;#039;s totally in theme for them. You can call out hooks when adding story roles, if you want to tell a whole story that hinges on one, or if you want to call out an optional character to provide an alternative path, that sort of thing.&lt;br /&gt;
&lt;br /&gt;
[[Aspects]] are just facts about the hero. Stuff like &amp;quot;human&amp;quot;, &amp;quot;female&amp;quot;, &amp;quot;attractedToMen&amp;quot;, &amp;quot;hunter&amp;quot;, &amp;quot;missingLeftArm&amp;quot;. Aspects can carry stat modifiers and [[Effects]]. Aspects are the workhorse of the dynamic content in the game, almost everything you need to know about a hero, site, anything really, can be accessed as an aspect (other than stat values). (History lines cannot be queried, but can apply aspects, which can be queried.) Hooks are just aspects with a special naming convention and some extra tooling around them.&lt;br /&gt;
&lt;br /&gt;
[[Stats]] are divided into Prime and Secondary, and into Gameplay and Personality. You can use any of the stats when selecting targets and determining difficulty rolls for events. Some stats have different natural ranges, which is a bit awkward, but that&amp;#039;s where we&amp;#039;re at right now. Personality stats are a great way to make characters come alive.&lt;br /&gt;
&lt;br /&gt;
==Overland Tile Map==&lt;br /&gt;
==Mission Maps==&lt;br /&gt;
==Legacy and Unlockables==&lt;br /&gt;
==Effects: Triggers, Targets and Outcomes==&lt;br /&gt;
Most things that happen in the game are modeled with [[Effects]]. Effects each have a trigger, a set of targets, and a set of branching outcomes. This same system is used for combat abilities and storytelling.&lt;br /&gt;
&lt;br /&gt;
Stories use this system to specify when they can be told, and how they change the game world.&lt;br /&gt;
&lt;br /&gt;
See Main Article: [[Story Inputs and Outputs]]&lt;br /&gt;
&lt;br /&gt;
=Tools=&lt;br /&gt;
==Set up your work space==&lt;br /&gt;
How to use [[Source Control]], how to run [[Scratchpad]], how to submit files.&lt;br /&gt;
&lt;br /&gt;
==Using The Editors==&lt;br /&gt;
See main article: [[Comic Editor Reference]]&lt;br /&gt;
&lt;br /&gt;
=Tone, Style, Voice, Visuals=&lt;br /&gt;
hey what&amp;#039;s a good story?&lt;br /&gt;
&lt;br /&gt;
What&amp;#039;s our &amp;quot;bar&amp;quot; for comic panels?&lt;br /&gt;
&lt;br /&gt;
How many personality-specific lines should there be?&lt;br /&gt;
&lt;br /&gt;
Each character in an [[event]] can fulfill a particular [[Story role]].&lt;br /&gt;
&lt;br /&gt;
An example event and the thinking behind it can be found [[Event design philosophy|here]].&lt;br /&gt;
&lt;br /&gt;
=Stretching and Establishing new Content=&lt;br /&gt;
&lt;br /&gt;
How far can stories range from the existing material and game assets? Spoiler: quite far!&lt;br /&gt;
&lt;br /&gt;
Because we are using 2D art and no animation, certain things are incredibly cheap for us to do, which would be prohibitively expensive for other games. Here are some examples which should give you an idea. In general, we are looking for writing to stretch and grow our content range as much as possible.&lt;br /&gt;
&lt;br /&gt;
Here are few but if you have a particular idea, run it past!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Comic Art&amp;#039;&amp;#039;&amp;#039; is very cheap. If you need a prop or a background to tell a story properly, ask for it!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Gear&amp;#039;&amp;#039;&amp;#039; Weapons are maybe the second-cheapest asset class in the game, specify as many as you like. Augments are also pretty cheap. Armor is fairly expensive, but we can do it if it feels really special.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;One-Off Monsters&amp;#039;&amp;#039;&amp;#039; if none of the existing monsters make sense, you can call for a one-off monster to appear in a story or a fight. Most stories probably won&amp;#039;t need this, but it&amp;#039;s relatively inexpensive, so let&amp;#039;s do it when it makes sense.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Body Modifications&amp;#039;&amp;#039;&amp;#039; are where our character rig really shines. Any limb, or the head, can be swapped out for something monstrous or more awesome. Hair styles, skin patterns, scars, tattoos, bring it! It gets a little tricky if it modifies the face, because the different facial expressions &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playable Characters&amp;#039;&amp;#039;&amp;#039; might be monsters or weirdthings that you can recruit or get transformed into. Fairly cheap, and we really want these. One thing to consider is whether they will be able to use weapons or armor. The default approach is that non-humans don&amp;#039;t use gear, but we could possibly make an exception for weapon-wielding, since that is relatively easy to rig up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-game Scenery&amp;#039;&amp;#039;&amp;#039; is cheap, and could double as comic props?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Map icons&amp;#039;&amp;#039;&amp;#039; are very cheap if you need something specific.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-Game Environments&amp;#039;&amp;#039;&amp;#039; are expensive, since they require a lot of art to work together, and a deal of programming too. But, bring your ideas. We might be able to make something work.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Abilities&amp;#039;&amp;#039;&amp;#039; Do you need special abilities, as rewards, for one-off enemies, playable characters, or whatever? They are pretty easy to make! Say what you want and we can talk it over.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffs/Debuffs&amp;#039;&amp;#039;&amp;#039; are relatively cheap, particularly if they are similar to an existing effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Avantages/Disadvantages&amp;#039;&amp;#039;&amp;#039; are not totally implemented, so let us know what you want to see.&lt;br /&gt;
&lt;br /&gt;
=Event Types=&lt;br /&gt;
For a list of Event Types that we need, see Main Article: [[Event Types]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=336</id>
		<title>Writer&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=336"/>
		<updated>2018-02-11T15:11:44Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Monsters! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All about writing for Wildermyth!&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
==The Yondering Lands==&lt;br /&gt;
The world goes through cycles. Civilizations rise and fall, and threats to humanity wax and wane. Building ruins, powerful artifacts, the memories of great deeds all fade into myth or are lost to memory and are rediscovered time and again. The history of the lands are repeated patterns that are still never quite the same.&lt;br /&gt;
&lt;br /&gt;
The Yondering Lands are sortof vaguely American. Or at least, if you have a choice between American and European, lean American. This applies mainly to flora and fauna, but also to little things like, we don&amp;#039;t talk a lot about nobility, kings and queens, and we don&amp;#039;t use a lot of the strongly-flavored medieval-fantasy words. No British accents or isms, unless it&amp;#039;s a particularly foreign character. (People have been known to fall into the lands from time to time from other places, so.) But then also, we don&amp;#039;t quite do banjos and cowboy hats. Guitars are maybe right on the edge. Fiddles are probably cool, right? I don&amp;#039;t know.&lt;br /&gt;
&lt;br /&gt;
==Monsters!==&lt;br /&gt;
&lt;br /&gt;
[[File:MonsterBanner_deepist.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
[[Deepist]]s are a cult that likes rocks, minotaurs, and fungi. Read some in-fiction lore [[Deepist Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Drauven]] are lizardy folks who like dragons. Read some in-ficiton lore [[Drauven Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Gorgon]]s are corrupted tentacular beasties. Read some in-fiction lore [[Gorgon Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Morthagi]] are clockwork undead. Read some in-fiction lore [[Morthagi lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Thrixl]]s are dreamlike and insectiod. Read some in-fiction lore [[Thrixl lore|here]].&lt;br /&gt;
&lt;br /&gt;
All monsters are indeed monstrous. There may be shades of gray, but in aggregate monstrous life is incompatible with human life. Humans fight monsters to survive.&lt;br /&gt;
&lt;br /&gt;
There are no demi-humanish creatures in the Yondering Lands: no elves, dwarves, orcs, or their kin. But I mean, we COULD have some badger-people or some other weird stuff. I mean, Drauven are kindof on the line, aren&amp;#039;t they? But certainly none of the &amp;quot;stock fantasy races.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Magic!==&lt;br /&gt;
Human magic is performed by [[mystic]]s who [[interfuse]] with objects to manipulate them.&lt;br /&gt;
&lt;br /&gt;
But also, some [[monster]]s can perform magic and/or ARE magic.&lt;br /&gt;
&lt;br /&gt;
==Equipment!==&lt;br /&gt;
There&amp;#039;s lots of [[equipment]] in the game. Generally procedurally generated, but its history grows over time. Every piece of equipment has a description, some narrative insight that follows some [[Equipment Descriptions|general rules]].&lt;br /&gt;
&lt;br /&gt;
=How the Game Works=&lt;br /&gt;
This is a quick overview of how the game functions. It&amp;#039;s good to have a handle on this so you know what you can do.&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Hero]]es are generated with [[History]], which drives [[Aspects]], which drive [[Stats]]. History lines leave behind a number of [[Hooks]] (usually 3 per hero), which are more specific character aspects and often take the form of a personality flaw or quirk. Hooks are great things to hang quests off of! They&amp;#039;re also useful for letting a hero have a moment of badassery or weakness that&amp;#039;s totally in theme for them.&lt;br /&gt;
&lt;br /&gt;
==Overland Tile Map==&lt;br /&gt;
==Mission Maps==&lt;br /&gt;
==Legacy and Unlockables==&lt;br /&gt;
==Effects: Triggers, Targets and Outcomes==&lt;br /&gt;
Most things that happen in the game are modeled with Effects. Effects each have a trigger, a set of targets, and a set of branching outcomes. This same system is used for combat abilities and storytelling.&lt;br /&gt;
&lt;br /&gt;
Stories use this system to specify when they can be told, and how they change the game world.&lt;br /&gt;
&lt;br /&gt;
See Main Article: [[Story Inputs and Outputs]]&lt;br /&gt;
=Tools=&lt;br /&gt;
==Set up your work space==&lt;br /&gt;
How to use [[Source Control]], how to run [[Scratchpad]], how to submit files.&lt;br /&gt;
&lt;br /&gt;
==Using The Editors==&lt;br /&gt;
See main article: [[Comic Editor Reference]]&lt;br /&gt;
&lt;br /&gt;
=Tone, Style, Voice, Visuals=&lt;br /&gt;
hey what&amp;#039;s a good story?&lt;br /&gt;
&lt;br /&gt;
What&amp;#039;s our &amp;quot;bar&amp;quot; for comic panels?&lt;br /&gt;
&lt;br /&gt;
How many personality-specific lines should there be?&lt;br /&gt;
&lt;br /&gt;
Each character in an [[event]] can fulfill a particular [[Story role]].&lt;br /&gt;
&lt;br /&gt;
An example event and the thinking behind it can be found [[Event design philosophy|here]].&lt;br /&gt;
&lt;br /&gt;
=Stretching and Establishing new Content=&lt;br /&gt;
&lt;br /&gt;
How far can stories range from the existing material and game assets? Spoiler: quite far!&lt;br /&gt;
&lt;br /&gt;
Because we are using 2D art and no animation, certain things are incredibly cheap for us to do, which would be prohibitively expensive for other games. Here are some examples which should give you an idea. In general, we are looking for writing to stretch and grow our content range as much as possible.&lt;br /&gt;
&lt;br /&gt;
Here are few but if you have a particular idea, run it past!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Comic Art&amp;#039;&amp;#039;&amp;#039; is very cheap. If you need a prop or a background to tell a story properly, ask for it!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Gear&amp;#039;&amp;#039;&amp;#039; Weapons are maybe the second-cheapest asset class in the game, specify as many as you like. Augments are also pretty cheap. Armor is fairly expensive, but we can do it if it feels really special.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;One-Off Monsters&amp;#039;&amp;#039;&amp;#039; if none of the existing monsters make sense, you can call for a one-off monster to appear in a story or a fight. Most stories probably won&amp;#039;t need this, but it&amp;#039;s relatively inexpensive, so let&amp;#039;s do it when it makes sense.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Body Modifications&amp;#039;&amp;#039;&amp;#039; are where our character rig really shines. Any limb, or the head, can be swapped out for something monstrous or more awesome. Hair styles, skin patterns, scars, tattoos, bring it! It gets a little tricky if it modifies the face, because the different facial expressions &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playable Characters&amp;#039;&amp;#039;&amp;#039; might be monsters or weirdthings that you can recruit or get transformed into. Fairly cheap, and we really want these. One thing to consider is whether they will be able to use weapons or armor. The default approach is that non-humans don&amp;#039;t use gear, but we could possibly make an exception for weapon-wielding, since that is relatively easy to rig up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-game Scenery&amp;#039;&amp;#039;&amp;#039; is cheap, and could double as comic props?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Map icons&amp;#039;&amp;#039;&amp;#039; are very cheap if you need something specific.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-Game Environments&amp;#039;&amp;#039;&amp;#039; are expensive, since they require a lot of art to work together, and a deal of programming too. But, bring your ideas. We might be able to make something work.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Abilities&amp;#039;&amp;#039;&amp;#039; Do you need special abilities, as rewards, for one-off enemies, playable characters, or whatever? They are pretty easy to make! Say what you want and we can talk it over.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffs/Debuffs&amp;#039;&amp;#039;&amp;#039; are relatively cheap, particularly if they are similar to an existing effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Avantages/Disadvantages&amp;#039;&amp;#039;&amp;#039; are not totally implemented, so let us know what you want to see.&lt;br /&gt;
&lt;br /&gt;
=Event Types=&lt;br /&gt;
For a list of Event Types that we need, see Main Article: [[Event Types]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:MonsterBanner_thrixl.jpg&amp;diff=335</id>
		<title>File:MonsterBanner thrixl.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:MonsterBanner_thrixl.jpg&amp;diff=335"/>
		<updated>2018-02-11T15:11:06Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:MonsterBanner_morthagi.jpg&amp;diff=333</id>
		<title>File:MonsterBanner morthagi.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:MonsterBanner_morthagi.jpg&amp;diff=333"/>
		<updated>2018-02-11T15:10:45Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:MonsterBanner_gorgon.jpg&amp;diff=332</id>
		<title>File:MonsterBanner gorgon.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:MonsterBanner_gorgon.jpg&amp;diff=332"/>
		<updated>2018-02-11T15:10:20Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:MonsterBanner_drauven.jpg&amp;diff=331</id>
		<title>File:MonsterBanner drauven.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:MonsterBanner_drauven.jpg&amp;diff=331"/>
		<updated>2018-02-11T15:10:00Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:MonsterBanner_deepist.jpg&amp;diff=330</id>
		<title>File:MonsterBanner deepist.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:MonsterBanner_deepist.jpg&amp;diff=330"/>
		<updated>2018-02-11T15:09:34Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=327</id>
		<title>Writer&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=327"/>
		<updated>2018-02-11T14:42:56Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Equipment! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All about writing for Wildermyth!&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
==The Yondering Lands==&lt;br /&gt;
The world goes through cycles. Civilizations rise and fall, and threats to humanity wax and wane. Building ruins, powerful artifacts, the memories of great deeds all fade into myth or are lost to memory and are rediscovered time and again. The history of the lands are repeated patterns that are still never quite the same.&lt;br /&gt;
&lt;br /&gt;
The Yondering Lands are sortof vaguely American. Or at least, if you have a choice between American and European, lean American. This applies mainly to flora and fauna, but also to little things like, we don&amp;#039;t talk a lot about nobility, kings and queens, and we don&amp;#039;t use a lot of the strongly-flavored medieval-fantasy words. No British accents or isms, unless it&amp;#039;s a particularly foreign character. (People have been known to fall into the lands from time to time from other places, so.) But then also, we don&amp;#039;t quite do banjos and cowboy hats. Guitars are maybe right on the edge. Fiddles are probably cool, right? I don&amp;#039;t know.&lt;br /&gt;
&lt;br /&gt;
==Monsters!==&lt;br /&gt;
[[Deepist]]s are a cult that likes rocks, minotaurs, and fungi. Read some in-fiction lore [[Deepist Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Drauven]] are lizardy folks who like dragons. Read some in-ficiton lore [[Drauven Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Gorgon]]s are corrupted tentacular beasties. Read some in-fiction lore [[Gorgon Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Morthagi]] are clockwork undead. Read some in-fiction lore [[Morthagi lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Thrixl]]s are dreamlike and insectiod. Read some in-fiction lore [[Thrixl lore|here]].&lt;br /&gt;
&lt;br /&gt;
All monsters are indeed monstrous. There may be shades of gray, but in aggregate monstrous life is incompatible with human life. Humans fight monsters to survive.&lt;br /&gt;
&lt;br /&gt;
There are no demi-humanish creatures in the Yondering Lands: no elves, dwarves, orcs, or their kin. But I mean, we COULD have some badger-people or some other weird stuff. I mean, Drauven are kindof on the line, aren&amp;#039;t they? But certainly none of the &amp;quot;stock fantasy races.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Magic!==&lt;br /&gt;
Human magic is performed by [[mystic]]s who [[interfuse]] with objects to manipulate them.&lt;br /&gt;
&lt;br /&gt;
But also, some [[monster]]s can perform magic and/or ARE magic.&lt;br /&gt;
&lt;br /&gt;
==Equipment!==&lt;br /&gt;
There&amp;#039;s lots of [[equipment]] in the game. Generally procedurally generated, but its history grows over time. Every piece of equipment has a description, some narrative insight that follows some [[Equipment Descriptions|general rules]].&lt;br /&gt;
&lt;br /&gt;
=How the Game Works=&lt;br /&gt;
This is a quick overview of how the game functions. It&amp;#039;s good to have a handle on this so you know what you can do.&lt;br /&gt;
==Heroes==&lt;br /&gt;
[[Hero]]es are generated with [[History]], which drives [[Aspects]], which drive [[Stats]].&lt;br /&gt;
==Overland Tile Map==&lt;br /&gt;
==Mission Maps==&lt;br /&gt;
==Legacy and Unlockables==&lt;br /&gt;
==Effects: Triggers, Targets and Outcomes==&lt;br /&gt;
Most things that happen in the game are modeled with Effects. Effects each have a trigger, a set of targets, and a set of branching outcomes. This same system is used for combat abilities and storytelling.&lt;br /&gt;
&lt;br /&gt;
Stories use this system to specify when they can be told, and how they change the game world.&lt;br /&gt;
&lt;br /&gt;
See Main Article: [[Story Inputs and Outputs]]&lt;br /&gt;
=Tools=&lt;br /&gt;
==Set up your work space==&lt;br /&gt;
How to use [[Source Control]], how to run [[Scratchpad]], how to submit files.&lt;br /&gt;
&lt;br /&gt;
==Using The Editors==&lt;br /&gt;
See main article: [[Comic Editor Reference]]&lt;br /&gt;
&lt;br /&gt;
=Tone, Style, Voice, Visuals=&lt;br /&gt;
hey what&amp;#039;s a good story?&lt;br /&gt;
&lt;br /&gt;
What&amp;#039;s our &amp;quot;bar&amp;quot; for comic panels?&lt;br /&gt;
&lt;br /&gt;
How many personality-specific lines should there be?&lt;br /&gt;
&lt;br /&gt;
Each character in an [[event]] can fulfill a particular [[Story role]].&lt;br /&gt;
&lt;br /&gt;
An example event and the thinking behind it can be found [[Event design philosophy|here]].&lt;br /&gt;
&lt;br /&gt;
=Stretching and Establishing new Content=&lt;br /&gt;
&lt;br /&gt;
How far can stories range from the existing material and game assets? Spoiler: quite far!&lt;br /&gt;
&lt;br /&gt;
Because we are using 2D art and no animation, certain things are incredibly cheap for us to do, which would be prohibitively expensive for other games. Here are some examples which should give you an idea. In general, we are looking for writing to stretch and grow our content range as much as possible.&lt;br /&gt;
&lt;br /&gt;
Here are few but if you have a particular idea, run it past!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Comic Art&amp;#039;&amp;#039;&amp;#039; is very cheap. If you need a prop or a background to tell a story properly, ask for it!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Gear&amp;#039;&amp;#039;&amp;#039; Weapons are maybe the second-cheapest asset class in the game, specify as many as you like. Augments are also pretty cheap. Armor is fairly expensive, but we can do it if it feels really special.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;One-Off Monsters&amp;#039;&amp;#039;&amp;#039; if none of the existing monsters make sense, you can call for a one-off monster to appear in a story or a fight. Most stories probably won&amp;#039;t need this, but it&amp;#039;s relatively inexpensive, so let&amp;#039;s do it when it makes sense.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Body Modifications&amp;#039;&amp;#039;&amp;#039; are where our character rig really shines. Any limb, or the head, can be swapped out for something monstrous or more awesome. Hair styles, skin patterns, scars, tattoos, bring it! It gets a little tricky if it modifies the face, because the different facial expressions &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playable Characters&amp;#039;&amp;#039;&amp;#039; might be monsters or weirdthings that you can recruit or get transformed into. Fairly cheap, and we really want these. One thing to consider is whether they will be able to use weapons or armor. The default approach is that non-humans don&amp;#039;t use gear, but we could possibly make an exception for weapon-wielding, since that is relatively easy to rig up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-game Scenery&amp;#039;&amp;#039;&amp;#039; is cheap, and could double as comic props?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Map icons&amp;#039;&amp;#039;&amp;#039; are very cheap if you need something specific.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-Game Environments&amp;#039;&amp;#039;&amp;#039; are expensive, since they require a lot of art to work together, and a deal of programming too. But, bring your ideas. We might be able to make something work.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Abilities&amp;#039;&amp;#039;&amp;#039; Do you need special abilities, as rewards, for one-off enemies, playable characters, or whatever? They are pretty easy to make! Say what you want and we can talk it over.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffs/Debuffs&amp;#039;&amp;#039;&amp;#039; are relatively cheap, particularly if they are similar to an existing effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Avantages/Disadvantages&amp;#039;&amp;#039;&amp;#039; are not totally implemented, so let us know what you want to see.&lt;br /&gt;
&lt;br /&gt;
=Event Types=&lt;br /&gt;
For a list of Event Types that we need, see Main Article: [[Event Types]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Equipment&amp;diff=290</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Equipment&amp;diff=290"/>
		<updated>2018-02-09T19:09:42Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The stuff that [[hero]]es carry to protect themselves and fight off [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
Armor is the hero&amp;#039;s base set of clothing and provides the main protection against monsters. Armor is colored by a hero&amp;#039;s primary and secondary &amp;quot;favorite&amp;quot; colors. Our heroes start off as farmers, with the clothes to match:&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_farmer.png|200px]]&lt;br /&gt;
&lt;br /&gt;
Much more suited to planting potatoes than fighting monsters. When a hero gains a class (warrior/hunter/mystic), they upgrade their clothes:&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_level0mystic.png|200px]]&lt;br /&gt;
&lt;br /&gt;
Something a little nicer and more class-specific, but still pretty basic clothing. The next level up is where things start to get interesting:&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_warriorProgression.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Within each class, there is one branch of armor that will generally favor movement and one that will favor protection. Each branch currently has two tiers, with the possibility for special unique sets of armor remaining open.&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
[[File:AugmentSetComparison.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Augments are extra bits and pieces that heroes can wear on top of their armor. They provide the ability to further customize a hero&amp;#039;s strengths and role in combat, as well as some more visual variation. maybe a hero wears a magic crystal on a chain around her neck, or the skulls of minotaurs on his shoulders. Augments are also colored by the hero&amp;#039;s primary and secondary colors.&lt;br /&gt;
&lt;br /&gt;
The current augment &amp;quot;slots&amp;quot; are: belt, bracelets, broach, cloak, necklace, pauldrons, ring, sash, scarf, chest strap, and kneepads (replaced by a trim pattern for the robes of mystics)&lt;br /&gt;
&lt;br /&gt;
The example above shows two different full augment &amp;#039;sets,&amp;quot; but augments are gained and lost individually, and a hero is not locked into any particular style of augment. Mixing and matching is part of the fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons.jpg]]&lt;br /&gt;
&lt;br /&gt;
Not going to get very far fighting monsters without weapons, are you? Our farmers start off with whatever weapons they can scrounge up—hammers, pitchforks, etc. But soon, they&amp;#039;ll discover and create much better ones.&lt;br /&gt;
&lt;br /&gt;
Weapon types are currently: swords, axes, maces, spears, daggers, bows, staves, and wands. Some weapons may be better at sweeping through enemy groups, while some are better for packing a heavier punch to a single target.&lt;br /&gt;
&lt;br /&gt;
Beyond the makeshift weapons of the farmers, weapons currently have 3 tiers. Tier one weapons are your rusty sword, your standard hunting bow, and little more than a stick for a wand. Tier 3 starts to get way more fun/ridiculous, including maces made from fallen stars and staves with glowing orbs and curling antlers.&lt;br /&gt;
&lt;br /&gt;
Generally, a hero can only hold/equip one weapon at a time. An extra weapon can be stored on the back, but switching to it in combat requires an action.&lt;br /&gt;
&lt;br /&gt;
== Off-Hand Items ==&lt;br /&gt;
&lt;br /&gt;
These are, as you might guess, items that a hero can hold in the hand that&amp;#039;s not currently holding a weapon. Off-Hand items include but are not by any means limited to: lanterns, orbs, books, scrolls, or torches. These items may be necessary for a specific quest, may give a hero additional abilities, or may simply give a passive combat bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can have some [[Equipment Descriptions]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Equipment&amp;diff=289</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Equipment&amp;diff=289"/>
		<updated>2018-02-09T19:08:12Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The stuff that [[hero]]es carry to protect themselves and fight off [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
Armor is the hero&amp;#039;s base set of clothing and provides the main protection against monsters. Armor is colored by a hero&amp;#039;s primary and secondary &amp;quot;favorite&amp;quot; colors. Our heroes start off as farmers, with the clothes to match:&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_farmer.png|200px]]&lt;br /&gt;
&lt;br /&gt;
Much more suited to planting potatoes than fighting monsters. When a hero gains a class (warrior/hunter/mystic), they upgrade their clothes:&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_level0mystic.png|200px]]&lt;br /&gt;
&lt;br /&gt;
Something a little nicer and more class-specific, but still pretty basic clothing. The next level up is where things start to get interesting:&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_warriorProgression.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Within each class, there is one branch of armor that will generally favor movement and one that will favor protection. Each branch currently has two tiers, with the possibility for special unique sets of armor remaining open.&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
[[File:AugmentSetComparison.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Augments are extra bits and pieces that heroes can wear on top of their armor. They provide the ability to further customize a hero&amp;#039;s strengths and role in combat, as well as some more visual variation. maybe a hero wears a magic crystal on a chain around her neck, or the skulls of minotaurs on his shoulders. Augments are also colored by the hero&amp;#039;s primary and secondary colors.&lt;br /&gt;
&lt;br /&gt;
The current augment &amp;quot;slots&amp;quot; are: belt, bracelets, broach, cloak, necklace, pauldrons, ring, sash, scarf, chest strap, and kneepads (replaced by a trim pattern for the robes of mystics)&lt;br /&gt;
&lt;br /&gt;
The example above shows two different full augment &amp;#039;sets,&amp;quot; but augments are gained and lost individually, and a hero is not locked into any particular style of augment. Mixing and matching is part of the fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons.jpg]]&lt;br /&gt;
&lt;br /&gt;
Not going to get very far fighting monsters without weapons, are you? Our farmers start off with whatever weapons they can scrounge up—hammers, pitchforks, etc. But soon, they&amp;#039;ll discover and create much better ones.&lt;br /&gt;
&lt;br /&gt;
Weapon types are currently: swords, axes, maces, spears, daggers, bows, staves, and wands. Some melee may be better at sweeping through enemy groups, while some are better for packing a heavier punch to a single target.&lt;br /&gt;
&lt;br /&gt;
Beyond the makeshift weapons of the farmers, weapons currently have 3 tiers. Tier one weapons are your rusty sword, your standard hunting bow, and little more than a stick for a wand. Tier 3 starts to get way more fun/ridiculous, including maces made from fallen stars and staves with glowing orbs and curling antlers.&lt;br /&gt;
&lt;br /&gt;
Generally, a hero can only hold/equip one weapon at a time. An extra weapon can be stored on the back, but switching to it in combat requires an action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Off-Hand Items ==&lt;br /&gt;
&lt;br /&gt;
These are, as you might guess, items that a hero can hold in the hand that&amp;#039;s not currently holding a weapon. Off-Hand items include but are not by any means limited to: lanterns, orbs, books, scrolls, or torches. These items may be necessary for a specific quest, may give a hero additional abilities, or may simply give a passive combat bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can have some [[Equipment Descriptions]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Equipment&amp;diff=288</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Equipment&amp;diff=288"/>
		<updated>2018-02-09T19:07:59Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The stuff that [[hero]]es carry to protect themselves and fight off [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
Armor is the hero&amp;#039;s base set of clothing and provides the main protection against monsters. Armor is colored by a hero&amp;#039;s primary and secondary &amp;quot;favorite&amp;quot; colors. Our heroes start off as farmers, with the clothes to match:&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_farmer.png|200px]]&lt;br /&gt;
&lt;br /&gt;
Much more suited to planting potatoes than fighting monsters. When a hero gains a class (warrior/hunter/mystic), they upgrade their clothes:&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_level0mystic.png|200px]]&lt;br /&gt;
&lt;br /&gt;
 Something a little nicer and more class-specific, but still pretty basic clothing. The next level up is where things start to get interesting:&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_warriorProgression.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
Within each class, there is one branch of armor that will generally favor movement and one that will favor protection. Each branch currently has two tiers, with the possibility for special unique sets of armor remaining open.&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
[[File:AugmentSetComparison.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Augments are extra bits and pieces that heroes can wear on top of their armor. They provide the ability to further customize a hero&amp;#039;s strengths and role in combat, as well as some more visual variation. maybe a hero wears a magic crystal on a chain around her neck, or the skulls of minotaurs on his shoulders. Augments are also colored by the hero&amp;#039;s primary and secondary colors.&lt;br /&gt;
&lt;br /&gt;
The current augment &amp;quot;slots&amp;quot; are: belt, bracelets, broach, cloak, necklace, pauldrons, ring, sash, scarf, chest strap, and kneepads (replaced by a trim pattern for the robes of mystics)&lt;br /&gt;
&lt;br /&gt;
The example above shows two different full augment &amp;#039;sets,&amp;quot; but augments are gained and lost individually, and a hero is not locked into any particular style of augment. Mixing and matching is part of the fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons.jpg]]&lt;br /&gt;
&lt;br /&gt;
Not going to get very far fighting monsters without weapons, are you? Our farmers start off with whatever weapons they can scrounge up—hammers, pitchforks, etc. But soon, they&amp;#039;ll discover and create much better ones.&lt;br /&gt;
&lt;br /&gt;
Weapon types are currently: swords, axes, maces, spears, daggers, bows, staves, and wands. Some melee may be better at sweeping through enemy groups, while some are better for packing a heavier punch to a single target.&lt;br /&gt;
&lt;br /&gt;
Beyond the makeshift weapons of the farmers, weapons currently have 3 tiers. Tier one weapons are your rusty sword, your standard hunting bow, and little more than a stick for a wand. Tier 3 starts to get way more fun/ridiculous, including maces made from fallen stars and staves with glowing orbs and curling antlers.&lt;br /&gt;
&lt;br /&gt;
Generally, a hero can only hold/equip one weapon at a time. An extra weapon can be stored on the back, but switching to it in combat requires an action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Off-Hand Items ==&lt;br /&gt;
&lt;br /&gt;
These are, as you might guess, items that a hero can hold in the hand that&amp;#039;s not currently holding a weapon. Off-Hand items include but are not by any means limited to: lanterns, orbs, books, scrolls, or torches. These items may be necessary for a specific quest, may give a hero additional abilities, or may simply give a passive combat bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can have some [[Equipment Descriptions]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Equipment&amp;diff=287</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Equipment&amp;diff=287"/>
		<updated>2018-02-09T19:06:56Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The stuff that [[hero]]es carry to protect themselves and fight off [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
Armor is the hero&amp;#039;s base set of clothing and provides the main protection against monsters. Armor is colored by a hero&amp;#039;s primary and secondary &amp;quot;favorite&amp;quot; colors.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_farmer.png|200px]]&lt;br /&gt;
&lt;br /&gt;
Our heroes start off as farmers, with the clothes to match. Much more suited to planting potatoes than fighting monsters.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_level0mystic.png|200px]]&lt;br /&gt;
&lt;br /&gt;
When a hero gains a class (warrior/hunter/mystic), they upgrade their clothes to something a little nicer and more class-specific, but still pretty basic clothing.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_warriorProgression.jpg|400px]]&lt;br /&gt;
&lt;br /&gt;
The next level up is where things start to get interesting. Within each class, there is one branch of armor that will generally favor movement and one that will favor protection. Each branch currently has two tiers, with the possibility for special unique sets of armor remaining open.&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
[[File:AugmentSetComparison.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Augments are extra bits and pieces that heroes can wear on top of their armor. They provide the ability to further customize a hero&amp;#039;s strengths and role in combat, as well as some more visual variation. maybe a hero wears a magic crystal on a chain around her neck, or the skulls of minotaurs on his shoulders. Augments are also colored by the hero&amp;#039;s primary and secondary colors.&lt;br /&gt;
&lt;br /&gt;
The current augment &amp;quot;slots&amp;quot; are: belt, bracelets, broach, cloak, necklace, pauldrons, ring, sash, scarf, chest strap, and kneepads (replaced by a trim pattern for the robes of mystics)&lt;br /&gt;
&lt;br /&gt;
The example above shows two different full augment &amp;#039;sets,&amp;quot; but augments are gained and lost individually, and a hero is not locked into any particular style of augment. Mixing and matching is part of the fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons.jpg]]&lt;br /&gt;
&lt;br /&gt;
Not going to get very far fighting monsters without weapons, are you? Our farmers start off with whatever weapons they can scrounge up—hammers, pitchforks, etc. But soon, they&amp;#039;ll discover and create much better ones.&lt;br /&gt;
&lt;br /&gt;
Weapon types are currently: swords, axes, maces, spears, daggers, bows, staves, and wands. Some melee may be better at sweeping through enemy groups, while some are better for packing a heavier punch to a single target.&lt;br /&gt;
&lt;br /&gt;
Beyond the makeshift weapons of the farmers, weapons currently have 3 tiers. Tier one weapons are your rusty sword, your standard hunting bow, and little more than a stick for a wand. Tier 3 starts to get way more fun/ridiculous, including maces made from fallen stars and staves with glowing orbs and curling antlers.&lt;br /&gt;
&lt;br /&gt;
Generally, a hero can only hold/equip one weapon at a time. An extra weapon can be stored on the back, but switching to it in combat requires an action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Off-Hand Items ==&lt;br /&gt;
&lt;br /&gt;
These are, as you might guess, items that a hero can hold in the hand that&amp;#039;s not currently holding a weapon. Off-Hand items include but are not by any means limited to: lanterns, orbs, books, scrolls, or torches. These items may be necessary for a specific quest, may give a hero additional abilities, or may simply give a passive combat bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can have some [[Equipment Descriptions]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Equipment&amp;diff=286</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Equipment&amp;diff=286"/>
		<updated>2018-02-09T19:05:10Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The stuff that [[hero]]es carry to protect themselves and fight off [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_farmer.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Our heroes start off as farmers, with the clothes to match. Much more suited to planting potatoes than fighting monsters.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_level0mystic.png|300px]]&lt;br /&gt;
&lt;br /&gt;
When a hero gains a class (warrior/hunter/mystic), they upgrade their clothes to something a little nicer and more class-specific, but still pretty basic clothing.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_warriorProgression.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The next level up is where things start to get interesting. Within each class, there is one branch of armor that will generally favor movement and one that will favor protection. Each branch currently has two tiers.&lt;br /&gt;
&lt;br /&gt;
Armor is the hero&amp;#039;s base set of clothing and provides the main protection against monsters. Armor is colored by a hero&amp;#039;s primary and secondary &amp;quot;favorite&amp;quot; colors.&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
[[File:AugmentSetComparison.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Augments are extra bits and pieces that heroes can wear on top of their armor. They provide the ability to further customize a hero&amp;#039;s strengths and role in combat, as well as some more visual variation. maybe a hero wears a magic crystal on a chain around her neck, or the skulls of minotaurs on his shoulders. Augments are also colored by the hero&amp;#039;s primary and secondary colors.&lt;br /&gt;
&lt;br /&gt;
The current augment &amp;quot;slots&amp;quot; are: belt, bracelets, broach, cloak, necklace, pauldrons, ring, sash, scarf, chest strap, and kneepads (replaced by a trim pattern for the robes of mystics)&lt;br /&gt;
&lt;br /&gt;
The example above shows two different full augment &amp;#039;sets,&amp;quot; but augments are gained and lost individually, and a hero is not locked into any particular style of augment. Mixing and matching is part of the fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
[[File:Weapons.jpg]]&lt;br /&gt;
&lt;br /&gt;
Not going to get very far fighting monsters without weapons, are you? Our farmers start off with whatever weapons they can scrounge up—hammers, pitchforks, etc. But soon, they&amp;#039;ll discover and create much better ones.&lt;br /&gt;
&lt;br /&gt;
Weapon types are currently: swords, axes, maces, spears, daggers, bows, staves, and wands. Some melee may be better at sweeping through enemy groups, while some are better for packing a heavier punch to a single target.&lt;br /&gt;
&lt;br /&gt;
Beyond the makeshift weapons of the farmers, weapons currently have 3 tiers. Tier one weapons are your rusty sword, your standard hunting bow, and little more than a stick for a wand. Tier 3 starts to get way more fun/ridiculous, including maces made from fallen stars and staves with glowing orbs and curling antlers.&lt;br /&gt;
&lt;br /&gt;
Generally, a hero can only hold/equip one weapon at a time. An extra weapon can be stored on the back, but switching to it in combat requires an action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Off-Hand Items ==&lt;br /&gt;
&lt;br /&gt;
These are, as you might guess, items that a hero can hold in the hand that&amp;#039;s not currently holding a weapon. Off-Hand items include but are not by any means limited to: lanterns, orbs, books, scrolls, or torches. These items may be necessary for a specific quest, may give a hero additional abilities, or may simply give a passive combat bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can have some [[Equipment Descriptions]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Weapons.jpg&amp;diff=285</id>
		<title>File:Weapons.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Weapons.jpg&amp;diff=285"/>
		<updated>2018-02-09T19:04:28Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Equipment&amp;diff=284</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Equipment&amp;diff=284"/>
		<updated>2018-02-09T19:03:57Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The stuff that [[hero]]es carry to protect themselves and fight off [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_farmer.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Our heroes start off as farmers, with the clothes to match. Much more suited to planting potatoes than fighting monsters.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_level0mystic.png|300px]]&lt;br /&gt;
&lt;br /&gt;
When a hero gains a class (warrior/hunter/mystic), they upgrade their clothes to something a little nicer and more class-specific, but still pretty basic clothing.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_warriorProgression.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The next level up is where things start to get interesting. Within each class, there is one branch of armor that will generally favor movement and one that will favor protection. Each branch currently has two tiers.&lt;br /&gt;
&lt;br /&gt;
Armor is the hero&amp;#039;s base set of clothing and provides the main protection against monsters. Armor is colored by a hero&amp;#039;s primary and secondary &amp;quot;favorite&amp;quot; colors.&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
[[File:AugmentSetComparison.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Augments are extra bits and pieces that heroes can wear on top of their armor. They provide the ability to further customize a hero&amp;#039;s strengths and role in combat, as well as some more visual variation. maybe a hero wears a magic crystal on a chain around her neck, or the skulls of minotaurs on his shoulders. Augments are also colored by the hero&amp;#039;s primary and secondary colors.&lt;br /&gt;
&lt;br /&gt;
The current augment &amp;quot;slots&amp;quot; are: belt, bracelets, broach, cloak, necklace, pauldrons, ring, sash, scarf, chest strap, and kneepads (replaced by a trim pattern for the robes of mystics)&lt;br /&gt;
&lt;br /&gt;
The example above shows two different full augment &amp;#039;sets,&amp;quot; but augments are gained and lost individually, and a hero is not locked into any particular style of augment. Mixing and matching is part of the fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
Not going to get very far fighting monsters without weapons, are you? Our farmers start off with whatever weapons they can scrounge up—hammers, pitchforks, etc. But soon, they&amp;#039;ll discover and create much better ones.&lt;br /&gt;
&lt;br /&gt;
Weapon types are currently: swords, axes, maces, spears, daggers, bows, staves, and wands. Some melee may be better at sweeping through enemy groups, while some are better for packing a heavier punch to a single target.&lt;br /&gt;
&lt;br /&gt;
Beyond the makeshift weapons of the farmers, weapons currently have 3 tiers. Tier one weapons are your rusty sword, your standard hunting bow, and little more than a stick for a wand. Tier 3 starts to get way more fun/ridiculous, including maces made from fallen stars and staves with glowing orbs and curling antlers.&lt;br /&gt;
&lt;br /&gt;
Generally, a hero can only hold/equip one weapon at a time. An extra weapon can be stored on the back, but switching to it in combat requires an action.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Off-Hand Items ==&lt;br /&gt;
&lt;br /&gt;
These are, as you might guess, items that a hero can hold in the hand that&amp;#039;s not currently holding a weapon. Off-Hand items include but are not by any means limited to: lanterns, orbs, books, scrolls, or torches. These items may be necessary for a specific quest, may give a hero additional abilities, or may simply give a passive combat bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can have some [[Equipment Descriptions]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Equipment&amp;diff=281</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Equipment&amp;diff=281"/>
		<updated>2018-02-09T18:37:11Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The stuff that [[hero]]es carry to protect themselves and fight off [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_farmer.png|300px]]&lt;br /&gt;
&lt;br /&gt;
Our heroes start off as farmers, with the clothes to match. Much more suited to planting potatoes than fighting monsters.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_level0mystic.png|300px]]&lt;br /&gt;
&lt;br /&gt;
When a hero gains a class (warrior/hunter/mystic), they upgrade their clothes to something a little nicer and more class-specific, but still pretty basic clothing.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_warriorProgression.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
The next level up is where things start to get interesting. Within each class, there is one branch of armor that will generally favor movement and one that will favor protection. Each branch currently has two tiers.&lt;br /&gt;
&lt;br /&gt;
Armor is the hero&amp;#039;s base set of clothing and provides the main protection against monsters. Armor is colored by a hero&amp;#039;s primary and secondary &amp;quot;favorite&amp;quot; colors.&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
[[File:AugmentSetComparison.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Augments are extra bits and pieces that heroes can wear on top of their armor. They provide the ability to further customize a hero&amp;#039;s strengths and role in combat, as well as some more visual variation. maybe a hero wears a magic crystal on a chain around her neck, or the skulls of minotaurs on his shoulders. Augments are also colored by the hero&amp;#039;s primary and secondary colors.&lt;br /&gt;
&lt;br /&gt;
The current augment &amp;quot;slots&amp;quot; are: belt, bracelets, broach, cloak, necklace, pauldrons, ring, sash, scarf, chest strap, and kneepads (replaced by a trim pattern for the robes of mystics)&lt;br /&gt;
&lt;br /&gt;
The example above shows two different full augment &amp;#039;sets,&amp;quot; but augments are gained and lost individually, and a hero is not locked into any particular style of augment. Mixing and matching is part of the fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can have some [[Equipment Descriptions]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Equipment&amp;diff=279</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Equipment&amp;diff=279"/>
		<updated>2018-02-09T18:36:31Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The stuff that [[hero]]es carry to protect themselves and fight off [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_farmer.png]]&lt;br /&gt;
Our heroes start off as farmers, with the clothes to match. Much more suited to planting potatoes than fighting monsters.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_level0mystic.png]]&lt;br /&gt;
When a hero gains a class (warrior/hunter/mystic), they upgrade their clothes to something a little nicer and more class-specific, but still pretty basic clothing.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_warriorProgression.jpg|600px]]&lt;br /&gt;
The next level up is where things start to get interesting. Within each class, there is one branch of armor that will generally favor movement and one that will favor protection. Each branch currently has two tiers.&lt;br /&gt;
&lt;br /&gt;
Armor is the hero&amp;#039;s base set of clothing and provides the main protection against monsters. Armor is colored by a hero&amp;#039;s primary and secondary &amp;quot;favorite&amp;quot; colors.&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
[[File:AugmentSetComparison.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Augments are extra bits and pieces that heroes can wear on top of their armor. They provide the ability to further customize a hero&amp;#039;s strengths and role in combat, as well as some more visual variation. maybe a hero wears a magic crystal on a chain around her neck, or the skulls of minotaurs on his shoulders. Augments are also colored by the hero&amp;#039;s primary and secondary colors.&lt;br /&gt;
&lt;br /&gt;
The current augment &amp;quot;slots&amp;quot; are: belt, bracelets, broach, cloak, necklace, pauldrons, ring, sash, scarf, chest strap, and kneepads (replaced by a trim pattern for the robes of mystics)&lt;br /&gt;
&lt;br /&gt;
The example above shows two different full augment &amp;#039;sets,&amp;quot; but augments are gained and lost individually, and a hero is not locked into any particular style of augment. Mixing and matching is part of the fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can have some [[Equipment Descriptions]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Equipment&amp;diff=278</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Equipment&amp;diff=278"/>
		<updated>2018-02-09T18:36:01Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The stuff that [[hero]]es carry to protect themselves and fight off [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_farmer.jpg]]&lt;br /&gt;
Our heroes start off as farmers, with the clothes to match. Much more suited to planting potatoes than fighting monsters.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_level0mystic.jpg]]&lt;br /&gt;
When a hero gains a class (warrior/hunter/mystic), they upgrade their clothes to something a little nicer and more class-specific, but still pretty basic clothing.&lt;br /&gt;
&lt;br /&gt;
[[File:Armor_warriorProgression.jpg]]&lt;br /&gt;
The next level up is where things start to get interesting. Within each class, there is one branch of armor that will generally favor movement and one that will favor protection. Each branch currently has two tiers.&lt;br /&gt;
&lt;br /&gt;
Armor is the hero&amp;#039;s base set of clothing and provides the main protection against monsters. Armor is colored by a hero&amp;#039;s primary and secondary &amp;quot;favorite&amp;quot; colors.&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
[[File:AugmentSetComparison.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Augments are extra bits and pieces that heroes can wear on top of their armor. They provide the ability to further customize a hero&amp;#039;s strengths and role in combat, as well as some more visual variation. maybe a hero wears a magic crystal on a chain around her neck, or the skulls of minotaurs on his shoulders. Augments are also colored by the hero&amp;#039;s primary and secondary colors.&lt;br /&gt;
&lt;br /&gt;
The current augment &amp;quot;slots&amp;quot; are: belt, bracelets, broach, cloak, necklace, pauldrons, ring, sash, scarf, chest strap, and kneepads (replaced by a trim pattern for the robes of mystics)&lt;br /&gt;
&lt;br /&gt;
The example above shows two different full augment &amp;#039;sets,&amp;quot; but augments are gained and lost individually, and a hero is not locked into any particular style of augment. Mixing and matching is part of the fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can have some [[Equipment Descriptions]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Equipment&amp;diff=276</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Equipment&amp;diff=276"/>
		<updated>2018-02-09T18:34:17Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Augments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The stuff that [[hero]]es carry to protect themselves and fight off [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
Our heroes start off as farmers, with the clothes to match. Much more suited to planting potatoes than fighting monsters.&lt;br /&gt;
&lt;br /&gt;
When a hero gains a class (warrior/hunter/mystic), they upgrade their clothes to something a little nicer and more class-specific, but still pretty basic clothing.&lt;br /&gt;
&lt;br /&gt;
The next level up is where things start to get interesting. Within each class, there is one branch of armor that will generally favor movement and one that will favor protection. Each branch currently has two tiers.&lt;br /&gt;
&lt;br /&gt;
Armor is the hero&amp;#039;s base set of clothing and provides the main protection against monsters. Armor is colored by a hero&amp;#039;s primary and secondary &amp;quot;favorite&amp;quot; colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
[[File:AugmentSetComparison.jpg|600px]]&lt;br /&gt;
&lt;br /&gt;
Augments are extra bits and pieces that heroes can wear on top of their armor. They provide the ability to further customize a hero&amp;#039;s strengths and role in combat, as well as some more visual variation. maybe a hero wears a magic crystal on a chain around her neck, or the skulls of minotaurs on his shoulders. Augments are also colored by the hero&amp;#039;s primary and secondary colors.&lt;br /&gt;
&lt;br /&gt;
The current augment &amp;quot;slots&amp;quot; are: belt, bracelets, broach, cloak, necklace, pauldrons, ring, sash, scarf, chest strap, and kneepads (replaced by a trim pattern for the robes of mystics)&lt;br /&gt;
&lt;br /&gt;
The example above shows two different full augment &amp;#039;sets,&amp;quot; but augments are gained and lost individually, and a hero is not locked into any particular style of augment. Mixing and matching is part of the fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can have some [[Equipment Descriptions]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Equipment&amp;diff=275</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Equipment&amp;diff=275"/>
		<updated>2018-02-09T18:33:46Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Augments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The stuff that [[hero]]es carry to protect themselves and fight off [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
Our heroes start off as farmers, with the clothes to match. Much more suited to planting potatoes than fighting monsters.&lt;br /&gt;
&lt;br /&gt;
When a hero gains a class (warrior/hunter/mystic), they upgrade their clothes to something a little nicer and more class-specific, but still pretty basic clothing.&lt;br /&gt;
&lt;br /&gt;
The next level up is where things start to get interesting. Within each class, there is one branch of armor that will generally favor movement and one that will favor protection. Each branch currently has two tiers.&lt;br /&gt;
&lt;br /&gt;
Armor is the hero&amp;#039;s base set of clothing and provides the main protection against monsters. Armor is colored by a hero&amp;#039;s primary and secondary &amp;quot;favorite&amp;quot; colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
[[File:AugmentSetComparison.jpg]]&lt;br /&gt;
&lt;br /&gt;
Augments are extra bits and pieces that heroes can wear on top of their armor. They provide the ability to further customize a hero&amp;#039;s strengths and role in combat, as well as some more visual variation. maybe a hero wears a magic crystal on a chain around her neck, or the skulls of minotaurs on his shoulders. Augments are also colored by the hero&amp;#039;s primary and secondary colors.&lt;br /&gt;
&lt;br /&gt;
The current augment &amp;quot;slots&amp;quot; are: belt, bracelets, broach, cloak, necklace, pauldrons, ring, sash, scarf, chest strap, and kneepads (replaced by a trim pattern for the robes of mystics)&lt;br /&gt;
&lt;br /&gt;
The example above shows two different full augment &amp;#039;sets,&amp;quot; but augments are gained and lost individually, and a hero is not locked into any particular style of augment. Mixing and matching is part of the fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can have some [[Equipment Descriptions]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:AugmentSetComparison.jpg&amp;diff=274</id>
		<title>File:AugmentSetComparison.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:AugmentSetComparison.jpg&amp;diff=274"/>
		<updated>2018-02-09T18:32:51Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Armor_warriorProgression.jpg&amp;diff=273</id>
		<title>File:Armor warriorProgression.jpg</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Armor_warriorProgression.jpg&amp;diff=273"/>
		<updated>2018-02-09T18:32:33Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Armor_level0mystic.png&amp;diff=272</id>
		<title>File:Armor level0mystic.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Armor_level0mystic.png&amp;diff=272"/>
		<updated>2018-02-09T18:32:11Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:Armor_farmer.png&amp;diff=271</id>
		<title>File:Armor farmer.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:Armor_farmer.png&amp;diff=271"/>
		<updated>2018-02-09T18:31:56Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Equipment&amp;diff=270</id>
		<title>Equipment</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Equipment&amp;diff=270"/>
		<updated>2018-02-09T18:31:40Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The stuff that [[hero]]es carry to protect themselves and fight off [[monster]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Armor ==&lt;br /&gt;
&lt;br /&gt;
Our heroes start off as farmers, with the clothes to match. Much more suited to planting potatoes than fighting monsters.&lt;br /&gt;
&lt;br /&gt;
When a hero gains a class (warrior/hunter/mystic), they upgrade their clothes to something a little nicer and more class-specific, but still pretty basic clothing.&lt;br /&gt;
&lt;br /&gt;
The next level up is where things start to get interesting. Within each class, there is one branch of armor that will generally favor movement and one that will favor protection. Each branch currently has two tiers.&lt;br /&gt;
&lt;br /&gt;
Armor is the hero&amp;#039;s base set of clothing and provides the main protection against monsters. Armor is colored by a hero&amp;#039;s primary and secondary &amp;quot;favorite&amp;quot; colors.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Augments ==&lt;br /&gt;
&lt;br /&gt;
Augments are extra bits and pieces that heroes can wear on top of their armor. They provide the ability to further customize a hero&amp;#039;s strengths and role in combat, as well as some more visual variation. maybe a hero wears a magic crystal on a chain around her neck, or the skulls of minotaurs on his shoulders. Augments are also colored by the hero&amp;#039;s primary and secondary colors.&lt;br /&gt;
&lt;br /&gt;
The current augment &amp;quot;slots&amp;quot; are: belt, bracelets, broach, cloak, necklace, pauldrons, ring, sash, scarf, chest strap, and kneepads (replaced by a trim pattern for the robes of mystics)&lt;br /&gt;
&lt;br /&gt;
The example above shows two different full augment &amp;#039;sets,&amp;quot; but augments are gained and lost individually, and a hero is not locked into any particular style of augment. Mixing and matching is part of the fun!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
They can have some [[Equipment Descriptions]].&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=265</id>
		<title>Writer&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=265"/>
		<updated>2018-02-09T17:43:03Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Grant Gear */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Todo explain stuff blah blah&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
==The Yondering Lands==&lt;br /&gt;
The world goes through cycles. Civilizations rise and fall, and threats to humanity wax and wane. Building ruins, powerful artifacts, the memories of great deeds all fade into myth or are lost to memory and are rediscovered time and again. The history of the lands are repeated patterns that are still never quite the same.&lt;br /&gt;
&lt;br /&gt;
The Yondering Lands are sortof vaguely American. Or at least, if you have a choice between American and European, lean American. This applies mainly to flora and fauna, but also to little things like, we don&amp;#039;t talk a lot about nobility, kings and queens, and we don&amp;#039;t use a lot of the strongly-flavored medieval-fantasy words. No British accents or isms, unless it&amp;#039;s a particularly foreign character. (People have been known to fall into the lands from time to time from other places, so.) But then also, we don&amp;#039;t quite do banjos and cowboy hats. Guitars are maybe right on the edge. Fiddles are probably cool, right? I don&amp;#039;t know.&lt;br /&gt;
&lt;br /&gt;
==Monsters!==&lt;br /&gt;
[[Deepist]]s are a cult that likes rocks, minotaurs, and fungi. Read some in-fiction lore [[Deepist Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Drauven]] are lizardy folks who like dragons. Read some in-ficiton lore [[Drauven Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Gorgon]]s are corrupted tentacular beasties. Read some in-fiction lore [[Gorgon Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Morthagi]] are clockwork undead. Read some in-fiction lore [[Morthagi lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Thrixl]]s are dreamlike and insectiod. Read some in-fiction lore [[Thrixl lore|here]].&lt;br /&gt;
&lt;br /&gt;
All monsters are indeed monstrous. There may be shades of gray, but in aggregate monstrous life is incompatible with human life. Humans fight monsters to survive.&lt;br /&gt;
&lt;br /&gt;
There are no demi-humanish creatures in the Yondering Lands: no elves, dwarves, orcs, or their kin. But I mean, we COULD have some badger-people or some other weird stuff. I mean, Drauven are kinof on the line, aren&amp;#039;t they? But certainly none of the &amp;quot;stock fantasy races.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Magic!==&lt;br /&gt;
Human magic is performed by [[mystic]]s who [[interfuse]] with objects to manipulate them.&lt;br /&gt;
&lt;br /&gt;
But also, some [[monster]]s can perform magic and/or ARE magic.&lt;br /&gt;
&lt;br /&gt;
==Equipment!==&lt;br /&gt;
There&amp;#039;s lots of equipment in the game. Generally procedurally generated, but its history grows over time. Every piece of equipment has a description, some narrative insight that follows some [[Equipment Descriptions|general rules]].&lt;br /&gt;
&lt;br /&gt;
=Tools=&lt;br /&gt;
==Set up your work space==&lt;br /&gt;
How to use [[Source Control]], how to run [[Scratchpad]], how to submit files.&lt;br /&gt;
&lt;br /&gt;
==How The Game Works==&lt;br /&gt;
===Heroes===&lt;br /&gt;
[[Hero]]es are generated with [[History]], which drives [[Aspects]], which drive [[Stats]].&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
Effects use a system of targets and outcomes....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using The Editors==&lt;br /&gt;
* Setting up new events&lt;br /&gt;
* Codestuff&lt;br /&gt;
* The comic-writing  tool&lt;br /&gt;
* tags and targets&lt;br /&gt;
* plain text please&lt;br /&gt;
&lt;br /&gt;
===Making Panels===&lt;br /&gt;
  &lt;br /&gt;
Use &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;panel&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; tags to separate text into panels. It&amp;#039;s pretty easy to specify panel sizes and add actors with facial expressions and basic functionality.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel&amp;gt;Use panel tags to separate text.&lt;br /&gt;
&amp;lt;panel|bookish&amp;gt;if there&amp;#039;s an actor, they will speak the line.&lt;br /&gt;
&amp;lt;panel|poet thinking&amp;gt;Or maybe you want them to think it instead.&lt;br /&gt;
&amp;lt;panel|goofball joke&amp;gt;Or make a funny face!&lt;br /&gt;
&amp;lt;panel sixth left|bookish grim size:1.75&amp;gt;&lt;br /&gt;
&amp;lt;panel half left|snark sad &amp;gt;Nobody actually likes your face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ComicTool example1.png]]&lt;br /&gt;
&lt;br /&gt;
Everything about a panel is stored as text, in the panel tag. These examples show how to use [[panel styles]] (left, sixth, half), how to add actors ( |rolename ), and how to add [[actor styles]] (thinking, joke, grim). Panel styles are convenient for quickly making panels, but panel tags can get cumbersome fast. Good thing is, we have a visual editor so you don&amp;#039;t need to edit all this stuff by hand. &lt;br /&gt;
&lt;br /&gt;
To open up the panel editor, click on a panel in the Comic Editor display. You can use the visual [[panel editor]] to do almost everything, including adding actors, setting their facial expressions, really everything except creating new panels and modifying the text that goes in them.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;Protip: Panel tags can be copied and pasted around as a quick way to duplicate a scene.&amp;#039;&amp;#039;&lt;br /&gt;
===Using Tags to Control Text===&lt;br /&gt;
&lt;br /&gt;
Each event can specify a number of targets, which are often heroes, selected for a particular personality, relationship, etc.. These targets are assigned to [[Story Role|roles]]. Roles are easy-to-remember words like &amp;#039;&amp;#039;leader&amp;#039;&amp;#039;, &amp;#039;&amp;#039;target&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hero&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hothead&amp;#039;&amp;#039;, &amp;#039;&amp;#039;friend&amp;#039;&amp;#039;, etc..&lt;br /&gt;
&lt;br /&gt;
Once you have a target assigned to the role, you can insert the target into your text using a &amp;#039;&amp;#039;role tag&amp;#039;&amp;#039; like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel twoThirds |leader narrating|hothead pained&amp;gt;&lt;br /&gt;
&amp;lt;leader&amp;gt; takes a long, appraising look at &amp;lt;hothead&amp;gt;. &lt;br /&gt;
&amp;lt;leader.mf:He/She&amp;gt; wipes a fleck of bluish ooze off &amp;lt;leader.mf:his/her&amp;gt; nose.&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor simpleTags1.png]]&lt;br /&gt;
&lt;br /&gt;
This is a simple example but we can get a lot more sophisticated, and tags can be nested as well. That can get really confusing. Maybe we should build some better tools?&lt;br /&gt;
&lt;br /&gt;
One of the key uses of tags is to give heroes different lines depending on their personalities. This works by embedding the stats you care about in the tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel |leader talking&amp;gt;&lt;br /&gt;
&amp;lt;leader.goofball/bookish:&lt;br /&gt;
Surprise everyone! It&amp;#039;s fightin&amp;#039; time!&lt;br /&gt;
/Ahem. Our foes appear to have arrived.&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor personalityTags.png]]&lt;br /&gt;
&lt;br /&gt;
You can embed tags within tags. The most common use case will be putting gender tags inside personality tags. But you can go further if you want to. You can even use tags to select whole panels, like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;bookish.poet/snark:&lt;br /&gt;
  &amp;lt;panel|bookish joy&amp;gt;&lt;br /&gt;
  This will make an excellent song!&lt;br /&gt;
/&lt;br /&gt;
  &amp;lt;panel|bookish skeptical&amp;gt;&lt;br /&gt;
  What is it about me that attracts trouble? Is it my hair?&lt;br /&gt;
&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditorPersonalityTagsPanels.png]]&lt;br /&gt;
&lt;br /&gt;
This can get out of hand very quickly, but might be useful for reaction panels, or whatever? I don&amp;#039;t know. Be careful out there.&lt;br /&gt;
&lt;br /&gt;
Tags can do a lot more! For a full list of available tags see : [[Tag Reference]].&lt;br /&gt;
&lt;br /&gt;
===Style Markup===&lt;br /&gt;
Text in a comic panel gets a style automatically depending on if the TextBox is set up as narration, speech, thought, etc.. The Style can be modified using square brackets. Generally, text-style markup is similar to html markup, in that you have a starting and ending tag, BUT! our style format doesn&amp;#039;t require the end tag to have anything in it.&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
  [bold]&amp;#039;&amp;#039;&amp;#039;bold text&amp;#039;&amp;#039;&amp;#039; [italic]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Bold italic text&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[]&amp;#039;&amp;#039;&amp;#039;bold again&amp;#039;&amp;#039;&amp;#039;[] regular again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TODO add some pictures of styled text here&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can set the size, color, and font of the text. See Main article on [[Text Styles]] for a full list of available fonts, styles, and colors.&lt;br /&gt;
&lt;br /&gt;
=Tone, Style, Voice, Visuals=&lt;br /&gt;
hey what&amp;#039;s a good story?&lt;br /&gt;
&lt;br /&gt;
What&amp;#039;s our &amp;quot;bar&amp;quot; for comic panels?&lt;br /&gt;
&lt;br /&gt;
How many personality-specific lines should there be?&lt;br /&gt;
&lt;br /&gt;
Each character in an [[event]] can fulfill a particular [[Story role]].&lt;br /&gt;
&lt;br /&gt;
An example event and the thinking behind it can be found [[Event design philosophy|here]].&lt;br /&gt;
&lt;br /&gt;
=Scope=&lt;br /&gt;
What can a story do?&lt;br /&gt;
&lt;br /&gt;
==Story Inputs==&lt;br /&gt;
What can you rely on? What can a story know about the state of the game, and how can you incorporate that in your writing?&lt;br /&gt;
&lt;br /&gt;
===Company State ===&lt;br /&gt;
===Legacy Unlocks===&lt;br /&gt;
===Present Heroes===&lt;br /&gt;
===All Heroes===&lt;br /&gt;
===Where are we===&lt;br /&gt;
===What are we fighting?===&lt;br /&gt;
===Plot/Chapter progress===&lt;br /&gt;
===Specifying NPCs===&lt;br /&gt;
===Anything else you want?===&lt;br /&gt;
&lt;br /&gt;
==Story Outcomes==&lt;br /&gt;
What results are possible? What&amp;#039;s desired? A lot of this will vary based on event type, but.&lt;br /&gt;
&lt;br /&gt;
===Grant Gear===&lt;br /&gt;
&lt;br /&gt;
Gear gotten from an event may include augments, weapons, off-hand items, or (rarely/epically) a new type of armor.&lt;br /&gt;
&lt;br /&gt;
===Body Modifications===&lt;br /&gt;
 &lt;br /&gt;
[[File:BodyModification_morthagiArm.png|200px]] [[File:BodyModification_tentacle.png|200px]] [[File:BodyModification_wolfHead.png|200px]]&lt;br /&gt;
&lt;br /&gt;
Heroes&amp;#039; arms, legs and heads can be replaced with exciting things. These replacements may happen as the result of a choice in an event (e.g. a hero gets a wolf head after agreeing to join the wolf god), or they may be gained as rewards for quests that become available after the hero loses a limb in combat (e.g., after losing an arm, a hero discovers an abandoned Morthagi who offers to build them a mechanical one).&lt;br /&gt;
&lt;br /&gt;
In addition to replacements, modifications like wings, scars, or tattoos may be added.&lt;br /&gt;
&lt;br /&gt;
Most body modifications will affect the hero&amp;#039;s stats or abilities in some way (e.g., our hero with wings can now ignore obstacles when moving during a battle).&lt;br /&gt;
&lt;br /&gt;
===History Lines===&lt;br /&gt;
===Stat boosts===&lt;br /&gt;
===Add/remove hooks, aspects===&lt;br /&gt;
===Overland Stations===&lt;br /&gt;
===Modify Overland State===&lt;br /&gt;
===Affect combat===&lt;br /&gt;
===Hero Relationships===&lt;br /&gt;
===Unlock stuff===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stretching and Establishing new Content==&lt;br /&gt;
&lt;br /&gt;
How far can stories range from the existing material and game assets? Spoiler: quite far!&lt;br /&gt;
&lt;br /&gt;
Because we are using 2D art and no animation, certain things are incredibly cheap for us to do, which would be prohibitively expensive for other games. Here are some examples which should give you an idea. In general, we are looking for writing to stretch and grow our content range as much as possible.&lt;br /&gt;
&lt;br /&gt;
Here are few but if you have a particular idea, run it past!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Comic Art&amp;#039;&amp;#039;&amp;#039; is very cheap. If you need a prop or a background to tell a story properly, ask for it!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Gear&amp;#039;&amp;#039;&amp;#039; Weapons are maybe the second-cheapest asset class in the game, specify as many as you like. Augments are also pretty cheap. Armor is fairly expensive, but we can do it if it feels really special.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;One-Off Monsters&amp;#039;&amp;#039;&amp;#039; if none of the existing monsters make sense, you can call for a one-off monster to appear in a story or a fight. Most stories probably won&amp;#039;t need this, but it&amp;#039;s relatively inexpensive, so let&amp;#039;s do it when it makes sense.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Body Modifications&amp;#039;&amp;#039;&amp;#039; are where our character rig really shines. Any limb, or the head, can be swapped out for something monstrous or more awesome. Hair styles, skin patterns, scars, tattoos, bring it! It gets a little tricky if it modifies the face, because the different facial expressions &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playable Characters&amp;#039;&amp;#039;&amp;#039; might be monsters or weirdthings that you can recruit or get transformed into. Fairly cheap, and we really want these. One thing to consider is whether they will be able to use weapons or armor. The default approach is that non-humans don&amp;#039;t use gear, but we could possibly make an exception for weapon-wielding, since that is relatively easy to rig up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-game Scenery&amp;#039;&amp;#039;&amp;#039; is cheap, and could double as comic props?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Map icons&amp;#039;&amp;#039;&amp;#039; are very cheap if you need something specific.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-Game Environments&amp;#039;&amp;#039;&amp;#039; are expensive, since they require a lot of art to work together, and a deal of programming too. But, bring your ideas. We might be able to make something work.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Abilities&amp;#039;&amp;#039;&amp;#039; Do you need special abilities, as rewards, for one-off enemies, playable characters, or whatever? They are pretty easy to make! Say what you want and we can talk it over.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffs/Debuffs&amp;#039;&amp;#039;&amp;#039; are relatively cheap, particularly if they are similar to an existing effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Avantages/Disadvantages&amp;#039;&amp;#039;&amp;#039; are not totally implemented, so let us know what you want to see.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Event Types=&lt;br /&gt;
Stories in Wildermyth are applied procedurally. When the player is in a situation that calls for a story, the game searches the database of events for all the stories that could fit the situation, and then picks one randomly. Different situations come with different storytelling constraints.&lt;br /&gt;
&lt;br /&gt;
==Exploration Oriented Stories==&lt;br /&gt;
===Wilderness Scouting===&lt;br /&gt;
===Arrive at Hostile Site===&lt;br /&gt;
&lt;br /&gt;
==Tactical Stories==&lt;br /&gt;
===Ambushed===&lt;br /&gt;
===Tactical Defense===&lt;br /&gt;
===Attack Site (subsequent)===&lt;br /&gt;
&lt;br /&gt;
==Combat-Oriented Stories==&lt;br /&gt;
===Mortal Choice===&lt;br /&gt;
===Mid-mission story===&lt;br /&gt;
===Mission Victory===&lt;br /&gt;
===Mission Defeat===&lt;br /&gt;
&lt;br /&gt;
==Infrastructure Stories==&lt;br /&gt;
===Site Feature Quest (Delving)===&lt;br /&gt;
===Founding Towns===&lt;br /&gt;
&lt;br /&gt;
==Randomly Surfaced Stories==&lt;br /&gt;
===Personal Relationship (Hook) Quest===&lt;br /&gt;
===Personal Upgrade Quest===&lt;br /&gt;
===Site Quests===&lt;br /&gt;
&lt;br /&gt;
==Experimental Stories==&lt;br /&gt;
===Adventures and Scenarios===&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=263</id>
		<title>Writer&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=263"/>
		<updated>2018-02-09T17:36:34Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Body Modifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Todo explain stuff blah blah&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
==The Yondering Lands==&lt;br /&gt;
The world goes through cycles. Civilizations rise and fall, and threats to humanity wax and wane. Building ruins, powerful artifacts, the memories of great deeds all fade into myth or are lost to memory and are rediscovered time and again. The history of the lands are repeated patterns that are still never quite the same.&lt;br /&gt;
&lt;br /&gt;
The Yondering Lands are sortof vaguely American. Or at least, if you have a choice between American and European, lean American. This applies mainly to flora and fauna, but also to little things like, we don&amp;#039;t talk a lot about nobility, kings and queens, and we don&amp;#039;t use a lot of the strongly-flavored medieval-fantasy words. No British accents or isms, unless it&amp;#039;s a particularly foreign character. (People have been known to fall into the lands from time to time from other places, so.) But then also, we don&amp;#039;t quite do banjos and cowboy hats. Guitars are maybe right on the edge. Fiddles are probably cool, right? I don&amp;#039;t know.&lt;br /&gt;
&lt;br /&gt;
==Monsters!==&lt;br /&gt;
[[Deepist]]s are a cult that likes rocks, minotaurs, and fungi. Read some in-fiction lore [[Deepist Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Drauven]] are lizardy folks who like dragons. Read some in-ficiton lore [[Drauven Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Gorgon]]s are corrupted tentacular beasties. Read some in-fiction lore [[Gorgon Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Morthagi]] are clockwork undead. Read some in-fiction lore [[Morthagi lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Thrixl]]s are dreamlike and insectiod. Read some in-fiction lore [[Thrixl lore|here]].&lt;br /&gt;
&lt;br /&gt;
All monsters are indeed monstrous. There may be shades of gray, but in aggregate monstrous life is incompatible with human life. Humans fight monsters to survive.&lt;br /&gt;
&lt;br /&gt;
There are no demi-humanish creatures in the Yondering Lands: no elves, dwarves, orcs, or their kin. But I mean, we COULD have some badger-people or some other weird stuff. I mean, Drauven are kinof on the line, aren&amp;#039;t they? But certainly none of the &amp;quot;stock fantasy races.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Magic!==&lt;br /&gt;
Human magic is performed by [[mystic]]s who [[interfuse]] with objects to manipulate them.&lt;br /&gt;
&lt;br /&gt;
But also, some [[monster]]s can perform magic and/or ARE magic.&lt;br /&gt;
&lt;br /&gt;
==Equipment!==&lt;br /&gt;
There&amp;#039;s lots of equipment in the game. Generally procedurally generated, but its history grows over time. Every piece of equipment has a description, some narrative insight that follows some [[Equipment Descriptions|general rules]].&lt;br /&gt;
&lt;br /&gt;
=Tools=&lt;br /&gt;
==Set up your work space==&lt;br /&gt;
How to use [[Source Control]], how to run [[Scratchpad]], how to submit files.&lt;br /&gt;
&lt;br /&gt;
==How The Game Works==&lt;br /&gt;
===Heroes===&lt;br /&gt;
[[Hero]]es are generated with [[History]], which drives [[Aspects]], which drive [[Stats]].&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
Effects use a system of targets and outcomes....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using The Editors==&lt;br /&gt;
* Setting up new events&lt;br /&gt;
* Codestuff&lt;br /&gt;
* The comic-writing  tool&lt;br /&gt;
* tags and targets&lt;br /&gt;
* plain text please&lt;br /&gt;
&lt;br /&gt;
===Making Panels===&lt;br /&gt;
  &lt;br /&gt;
Use &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;panel&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; tags to separate text into panels. It&amp;#039;s pretty easy to specify panel sizes and add actors with facial expressions and basic functionality.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel&amp;gt;Use panel tags to separate text.&lt;br /&gt;
&amp;lt;panel|bookish&amp;gt;if there&amp;#039;s an actor, they will speak the line.&lt;br /&gt;
&amp;lt;panel|poet thinking&amp;gt;Or maybe you want them to think it instead.&lt;br /&gt;
&amp;lt;panel|goofball joke&amp;gt;Or make a funny face!&lt;br /&gt;
&amp;lt;panel sixth left|bookish grim size:1.75&amp;gt;&lt;br /&gt;
&amp;lt;panel half left|snark sad &amp;gt;Nobody actually likes your face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ComicTool example1.png]]&lt;br /&gt;
&lt;br /&gt;
Everything about a panel is stored as text, in the panel tag. These examples show how to use [[panel styles]] (left, sixth, half), how to add actors ( |rolename ), and how to add [[actor styles]] (thinking, joke, grim). Panel styles are convenient for quickly making panels, but panel tags can get cumbersome fast. Good thing is, we have a visual editor so you don&amp;#039;t need to edit all this stuff by hand. &lt;br /&gt;
&lt;br /&gt;
To open up the panel editor, click on a panel in the Comic Editor display. You can use the visual [[panel editor]] to do almost everything, including adding actors, setting their facial expressions, really everything except creating new panels and modifying the text that goes in them.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;Protip: Panel tags can be copied and pasted around as a quick way to duplicate a scene.&amp;#039;&amp;#039;&lt;br /&gt;
===Using Tags to Control Text===&lt;br /&gt;
&lt;br /&gt;
Each event can specify a number of targets, which are often heroes, selected for a particular personality, relationship, etc.. These targets are assigned to [[Story Role|roles]]. Roles are easy-to-remember words like &amp;#039;&amp;#039;leader&amp;#039;&amp;#039;, &amp;#039;&amp;#039;target&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hero&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hothead&amp;#039;&amp;#039;, &amp;#039;&amp;#039;friend&amp;#039;&amp;#039;, etc..&lt;br /&gt;
&lt;br /&gt;
Once you have a target assigned to the role, you can insert the target into your text using a &amp;#039;&amp;#039;role tag&amp;#039;&amp;#039; like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel twoThirds |leader narrating|hothead pained&amp;gt;&lt;br /&gt;
&amp;lt;leader&amp;gt; takes a long, appraising look at &amp;lt;hothead&amp;gt;. &lt;br /&gt;
&amp;lt;leader.mf:He/She&amp;gt; wipes a fleck of bluish ooze off &amp;lt;leader.mf:his/her&amp;gt; nose.&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor simpleTags1.png]]&lt;br /&gt;
&lt;br /&gt;
This is a simple example but we can get a lot more sophisticated, and tags can be nested as well. That can get really confusing. Maybe we should build some better tools?&lt;br /&gt;
&lt;br /&gt;
One of the key uses of tags is to give heroes different lines depending on their personalities. This works by embedding the stats you care about in the tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel |leader talking&amp;gt;&lt;br /&gt;
&amp;lt;leader.goofball/bookish:&lt;br /&gt;
Surprise everyone! It&amp;#039;s fightin&amp;#039; time!&lt;br /&gt;
/Ahem. Our foes appear to have arrived.&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor personalityTags.png]]&lt;br /&gt;
&lt;br /&gt;
You can embed tags within tags. The most common use case will be putting gender tags inside personality tags. But you can go further if you want to. You can even use tags to select whole panels, like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;bookish.poet/snark:&lt;br /&gt;
  &amp;lt;panel|bookish joy&amp;gt;&lt;br /&gt;
  This will make an excellent song!&lt;br /&gt;
/&lt;br /&gt;
  &amp;lt;panel|bookish skeptical&amp;gt;&lt;br /&gt;
  What is it about me that attracts trouble? Is it my hair?&lt;br /&gt;
&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditorPersonalityTagsPanels.png]]&lt;br /&gt;
&lt;br /&gt;
This can get out of hand very quickly, but might be useful for reaction panels, or whatever? I don&amp;#039;t know. Be careful out there.&lt;br /&gt;
&lt;br /&gt;
Tags can do a lot more! For a full list of available tags see : [[Tag Reference]].&lt;br /&gt;
&lt;br /&gt;
===Style Markup===&lt;br /&gt;
Text in a comic panel gets a style automatically depending on if the TextBox is set up as narration, speech, thought, etc.. The Style can be modified using square brackets. Generally, text-style markup is similar to html markup, in that you have a starting and ending tag, BUT! our style format doesn&amp;#039;t require the end tag to have anything in it.&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
  [bold]&amp;#039;&amp;#039;&amp;#039;bold text&amp;#039;&amp;#039;&amp;#039; [italic]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Bold italic text&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[]&amp;#039;&amp;#039;&amp;#039;bold again&amp;#039;&amp;#039;&amp;#039;[] regular again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TODO add some pictures of styled text here&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can set the size, color, and font of the text. See Main article on [[Text Styles]] for a full list of available fonts, styles, and colors.&lt;br /&gt;
&lt;br /&gt;
=Tone, Style, Voice, Visuals=&lt;br /&gt;
hey what&amp;#039;s a good story?&lt;br /&gt;
&lt;br /&gt;
What&amp;#039;s our &amp;quot;bar&amp;quot; for comic panels?&lt;br /&gt;
&lt;br /&gt;
How many personality-specific lines should there be?&lt;br /&gt;
&lt;br /&gt;
Each character in an [[event]] can fulfill a particular [[Story role]].&lt;br /&gt;
&lt;br /&gt;
An example event and the thinking behind it can be found [[Event design philosophy|here]].&lt;br /&gt;
&lt;br /&gt;
=Scope=&lt;br /&gt;
What can a story do?&lt;br /&gt;
&lt;br /&gt;
==Story Inputs==&lt;br /&gt;
What can you rely on? What can a story know about the state of the game, and how can you incorporate that in your writing?&lt;br /&gt;
&lt;br /&gt;
===Company State ===&lt;br /&gt;
===Legacy Unlocks===&lt;br /&gt;
===Present Heroes===&lt;br /&gt;
===All Heroes===&lt;br /&gt;
===Where are we===&lt;br /&gt;
===What are we fighting?===&lt;br /&gt;
===Plot/Chapter progress===&lt;br /&gt;
===Specifying NPCs===&lt;br /&gt;
===Anything else you want?===&lt;br /&gt;
&lt;br /&gt;
==Story Outcomes==&lt;br /&gt;
What results are possible? What&amp;#039;s desired? A lot of this will vary based on event type, but.&lt;br /&gt;
&lt;br /&gt;
===Grant Gear===&lt;br /&gt;
===Body Modifications===&lt;br /&gt;
 &lt;br /&gt;
[[File:BodyModification_morthagiArm.png|200px]] [[File:BodyModification_tentacle.png|200px]] [[File:BodyModification_wolfHead.png|200px]]&lt;br /&gt;
&lt;br /&gt;
Heroes&amp;#039; arms, legs and heads can be replaced with exciting things. These replacements may happen as the result of a choice in an event (e.g. a hero gets a wolf head after agreeing to join the wolf god), or they may be gained as rewards for quests that become available after the hero loses a limb in combat (e.g., after losing an arm, a hero discovers an abandoned Morthagi who offers to build them a mechanical one).&lt;br /&gt;
&lt;br /&gt;
In addition to replacements, modifications like wings, scars, or tattoos may be added.&lt;br /&gt;
&lt;br /&gt;
Most body modifications will affect the hero&amp;#039;s stats or abilities in some way (e.g., our hero with wings can now ignore obstacles when moving during a battle).&lt;br /&gt;
&lt;br /&gt;
===History Lines===&lt;br /&gt;
===Stat boosts===&lt;br /&gt;
===Add/remove hooks, aspects===&lt;br /&gt;
===Overland Stations===&lt;br /&gt;
===Modify Overland State===&lt;br /&gt;
===Affect combat===&lt;br /&gt;
===Hero Relationships===&lt;br /&gt;
===Unlock stuff===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stretching and Establishing new Content==&lt;br /&gt;
&lt;br /&gt;
How far can stories range from the existing material and game assets? Spoiler: quite far!&lt;br /&gt;
&lt;br /&gt;
Because we are using 2D art and no animation, certain things are incredibly cheap for us to do, which would be prohibitively expensive for other games. Here are some examples which should give you an idea. In general, we are looking for writing to stretch and grow our content range as much as possible.&lt;br /&gt;
&lt;br /&gt;
Here are few but if you have a particular idea, run it past!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Comic Art&amp;#039;&amp;#039;&amp;#039; is very cheap. If you need a prop or a background to tell a story properly, ask for it!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Gear&amp;#039;&amp;#039;&amp;#039; Weapons are maybe the second-cheapest asset class in the game, specify as many as you like. Augments are also pretty cheap. Armor is fairly expensive, but we can do it if it feels really special.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;One-Off Monsters&amp;#039;&amp;#039;&amp;#039; if none of the existing monsters make sense, you can call for a one-off monster to appear in a story or a fight. Most stories probably won&amp;#039;t need this, but it&amp;#039;s relatively inexpensive, so let&amp;#039;s do it when it makes sense.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Body Modifications&amp;#039;&amp;#039;&amp;#039; are where our character rig really shines. Any limb, or the head, can be swapped out for something monstrous or more awesome. Hair styles, skin patterns, scars, tattoos, bring it! It gets a little tricky if it modifies the face, because the different facial expressions &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playable Characters&amp;#039;&amp;#039;&amp;#039; might be monsters or weirdthings that you can recruit or get transformed into. Fairly cheap, and we really want these. One thing to consider is whether they will be able to use weapons or armor. The default approach is that non-humans don&amp;#039;t use gear, but we could possibly make an exception for weapon-wielding, since that is relatively easy to rig up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-game Scenery&amp;#039;&amp;#039;&amp;#039; is cheap, and could double as comic props?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Map icons&amp;#039;&amp;#039;&amp;#039; are very cheap if you need something specific.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-Game Environments&amp;#039;&amp;#039;&amp;#039; are expensive, since they require a lot of art to work together, and a deal of programming too. But, bring your ideas. We might be able to make something work.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Abilities&amp;#039;&amp;#039;&amp;#039; Do you need special abilities, as rewards, for one-off enemies, playable characters, or whatever? They are pretty easy to make! Say what you want and we can talk it over.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffs/Debuffs&amp;#039;&amp;#039;&amp;#039; are relatively cheap, particularly if they are similar to an existing effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Avantages/Disadvantages&amp;#039;&amp;#039;&amp;#039; are not totally implemented, so let us know what you want to see.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Event Types=&lt;br /&gt;
Stories in Wildermyth are applied procedurally. When the player is in a situation that calls for a story, the game searches the database of events for all the stories that could fit the situation, and then picks one randomly. Different situations come with different storytelling constraints.&lt;br /&gt;
&lt;br /&gt;
==Exploration Oriented Stories==&lt;br /&gt;
===Wilderness Scouting===&lt;br /&gt;
===Arrive at Hostile Site===&lt;br /&gt;
&lt;br /&gt;
==Tactical Stories==&lt;br /&gt;
===Ambushed===&lt;br /&gt;
===Tactical Defense===&lt;br /&gt;
===Attack Site (subsequent)===&lt;br /&gt;
&lt;br /&gt;
==Combat-Oriented Stories==&lt;br /&gt;
===Mortal Choice===&lt;br /&gt;
===Mid-mission story===&lt;br /&gt;
===Mission Victory===&lt;br /&gt;
===Mission Defeat===&lt;br /&gt;
&lt;br /&gt;
==Infrastructure Stories==&lt;br /&gt;
===Site Feature Quest (Delving)===&lt;br /&gt;
===Founding Towns===&lt;br /&gt;
&lt;br /&gt;
==Randomly Surfaced Stories==&lt;br /&gt;
===Personal Relationship (Hook) Quest===&lt;br /&gt;
===Personal Upgrade Quest===&lt;br /&gt;
===Site Quests===&lt;br /&gt;
&lt;br /&gt;
==Experimental Stories==&lt;br /&gt;
===Adventures and Scenarios===&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=262</id>
		<title>Writer&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=262"/>
		<updated>2018-02-09T17:35:49Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Body Modifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Todo explain stuff blah blah&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
==The Yondering Lands==&lt;br /&gt;
The world goes through cycles. Civilizations rise and fall, and threats to humanity wax and wane. Building ruins, powerful artifacts, the memories of great deeds all fade into myth or are lost to memory and are rediscovered time and again. The history of the lands are repeated patterns that are still never quite the same.&lt;br /&gt;
&lt;br /&gt;
The Yondering Lands are sortof vaguely American. Or at least, if you have a choice between American and European, lean American. This applies mainly to flora and fauna, but also to little things like, we don&amp;#039;t talk a lot about nobility, kings and queens, and we don&amp;#039;t use a lot of the strongly-flavored medieval-fantasy words. No British accents or isms, unless it&amp;#039;s a particularly foreign character. (People have been known to fall into the lands from time to time from other places, so.) But then also, we don&amp;#039;t quite do banjos and cowboy hats. Guitars are maybe right on the edge. Fiddles are probably cool, right? I don&amp;#039;t know.&lt;br /&gt;
&lt;br /&gt;
==Monsters!==&lt;br /&gt;
[[Deepist]]s are a cult that likes rocks, minotaurs, and fungi. Read some in-fiction lore [[Deepist Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Drauven]] are lizardy folks who like dragons. Read some in-ficiton lore [[Drauven Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Gorgon]]s are corrupted tentacular beasties. Read some in-fiction lore [[Gorgon Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Morthagi]] are clockwork undead. Read some in-fiction lore [[Morthagi lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Thrixl]]s are dreamlike and insectiod. Read some in-fiction lore [[Thrixl lore|here]].&lt;br /&gt;
&lt;br /&gt;
All monsters are indeed monstrous. There may be shades of gray, but in aggregate monstrous life is incompatible with human life. Humans fight monsters to survive.&lt;br /&gt;
&lt;br /&gt;
There are no demi-humanish creatures in the Yondering Lands: no elves, dwarves, orcs, or their kin. But I mean, we COULD have some badger-people or some other weird stuff. I mean, Drauven are kinof on the line, aren&amp;#039;t they? But certainly none of the &amp;quot;stock fantasy races.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Magic!==&lt;br /&gt;
Human magic is performed by [[mystic]]s who [[interfuse]] with objects to manipulate them.&lt;br /&gt;
&lt;br /&gt;
But also, some [[monster]]s can perform magic and/or ARE magic.&lt;br /&gt;
&lt;br /&gt;
==Equipment!==&lt;br /&gt;
There&amp;#039;s lots of equipment in the game. Generally procedurally generated, but its history grows over time. Every piece of equipment has a description, some narrative insight that follows some [[Equipment Descriptions|general rules]].&lt;br /&gt;
&lt;br /&gt;
=Tools=&lt;br /&gt;
==Set up your work space==&lt;br /&gt;
How to use [[Source Control]], how to run [[Scratchpad]], how to submit files.&lt;br /&gt;
&lt;br /&gt;
==How The Game Works==&lt;br /&gt;
===Heroes===&lt;br /&gt;
[[Hero]]es are generated with [[History]], which drives [[Aspects]], which drive [[Stats]].&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
Effects use a system of targets and outcomes....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using The Editors==&lt;br /&gt;
* Setting up new events&lt;br /&gt;
* Codestuff&lt;br /&gt;
* The comic-writing  tool&lt;br /&gt;
* tags and targets&lt;br /&gt;
* plain text please&lt;br /&gt;
&lt;br /&gt;
===Making Panels===&lt;br /&gt;
  &lt;br /&gt;
Use &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;panel&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; tags to separate text into panels. It&amp;#039;s pretty easy to specify panel sizes and add actors with facial expressions and basic functionality.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel&amp;gt;Use panel tags to separate text.&lt;br /&gt;
&amp;lt;panel|bookish&amp;gt;if there&amp;#039;s an actor, they will speak the line.&lt;br /&gt;
&amp;lt;panel|poet thinking&amp;gt;Or maybe you want them to think it instead.&lt;br /&gt;
&amp;lt;panel|goofball joke&amp;gt;Or make a funny face!&lt;br /&gt;
&amp;lt;panel sixth left|bookish grim size:1.75&amp;gt;&lt;br /&gt;
&amp;lt;panel half left|snark sad &amp;gt;Nobody actually likes your face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ComicTool example1.png]]&lt;br /&gt;
&lt;br /&gt;
Everything about a panel is stored as text, in the panel tag. These examples show how to use [[panel styles]] (left, sixth, half), how to add actors ( |rolename ), and how to add [[actor styles]] (thinking, joke, grim). Panel styles are convenient for quickly making panels, but panel tags can get cumbersome fast. Good thing is, we have a visual editor so you don&amp;#039;t need to edit all this stuff by hand. &lt;br /&gt;
&lt;br /&gt;
To open up the panel editor, click on a panel in the Comic Editor display. You can use the visual [[panel editor]] to do almost everything, including adding actors, setting their facial expressions, really everything except creating new panels and modifying the text that goes in them.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;Protip: Panel tags can be copied and pasted around as a quick way to duplicate a scene.&amp;#039;&amp;#039;&lt;br /&gt;
===Using Tags to Control Text===&lt;br /&gt;
&lt;br /&gt;
Each event can specify a number of targets, which are often heroes, selected for a particular personality, relationship, etc.. These targets are assigned to [[Story Role|roles]]. Roles are easy-to-remember words like &amp;#039;&amp;#039;leader&amp;#039;&amp;#039;, &amp;#039;&amp;#039;target&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hero&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hothead&amp;#039;&amp;#039;, &amp;#039;&amp;#039;friend&amp;#039;&amp;#039;, etc..&lt;br /&gt;
&lt;br /&gt;
Once you have a target assigned to the role, you can insert the target into your text using a &amp;#039;&amp;#039;role tag&amp;#039;&amp;#039; like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel twoThirds |leader narrating|hothead pained&amp;gt;&lt;br /&gt;
&amp;lt;leader&amp;gt; takes a long, appraising look at &amp;lt;hothead&amp;gt;. &lt;br /&gt;
&amp;lt;leader.mf:He/She&amp;gt; wipes a fleck of bluish ooze off &amp;lt;leader.mf:his/her&amp;gt; nose.&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor simpleTags1.png]]&lt;br /&gt;
&lt;br /&gt;
This is a simple example but we can get a lot more sophisticated, and tags can be nested as well. That can get really confusing. Maybe we should build some better tools?&lt;br /&gt;
&lt;br /&gt;
One of the key uses of tags is to give heroes different lines depending on their personalities. This works by embedding the stats you care about in the tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel |leader talking&amp;gt;&lt;br /&gt;
&amp;lt;leader.goofball/bookish:&lt;br /&gt;
Surprise everyone! It&amp;#039;s fightin&amp;#039; time!&lt;br /&gt;
/Ahem. Our foes appear to have arrived.&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor personalityTags.png]]&lt;br /&gt;
&lt;br /&gt;
You can embed tags within tags. The most common use case will be putting gender tags inside personality tags. But you can go further if you want to. You can even use tags to select whole panels, like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;bookish.poet/snark:&lt;br /&gt;
  &amp;lt;panel|bookish joy&amp;gt;&lt;br /&gt;
  This will make an excellent song!&lt;br /&gt;
/&lt;br /&gt;
  &amp;lt;panel|bookish skeptical&amp;gt;&lt;br /&gt;
  What is it about me that attracts trouble? Is it my hair?&lt;br /&gt;
&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditorPersonalityTagsPanels.png]]&lt;br /&gt;
&lt;br /&gt;
This can get out of hand very quickly, but might be useful for reaction panels, or whatever? I don&amp;#039;t know. Be careful out there.&lt;br /&gt;
&lt;br /&gt;
Tags can do a lot more! For a full list of available tags see : [[Tag Reference]].&lt;br /&gt;
&lt;br /&gt;
===Style Markup===&lt;br /&gt;
Text in a comic panel gets a style automatically depending on if the TextBox is set up as narration, speech, thought, etc.. The Style can be modified using square brackets. Generally, text-style markup is similar to html markup, in that you have a starting and ending tag, BUT! our style format doesn&amp;#039;t require the end tag to have anything in it.&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
  [bold]&amp;#039;&amp;#039;&amp;#039;bold text&amp;#039;&amp;#039;&amp;#039; [italic]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Bold italic text&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[]&amp;#039;&amp;#039;&amp;#039;bold again&amp;#039;&amp;#039;&amp;#039;[] regular again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TODO add some pictures of styled text here&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can set the size, color, and font of the text. See Main article on [[Text Styles]] for a full list of available fonts, styles, and colors.&lt;br /&gt;
&lt;br /&gt;
=Tone, Style, Voice, Visuals=&lt;br /&gt;
hey what&amp;#039;s a good story?&lt;br /&gt;
&lt;br /&gt;
What&amp;#039;s our &amp;quot;bar&amp;quot; for comic panels?&lt;br /&gt;
&lt;br /&gt;
How many personality-specific lines should there be?&lt;br /&gt;
&lt;br /&gt;
Each character in an [[event]] can fulfill a particular [[Story role]].&lt;br /&gt;
&lt;br /&gt;
An example event and the thinking behind it can be found [[Event design philosophy|here]].&lt;br /&gt;
&lt;br /&gt;
=Scope=&lt;br /&gt;
What can a story do?&lt;br /&gt;
&lt;br /&gt;
==Story Inputs==&lt;br /&gt;
What can you rely on? What can a story know about the state of the game, and how can you incorporate that in your writing?&lt;br /&gt;
&lt;br /&gt;
===Company State ===&lt;br /&gt;
===Legacy Unlocks===&lt;br /&gt;
===Present Heroes===&lt;br /&gt;
===All Heroes===&lt;br /&gt;
===Where are we===&lt;br /&gt;
===What are we fighting?===&lt;br /&gt;
===Plot/Chapter progress===&lt;br /&gt;
===Specifying NPCs===&lt;br /&gt;
===Anything else you want?===&lt;br /&gt;
&lt;br /&gt;
==Story Outcomes==&lt;br /&gt;
What results are possible? What&amp;#039;s desired? A lot of this will vary based on event type, but.&lt;br /&gt;
&lt;br /&gt;
===Grant Gear===&lt;br /&gt;
===Body Modifications===&lt;br /&gt;
 &lt;br /&gt;
[[File:BodyModification_morthagiArm.png|200px]] [[File:BodyModification_tentacle.png|200px|thumb|left|alt text]] [[File:BodyModification_wolfHead.png|200px|thumb|left|alt text]]&lt;br /&gt;
&lt;br /&gt;
Heroes&amp;#039; arms, legs and heads can be replaced with exciting things. These replacements may happen as the result of a choice in an event (e.g. a hero gets a wolf head after agreeing to join the wolf god), or they may be gained as rewards for quests that become available after the hero loses a limb in combat (e.g., after losing an arm, a hero discovers an abandoned Morthagi who offers to build them a mechanical one).&lt;br /&gt;
&lt;br /&gt;
In addition to replacements, modifications like wings, scars, or tattoos may be added.&lt;br /&gt;
&lt;br /&gt;
Most body modifications will affect the hero&amp;#039;s stats or abilities in some way (e.g., our hero with wings can now ignore obstacles when moving during a battle).&lt;br /&gt;
&lt;br /&gt;
===History Lines===&lt;br /&gt;
===Stat boosts===&lt;br /&gt;
===Add/remove hooks, aspects===&lt;br /&gt;
===Overland Stations===&lt;br /&gt;
===Modify Overland State===&lt;br /&gt;
===Affect combat===&lt;br /&gt;
===Hero Relationships===&lt;br /&gt;
===Unlock stuff===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stretching and Establishing new Content==&lt;br /&gt;
&lt;br /&gt;
How far can stories range from the existing material and game assets? Spoiler: quite far!&lt;br /&gt;
&lt;br /&gt;
Because we are using 2D art and no animation, certain things are incredibly cheap for us to do, which would be prohibitively expensive for other games. Here are some examples which should give you an idea. In general, we are looking for writing to stretch and grow our content range as much as possible.&lt;br /&gt;
&lt;br /&gt;
Here are few but if you have a particular idea, run it past!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Comic Art&amp;#039;&amp;#039;&amp;#039; is very cheap. If you need a prop or a background to tell a story properly, ask for it!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Gear&amp;#039;&amp;#039;&amp;#039; Weapons are maybe the second-cheapest asset class in the game, specify as many as you like. Augments are also pretty cheap. Armor is fairly expensive, but we can do it if it feels really special.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;One-Off Monsters&amp;#039;&amp;#039;&amp;#039; if none of the existing monsters make sense, you can call for a one-off monster to appear in a story or a fight. Most stories probably won&amp;#039;t need this, but it&amp;#039;s relatively inexpensive, so let&amp;#039;s do it when it makes sense.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Body Modifications&amp;#039;&amp;#039;&amp;#039; are where our character rig really shines. Any limb, or the head, can be swapped out for something monstrous or more awesome. Hair styles, skin patterns, scars, tattoos, bring it! It gets a little tricky if it modifies the face, because the different facial expressions &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playable Characters&amp;#039;&amp;#039;&amp;#039; might be monsters or weirdthings that you can recruit or get transformed into. Fairly cheap, and we really want these. One thing to consider is whether they will be able to use weapons or armor. The default approach is that non-humans don&amp;#039;t use gear, but we could possibly make an exception for weapon-wielding, since that is relatively easy to rig up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-game Scenery&amp;#039;&amp;#039;&amp;#039; is cheap, and could double as comic props?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Map icons&amp;#039;&amp;#039;&amp;#039; are very cheap if you need something specific.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-Game Environments&amp;#039;&amp;#039;&amp;#039; are expensive, since they require a lot of art to work together, and a deal of programming too. But, bring your ideas. We might be able to make something work.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Abilities&amp;#039;&amp;#039;&amp;#039; Do you need special abilities, as rewards, for one-off enemies, playable characters, or whatever? They are pretty easy to make! Say what you want and we can talk it over.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffs/Debuffs&amp;#039;&amp;#039;&amp;#039; are relatively cheap, particularly if they are similar to an existing effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Avantages/Disadvantages&amp;#039;&amp;#039;&amp;#039; are not totally implemented, so let us know what you want to see.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Event Types=&lt;br /&gt;
Stories in Wildermyth are applied procedurally. When the player is in a situation that calls for a story, the game searches the database of events for all the stories that could fit the situation, and then picks one randomly. Different situations come with different storytelling constraints.&lt;br /&gt;
&lt;br /&gt;
==Exploration Oriented Stories==&lt;br /&gt;
===Wilderness Scouting===&lt;br /&gt;
===Arrive at Hostile Site===&lt;br /&gt;
&lt;br /&gt;
==Tactical Stories==&lt;br /&gt;
===Ambushed===&lt;br /&gt;
===Tactical Defense===&lt;br /&gt;
===Attack Site (subsequent)===&lt;br /&gt;
&lt;br /&gt;
==Combat-Oriented Stories==&lt;br /&gt;
===Mortal Choice===&lt;br /&gt;
===Mid-mission story===&lt;br /&gt;
===Mission Victory===&lt;br /&gt;
===Mission Defeat===&lt;br /&gt;
&lt;br /&gt;
==Infrastructure Stories==&lt;br /&gt;
===Site Feature Quest (Delving)===&lt;br /&gt;
===Founding Towns===&lt;br /&gt;
&lt;br /&gt;
==Randomly Surfaced Stories==&lt;br /&gt;
===Personal Relationship (Hook) Quest===&lt;br /&gt;
===Personal Upgrade Quest===&lt;br /&gt;
===Site Quests===&lt;br /&gt;
&lt;br /&gt;
==Experimental Stories==&lt;br /&gt;
===Adventures and Scenarios===&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=261</id>
		<title>Writer&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=261"/>
		<updated>2018-02-09T17:34:59Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Body Modifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Todo explain stuff blah blah&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
==The Yondering Lands==&lt;br /&gt;
The world goes through cycles. Civilizations rise and fall, and threats to humanity wax and wane. Building ruins, powerful artifacts, the memories of great deeds all fade into myth or are lost to memory and are rediscovered time and again. The history of the lands are repeated patterns that are still never quite the same.&lt;br /&gt;
&lt;br /&gt;
The Yondering Lands are sortof vaguely American. Or at least, if you have a choice between American and European, lean American. This applies mainly to flora and fauna, but also to little things like, we don&amp;#039;t talk a lot about nobility, kings and queens, and we don&amp;#039;t use a lot of the strongly-flavored medieval-fantasy words. No British accents or isms, unless it&amp;#039;s a particularly foreign character. (People have been known to fall into the lands from time to time from other places, so.) But then also, we don&amp;#039;t quite do banjos and cowboy hats. Guitars are maybe right on the edge. Fiddles are probably cool, right? I don&amp;#039;t know.&lt;br /&gt;
&lt;br /&gt;
==Monsters!==&lt;br /&gt;
[[Deepist]]s are a cult that likes rocks, minotaurs, and fungi. Read some in-fiction lore [[Deepist Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Drauven]] are lizardy folks who like dragons. Read some in-ficiton lore [[Drauven Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Gorgon]]s are corrupted tentacular beasties. Read some in-fiction lore [[Gorgon Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Morthagi]] are clockwork undead. Read some in-fiction lore [[Morthagi lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Thrixl]]s are dreamlike and insectiod. Read some in-fiction lore [[Thrixl lore|here]].&lt;br /&gt;
&lt;br /&gt;
All monsters are indeed monstrous. There may be shades of gray, but in aggregate monstrous life is incompatible with human life. Humans fight monsters to survive.&lt;br /&gt;
&lt;br /&gt;
There are no demi-humanish creatures in the Yondering Lands: no elves, dwarves, orcs, or their kin. But I mean, we COULD have some badger-people or some other weird stuff. I mean, Drauven are kinof on the line, aren&amp;#039;t they? But certainly none of the &amp;quot;stock fantasy races.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Magic!==&lt;br /&gt;
Human magic is performed by [[mystic]]s who [[interfuse]] with objects to manipulate them.&lt;br /&gt;
&lt;br /&gt;
But also, some [[monster]]s can perform magic and/or ARE magic.&lt;br /&gt;
&lt;br /&gt;
==Equipment!==&lt;br /&gt;
There&amp;#039;s lots of equipment in the game. Generally procedurally generated, but its history grows over time. Every piece of equipment has a description, some narrative insight that follows some [[Equipment Descriptions|general rules]].&lt;br /&gt;
&lt;br /&gt;
=Tools=&lt;br /&gt;
==Set up your work space==&lt;br /&gt;
How to use [[Source Control]], how to run [[Scratchpad]], how to submit files.&lt;br /&gt;
&lt;br /&gt;
==How The Game Works==&lt;br /&gt;
===Heroes===&lt;br /&gt;
[[Hero]]es are generated with [[History]], which drives [[Aspects]], which drive [[Stats]].&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
Effects use a system of targets and outcomes....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using The Editors==&lt;br /&gt;
* Setting up new events&lt;br /&gt;
* Codestuff&lt;br /&gt;
* The comic-writing  tool&lt;br /&gt;
* tags and targets&lt;br /&gt;
* plain text please&lt;br /&gt;
&lt;br /&gt;
===Making Panels===&lt;br /&gt;
  &lt;br /&gt;
Use &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;panel&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; tags to separate text into panels. It&amp;#039;s pretty easy to specify panel sizes and add actors with facial expressions and basic functionality.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel&amp;gt;Use panel tags to separate text.&lt;br /&gt;
&amp;lt;panel|bookish&amp;gt;if there&amp;#039;s an actor, they will speak the line.&lt;br /&gt;
&amp;lt;panel|poet thinking&amp;gt;Or maybe you want them to think it instead.&lt;br /&gt;
&amp;lt;panel|goofball joke&amp;gt;Or make a funny face!&lt;br /&gt;
&amp;lt;panel sixth left|bookish grim size:1.75&amp;gt;&lt;br /&gt;
&amp;lt;panel half left|snark sad &amp;gt;Nobody actually likes your face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ComicTool example1.png]]&lt;br /&gt;
&lt;br /&gt;
Everything about a panel is stored as text, in the panel tag. These examples show how to use [[panel styles]] (left, sixth, half), how to add actors ( |rolename ), and how to add [[actor styles]] (thinking, joke, grim). Panel styles are convenient for quickly making panels, but panel tags can get cumbersome fast. Good thing is, we have a visual editor so you don&amp;#039;t need to edit all this stuff by hand. &lt;br /&gt;
&lt;br /&gt;
To open up the panel editor, click on a panel in the Comic Editor display. You can use the visual [[panel editor]] to do almost everything, including adding actors, setting their facial expressions, really everything except creating new panels and modifying the text that goes in them.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;Protip: Panel tags can be copied and pasted around as a quick way to duplicate a scene.&amp;#039;&amp;#039;&lt;br /&gt;
===Using Tags to Control Text===&lt;br /&gt;
&lt;br /&gt;
Each event can specify a number of targets, which are often heroes, selected for a particular personality, relationship, etc.. These targets are assigned to [[Story Role|roles]]. Roles are easy-to-remember words like &amp;#039;&amp;#039;leader&amp;#039;&amp;#039;, &amp;#039;&amp;#039;target&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hero&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hothead&amp;#039;&amp;#039;, &amp;#039;&amp;#039;friend&amp;#039;&amp;#039;, etc..&lt;br /&gt;
&lt;br /&gt;
Once you have a target assigned to the role, you can insert the target into your text using a &amp;#039;&amp;#039;role tag&amp;#039;&amp;#039; like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel twoThirds |leader narrating|hothead pained&amp;gt;&lt;br /&gt;
&amp;lt;leader&amp;gt; takes a long, appraising look at &amp;lt;hothead&amp;gt;. &lt;br /&gt;
&amp;lt;leader.mf:He/She&amp;gt; wipes a fleck of bluish ooze off &amp;lt;leader.mf:his/her&amp;gt; nose.&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor simpleTags1.png]]&lt;br /&gt;
&lt;br /&gt;
This is a simple example but we can get a lot more sophisticated, and tags can be nested as well. That can get really confusing. Maybe we should build some better tools?&lt;br /&gt;
&lt;br /&gt;
One of the key uses of tags is to give heroes different lines depending on their personalities. This works by embedding the stats you care about in the tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel |leader talking&amp;gt;&lt;br /&gt;
&amp;lt;leader.goofball/bookish:&lt;br /&gt;
Surprise everyone! It&amp;#039;s fightin&amp;#039; time!&lt;br /&gt;
/Ahem. Our foes appear to have arrived.&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor personalityTags.png]]&lt;br /&gt;
&lt;br /&gt;
You can embed tags within tags. The most common use case will be putting gender tags inside personality tags. But you can go further if you want to. You can even use tags to select whole panels, like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;bookish.poet/snark:&lt;br /&gt;
  &amp;lt;panel|bookish joy&amp;gt;&lt;br /&gt;
  This will make an excellent song!&lt;br /&gt;
/&lt;br /&gt;
  &amp;lt;panel|bookish skeptical&amp;gt;&lt;br /&gt;
  What is it about me that attracts trouble? Is it my hair?&lt;br /&gt;
&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditorPersonalityTagsPanels.png]]&lt;br /&gt;
&lt;br /&gt;
This can get out of hand very quickly, but might be useful for reaction panels, or whatever? I don&amp;#039;t know. Be careful out there.&lt;br /&gt;
&lt;br /&gt;
Tags can do a lot more! For a full list of available tags see : [[Tag Reference]].&lt;br /&gt;
&lt;br /&gt;
===Style Markup===&lt;br /&gt;
Text in a comic panel gets a style automatically depending on if the TextBox is set up as narration, speech, thought, etc.. The Style can be modified using square brackets. Generally, text-style markup is similar to html markup, in that you have a starting and ending tag, BUT! our style format doesn&amp;#039;t require the end tag to have anything in it.&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
  [bold]&amp;#039;&amp;#039;&amp;#039;bold text&amp;#039;&amp;#039;&amp;#039; [italic]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Bold italic text&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[]&amp;#039;&amp;#039;&amp;#039;bold again&amp;#039;&amp;#039;&amp;#039;[] regular again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TODO add some pictures of styled text here&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can set the size, color, and font of the text. See Main article on [[Text Styles]] for a full list of available fonts, styles, and colors.&lt;br /&gt;
&lt;br /&gt;
=Tone, Style, Voice, Visuals=&lt;br /&gt;
hey what&amp;#039;s a good story?&lt;br /&gt;
&lt;br /&gt;
What&amp;#039;s our &amp;quot;bar&amp;quot; for comic panels?&lt;br /&gt;
&lt;br /&gt;
How many personality-specific lines should there be?&lt;br /&gt;
&lt;br /&gt;
Each character in an [[event]] can fulfill a particular [[Story role]].&lt;br /&gt;
&lt;br /&gt;
An example event and the thinking behind it can be found [[Event design philosophy|here]].&lt;br /&gt;
&lt;br /&gt;
=Scope=&lt;br /&gt;
What can a story do?&lt;br /&gt;
&lt;br /&gt;
==Story Inputs==&lt;br /&gt;
What can you rely on? What can a story know about the state of the game, and how can you incorporate that in your writing?&lt;br /&gt;
&lt;br /&gt;
===Company State ===&lt;br /&gt;
===Legacy Unlocks===&lt;br /&gt;
===Present Heroes===&lt;br /&gt;
===All Heroes===&lt;br /&gt;
===Where are we===&lt;br /&gt;
===What are we fighting?===&lt;br /&gt;
===Plot/Chapter progress===&lt;br /&gt;
===Specifying NPCs===&lt;br /&gt;
===Anything else you want?===&lt;br /&gt;
&lt;br /&gt;
==Story Outcomes==&lt;br /&gt;
What results are possible? What&amp;#039;s desired? A lot of this will vary based on event type, but.&lt;br /&gt;
&lt;br /&gt;
===Grant Gear===&lt;br /&gt;
===Body Modifications===&lt;br /&gt;
 &lt;br /&gt;
[[File:BodyModification_morthagiArm.png|200px|thumb|left|alt text]] [[File:BodyModification_tentacle.png|200px|thumb|left|alt text]] [[File:BodyModification_wolfHead.png|200px|thumb|left|alt text]]&lt;br /&gt;
&lt;br /&gt;
Heroes&amp;#039; arms, legs and heads can be replaced with exciting things. These replacements may happen as the result of a choice in an event (e.g. a hero gets a wolf head after agreeing to join the wolf god), or they may be gained as rewards for quests that become available after the hero loses a limb in combat (e.g., after losing an arm, a hero discovers an abandoned Morthagi who offers to build them a mechanical one).&lt;br /&gt;
&lt;br /&gt;
In addition to replacements, modifications like wings, scars, or tattoos may be added.&lt;br /&gt;
&lt;br /&gt;
Most body modifications will affect the hero&amp;#039;s stats or abilities in some way (e.g., our hero with wings can now ignore obstacles when moving during a battle).&lt;br /&gt;
&lt;br /&gt;
===History Lines===&lt;br /&gt;
===Stat boosts===&lt;br /&gt;
===Add/remove hooks, aspects===&lt;br /&gt;
===Overland Stations===&lt;br /&gt;
===Modify Overland State===&lt;br /&gt;
===Affect combat===&lt;br /&gt;
===Hero Relationships===&lt;br /&gt;
===Unlock stuff===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stretching and Establishing new Content==&lt;br /&gt;
&lt;br /&gt;
How far can stories range from the existing material and game assets? Spoiler: quite far!&lt;br /&gt;
&lt;br /&gt;
Because we are using 2D art and no animation, certain things are incredibly cheap for us to do, which would be prohibitively expensive for other games. Here are some examples which should give you an idea. In general, we are looking for writing to stretch and grow our content range as much as possible.&lt;br /&gt;
&lt;br /&gt;
Here are few but if you have a particular idea, run it past!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Comic Art&amp;#039;&amp;#039;&amp;#039; is very cheap. If you need a prop or a background to tell a story properly, ask for it!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Gear&amp;#039;&amp;#039;&amp;#039; Weapons are maybe the second-cheapest asset class in the game, specify as many as you like. Augments are also pretty cheap. Armor is fairly expensive, but we can do it if it feels really special.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;One-Off Monsters&amp;#039;&amp;#039;&amp;#039; if none of the existing monsters make sense, you can call for a one-off monster to appear in a story or a fight. Most stories probably won&amp;#039;t need this, but it&amp;#039;s relatively inexpensive, so let&amp;#039;s do it when it makes sense.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Body Modifications&amp;#039;&amp;#039;&amp;#039; are where our character rig really shines. Any limb, or the head, can be swapped out for something monstrous or more awesome. Hair styles, skin patterns, scars, tattoos, bring it! It gets a little tricky if it modifies the face, because the different facial expressions &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playable Characters&amp;#039;&amp;#039;&amp;#039; might be monsters or weirdthings that you can recruit or get transformed into. Fairly cheap, and we really want these. One thing to consider is whether they will be able to use weapons or armor. The default approach is that non-humans don&amp;#039;t use gear, but we could possibly make an exception for weapon-wielding, since that is relatively easy to rig up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-game Scenery&amp;#039;&amp;#039;&amp;#039; is cheap, and could double as comic props?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Map icons&amp;#039;&amp;#039;&amp;#039; are very cheap if you need something specific.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-Game Environments&amp;#039;&amp;#039;&amp;#039; are expensive, since they require a lot of art to work together, and a deal of programming too. But, bring your ideas. We might be able to make something work.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Abilities&amp;#039;&amp;#039;&amp;#039; Do you need special abilities, as rewards, for one-off enemies, playable characters, or whatever? They are pretty easy to make! Say what you want and we can talk it over.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffs/Debuffs&amp;#039;&amp;#039;&amp;#039; are relatively cheap, particularly if they are similar to an existing effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Avantages/Disadvantages&amp;#039;&amp;#039;&amp;#039; are not totally implemented, so let us know what you want to see.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Event Types=&lt;br /&gt;
Stories in Wildermyth are applied procedurally. When the player is in a situation that calls for a story, the game searches the database of events for all the stories that could fit the situation, and then picks one randomly. Different situations come with different storytelling constraints.&lt;br /&gt;
&lt;br /&gt;
==Exploration Oriented Stories==&lt;br /&gt;
===Wilderness Scouting===&lt;br /&gt;
===Arrive at Hostile Site===&lt;br /&gt;
&lt;br /&gt;
==Tactical Stories==&lt;br /&gt;
===Ambushed===&lt;br /&gt;
===Tactical Defense===&lt;br /&gt;
===Attack Site (subsequent)===&lt;br /&gt;
&lt;br /&gt;
==Combat-Oriented Stories==&lt;br /&gt;
===Mortal Choice===&lt;br /&gt;
===Mid-mission story===&lt;br /&gt;
===Mission Victory===&lt;br /&gt;
===Mission Defeat===&lt;br /&gt;
&lt;br /&gt;
==Infrastructure Stories==&lt;br /&gt;
===Site Feature Quest (Delving)===&lt;br /&gt;
===Founding Towns===&lt;br /&gt;
&lt;br /&gt;
==Randomly Surfaced Stories==&lt;br /&gt;
===Personal Relationship (Hook) Quest===&lt;br /&gt;
===Personal Upgrade Quest===&lt;br /&gt;
===Site Quests===&lt;br /&gt;
&lt;br /&gt;
==Experimental Stories==&lt;br /&gt;
===Adventures and Scenarios===&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=260</id>
		<title>Writer&#039;s Guide</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=Writer%27s_Guide&amp;diff=260"/>
		<updated>2018-02-09T17:33:29Z</updated>

		<summary type="html">&lt;p&gt;Annie: /* Body Modifications */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Todo explain stuff blah blah&lt;br /&gt;
&lt;br /&gt;
=Lore=&lt;br /&gt;
==The Yondering Lands==&lt;br /&gt;
The world goes through cycles. Civilizations rise and fall, and threats to humanity wax and wane. Building ruins, powerful artifacts, the memories of great deeds all fade into myth or are lost to memory and are rediscovered time and again. The history of the lands are repeated patterns that are still never quite the same.&lt;br /&gt;
&lt;br /&gt;
The Yondering Lands are sortof vaguely American. Or at least, if you have a choice between American and European, lean American. This applies mainly to flora and fauna, but also to little things like, we don&amp;#039;t talk a lot about nobility, kings and queens, and we don&amp;#039;t use a lot of the strongly-flavored medieval-fantasy words. No British accents or isms, unless it&amp;#039;s a particularly foreign character. (People have been known to fall into the lands from time to time from other places, so.) But then also, we don&amp;#039;t quite do banjos and cowboy hats. Guitars are maybe right on the edge. Fiddles are probably cool, right? I don&amp;#039;t know.&lt;br /&gt;
&lt;br /&gt;
==Monsters!==&lt;br /&gt;
[[Deepist]]s are a cult that likes rocks, minotaurs, and fungi. Read some in-fiction lore [[Deepist Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Drauven]] are lizardy folks who like dragons. Read some in-ficiton lore [[Drauven Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Gorgon]]s are corrupted tentacular beasties. Read some in-fiction lore [[Gorgon Lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Morthagi]] are clockwork undead. Read some in-fiction lore [[Morthagi lore|here]].&lt;br /&gt;
&lt;br /&gt;
[[Thrixl]]s are dreamlike and insectiod. Read some in-fiction lore [[Thrixl lore|here]].&lt;br /&gt;
&lt;br /&gt;
All monsters are indeed monstrous. There may be shades of gray, but in aggregate monstrous life is incompatible with human life. Humans fight monsters to survive.&lt;br /&gt;
&lt;br /&gt;
There are no demi-humanish creatures in the Yondering Lands: no elves, dwarves, orcs, or their kin. But I mean, we COULD have some badger-people or some other weird stuff. I mean, Drauven are kinof on the line, aren&amp;#039;t they? But certainly none of the &amp;quot;stock fantasy races.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Magic!==&lt;br /&gt;
Human magic is performed by [[mystic]]s who [[interfuse]] with objects to manipulate them.&lt;br /&gt;
&lt;br /&gt;
But also, some [[monster]]s can perform magic and/or ARE magic.&lt;br /&gt;
&lt;br /&gt;
==Equipment!==&lt;br /&gt;
There&amp;#039;s lots of equipment in the game. Generally procedurally generated, but its history grows over time. Every piece of equipment has a description, some narrative insight that follows some [[Equipment Descriptions|general rules]].&lt;br /&gt;
&lt;br /&gt;
=Tools=&lt;br /&gt;
==Set up your work space==&lt;br /&gt;
How to use [[Source Control]], how to run [[Scratchpad]], how to submit files.&lt;br /&gt;
&lt;br /&gt;
==How The Game Works==&lt;br /&gt;
===Heroes===&lt;br /&gt;
[[Hero]]es are generated with [[History]], which drives [[Aspects]], which drive [[Stats]].&lt;br /&gt;
&lt;br /&gt;
===Effects===&lt;br /&gt;
Effects use a system of targets and outcomes....&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Using The Editors==&lt;br /&gt;
* Setting up new events&lt;br /&gt;
* Codestuff&lt;br /&gt;
* The comic-writing  tool&lt;br /&gt;
* tags and targets&lt;br /&gt;
* plain text please&lt;br /&gt;
&lt;br /&gt;
===Making Panels===&lt;br /&gt;
  &lt;br /&gt;
Use &amp;#039;&amp;#039;&amp;#039;&amp;amp;lt;panel&amp;amp;gt;&amp;#039;&amp;#039;&amp;#039; tags to separate text into panels. It&amp;#039;s pretty easy to specify panel sizes and add actors with facial expressions and basic functionality.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel&amp;gt;Use panel tags to separate text.&lt;br /&gt;
&amp;lt;panel|bookish&amp;gt;if there&amp;#039;s an actor, they will speak the line.&lt;br /&gt;
&amp;lt;panel|poet thinking&amp;gt;Or maybe you want them to think it instead.&lt;br /&gt;
&amp;lt;panel|goofball joke&amp;gt;Or make a funny face!&lt;br /&gt;
&amp;lt;panel sixth left|bookish grim size:1.75&amp;gt;&lt;br /&gt;
&amp;lt;panel half left|snark sad &amp;gt;Nobody actually likes your face.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:ComicTool example1.png]]&lt;br /&gt;
&lt;br /&gt;
Everything about a panel is stored as text, in the panel tag. These examples show how to use [[panel styles]] (left, sixth, half), how to add actors ( |rolename ), and how to add [[actor styles]] (thinking, joke, grim). Panel styles are convenient for quickly making panels, but panel tags can get cumbersome fast. Good thing is, we have a visual editor so you don&amp;#039;t need to edit all this stuff by hand. &lt;br /&gt;
&lt;br /&gt;
To open up the panel editor, click on a panel in the Comic Editor display. You can use the visual [[panel editor]] to do almost everything, including adding actors, setting their facial expressions, really everything except creating new panels and modifying the text that goes in them.&lt;br /&gt;
&lt;br /&gt;
:&amp;#039;&amp;#039;Protip: Panel tags can be copied and pasted around as a quick way to duplicate a scene.&amp;#039;&amp;#039;&lt;br /&gt;
===Using Tags to Control Text===&lt;br /&gt;
&lt;br /&gt;
Each event can specify a number of targets, which are often heroes, selected for a particular personality, relationship, etc.. These targets are assigned to [[Story Role|roles]]. Roles are easy-to-remember words like &amp;#039;&amp;#039;leader&amp;#039;&amp;#039;, &amp;#039;&amp;#039;target&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hero&amp;#039;&amp;#039;, &amp;#039;&amp;#039;hothead&amp;#039;&amp;#039;, &amp;#039;&amp;#039;friend&amp;#039;&amp;#039;, etc..&lt;br /&gt;
&lt;br /&gt;
Once you have a target assigned to the role, you can insert the target into your text using a &amp;#039;&amp;#039;role tag&amp;#039;&amp;#039; like this.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel twoThirds |leader narrating|hothead pained&amp;gt;&lt;br /&gt;
&amp;lt;leader&amp;gt; takes a long, appraising look at &amp;lt;hothead&amp;gt;. &lt;br /&gt;
&amp;lt;leader.mf:He/She&amp;gt; wipes a fleck of bluish ooze off &amp;lt;leader.mf:his/her&amp;gt; nose.&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor simpleTags1.png]]&lt;br /&gt;
&lt;br /&gt;
This is a simple example but we can get a lot more sophisticated, and tags can be nested as well. That can get really confusing. Maybe we should build some better tools?&lt;br /&gt;
&lt;br /&gt;
One of the key uses of tags is to give heroes different lines depending on their personalities. This works by embedding the stats you care about in the tag.&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;panel |leader talking&amp;gt;&lt;br /&gt;
&amp;lt;leader.goofball/bookish:&lt;br /&gt;
Surprise everyone! It&amp;#039;s fightin&amp;#039; time!&lt;br /&gt;
/Ahem. Our foes appear to have arrived.&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditor personalityTags.png]]&lt;br /&gt;
&lt;br /&gt;
You can embed tags within tags. The most common use case will be putting gender tags inside personality tags. But you can go further if you want to. You can even use tags to select whole panels, like this:&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;lt;bookish.poet/snark:&lt;br /&gt;
  &amp;lt;panel|bookish joy&amp;gt;&lt;br /&gt;
  This will make an excellent song!&lt;br /&gt;
/&lt;br /&gt;
  &amp;lt;panel|bookish skeptical&amp;gt;&lt;br /&gt;
  What is it about me that attracts trouble? Is it my hair?&lt;br /&gt;
&amp;gt;&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[File:ComicEditorPersonalityTagsPanels.png]]&lt;br /&gt;
&lt;br /&gt;
This can get out of hand very quickly, but might be useful for reaction panels, or whatever? I don&amp;#039;t know. Be careful out there.&lt;br /&gt;
&lt;br /&gt;
Tags can do a lot more! For a full list of available tags see : [[Tag Reference]].&lt;br /&gt;
&lt;br /&gt;
===Style Markup===&lt;br /&gt;
Text in a comic panel gets a style automatically depending on if the TextBox is set up as narration, speech, thought, etc.. The Style can be modified using square brackets. Generally, text-style markup is similar to html markup, in that you have a starting and ending tag, BUT! our style format doesn&amp;#039;t require the end tag to have anything in it.&lt;br /&gt;
&lt;br /&gt;
It looks like this:&lt;br /&gt;
  [bold]&amp;#039;&amp;#039;&amp;#039;bold text&amp;#039;&amp;#039;&amp;#039; [italic]&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;Bold italic text&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;[]&amp;#039;&amp;#039;&amp;#039;bold again&amp;#039;&amp;#039;&amp;#039;[] regular again.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;TODO add some pictures of styled text here&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
You can set the size, color, and font of the text. See Main article on [[Text Styles]] for a full list of available fonts, styles, and colors.&lt;br /&gt;
&lt;br /&gt;
=Tone, Style, Voice, Visuals=&lt;br /&gt;
hey what&amp;#039;s a good story?&lt;br /&gt;
&lt;br /&gt;
What&amp;#039;s our &amp;quot;bar&amp;quot; for comic panels?&lt;br /&gt;
&lt;br /&gt;
How many personality-specific lines should there be?&lt;br /&gt;
&lt;br /&gt;
Each character in an [[event]] can fulfill a particular [[Story role]].&lt;br /&gt;
&lt;br /&gt;
An example event and the thinking behind it can be found [[Event design philosophy|here]].&lt;br /&gt;
&lt;br /&gt;
=Scope=&lt;br /&gt;
What can a story do?&lt;br /&gt;
&lt;br /&gt;
==Story Inputs==&lt;br /&gt;
What can you rely on? What can a story know about the state of the game, and how can you incorporate that in your writing?&lt;br /&gt;
&lt;br /&gt;
===Company State ===&lt;br /&gt;
===Legacy Unlocks===&lt;br /&gt;
===Present Heroes===&lt;br /&gt;
===All Heroes===&lt;br /&gt;
===Where are we===&lt;br /&gt;
===What are we fighting?===&lt;br /&gt;
===Plot/Chapter progress===&lt;br /&gt;
===Specifying NPCs===&lt;br /&gt;
===Anything else you want?===&lt;br /&gt;
&lt;br /&gt;
==Story Outcomes==&lt;br /&gt;
What results are possible? What&amp;#039;s desired? A lot of this will vary based on event type, but.&lt;br /&gt;
&lt;br /&gt;
===Grant Gear===&lt;br /&gt;
===Body Modifications===&lt;br /&gt;
&lt;br /&gt;
[[File:BodyModification_morthagiArm.png]] [[File:BodyModification_tentacle.png]] [[File:BodyModification_wolfHead.png]]&lt;br /&gt;
&lt;br /&gt;
Heroes&amp;#039; arms, legs and heads can be replaced with exciting things. These replacements may happen as the result of a choice in an event (e.g. a hero gets a wolf head after agreeing to join the wolf god), or they may be gained as rewards for quests that become available after the hero loses a limb in combat (e.g., after losing an arm, a hero discovers an abandoned Morthagi who offers to build them a mechanical one).&lt;br /&gt;
&lt;br /&gt;
In addition to replacements, modifications like wings, scars, or tattoos may be added.&lt;br /&gt;
&lt;br /&gt;
Most body modifications will affect the hero&amp;#039;s stats or abilities in some way (e.g., our hero with wings can now ignore obstacles when moving during a battle).&lt;br /&gt;
&lt;br /&gt;
===History Lines===&lt;br /&gt;
===Stat boosts===&lt;br /&gt;
===Add/remove hooks, aspects===&lt;br /&gt;
===Overland Stations===&lt;br /&gt;
===Modify Overland State===&lt;br /&gt;
===Affect combat===&lt;br /&gt;
===Hero Relationships===&lt;br /&gt;
===Unlock stuff===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Stretching and Establishing new Content==&lt;br /&gt;
&lt;br /&gt;
How far can stories range from the existing material and game assets? Spoiler: quite far!&lt;br /&gt;
&lt;br /&gt;
Because we are using 2D art and no animation, certain things are incredibly cheap for us to do, which would be prohibitively expensive for other games. Here are some examples which should give you an idea. In general, we are looking for writing to stretch and grow our content range as much as possible.&lt;br /&gt;
&lt;br /&gt;
Here are few but if you have a particular idea, run it past!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Comic Art&amp;#039;&amp;#039;&amp;#039; is very cheap. If you need a prop or a background to tell a story properly, ask for it!&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Special Gear&amp;#039;&amp;#039;&amp;#039; Weapons are maybe the second-cheapest asset class in the game, specify as many as you like. Augments are also pretty cheap. Armor is fairly expensive, but we can do it if it feels really special.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;One-Off Monsters&amp;#039;&amp;#039;&amp;#039; if none of the existing monsters make sense, you can call for a one-off monster to appear in a story or a fight. Most stories probably won&amp;#039;t need this, but it&amp;#039;s relatively inexpensive, so let&amp;#039;s do it when it makes sense.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Body Modifications&amp;#039;&amp;#039;&amp;#039; are where our character rig really shines. Any limb, or the head, can be swapped out for something monstrous or more awesome. Hair styles, skin patterns, scars, tattoos, bring it! It gets a little tricky if it modifies the face, because the different facial expressions &lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Playable Characters&amp;#039;&amp;#039;&amp;#039; might be monsters or weirdthings that you can recruit or get transformed into. Fairly cheap, and we really want these. One thing to consider is whether they will be able to use weapons or armor. The default approach is that non-humans don&amp;#039;t use gear, but we could possibly make an exception for weapon-wielding, since that is relatively easy to rig up.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-game Scenery&amp;#039;&amp;#039;&amp;#039; is cheap, and could double as comic props?&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Map icons&amp;#039;&amp;#039;&amp;#039; are very cheap if you need something specific.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;In-Game Environments&amp;#039;&amp;#039;&amp;#039; are expensive, since they require a lot of art to work together, and a deal of programming too. But, bring your ideas. We might be able to make something work.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Abilities&amp;#039;&amp;#039;&amp;#039; Do you need special abilities, as rewards, for one-off enemies, playable characters, or whatever? They are pretty easy to make! Say what you want and we can talk it over.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Buffs/Debuffs&amp;#039;&amp;#039;&amp;#039; are relatively cheap, particularly if they are similar to an existing effect.&lt;br /&gt;
&lt;br /&gt;
&amp;#039;&amp;#039;&amp;#039;Combat Avantages/Disadvantages&amp;#039;&amp;#039;&amp;#039; are not totally implemented, so let us know what you want to see.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Event Types=&lt;br /&gt;
Stories in Wildermyth are applied procedurally. When the player is in a situation that calls for a story, the game searches the database of events for all the stories that could fit the situation, and then picks one randomly. Different situations come with different storytelling constraints.&lt;br /&gt;
&lt;br /&gt;
==Exploration Oriented Stories==&lt;br /&gt;
===Wilderness Scouting===&lt;br /&gt;
===Arrive at Hostile Site===&lt;br /&gt;
&lt;br /&gt;
==Tactical Stories==&lt;br /&gt;
===Ambushed===&lt;br /&gt;
===Tactical Defense===&lt;br /&gt;
===Attack Site (subsequent)===&lt;br /&gt;
&lt;br /&gt;
==Combat-Oriented Stories==&lt;br /&gt;
===Mortal Choice===&lt;br /&gt;
===Mid-mission story===&lt;br /&gt;
===Mission Victory===&lt;br /&gt;
===Mission Defeat===&lt;br /&gt;
&lt;br /&gt;
==Infrastructure Stories==&lt;br /&gt;
===Site Feature Quest (Delving)===&lt;br /&gt;
===Founding Towns===&lt;br /&gt;
&lt;br /&gt;
==Randomly Surfaced Stories==&lt;br /&gt;
===Personal Relationship (Hook) Quest===&lt;br /&gt;
===Personal Upgrade Quest===&lt;br /&gt;
===Site Quests===&lt;br /&gt;
&lt;br /&gt;
==Experimental Stories==&lt;br /&gt;
===Adventures and Scenarios===&lt;/div&gt;</summary>
		<author><name>Annie</name></author>
	</entry>
	<entry>
		<id>https://wildermyth.com/w/index.php?title=File:BodyModification_morthagiArm.png&amp;diff=259</id>
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		<updated>2018-02-09T17:24:22Z</updated>

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		<title>File:BodyModification tentacle.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:BodyModification_tentacle.png&amp;diff=258"/>
		<updated>2018-02-09T17:23:56Z</updated>

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		<id>https://wildermyth.com/w/index.php?title=File:BodyModification_wolfHead.png&amp;diff=257</id>
		<title>File:BodyModification wolfHead.png</title>
		<link rel="alternate" type="text/html" href="https://wildermyth.com/w/index.php?title=File:BodyModification_wolfHead.png&amp;diff=257"/>
		<updated>2018-02-09T17:23:32Z</updated>

		<summary type="html">&lt;p&gt;Annie: &lt;/p&gt;
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		<author><name>Annie</name></author>
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